mirror of
https://github.com/FWGS/xash3d-fwgs
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196 lines
11 KiB
C
196 lines
11 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef R_EFX_H
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#define R_EFX_H
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// particle_t
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#if !defined( PARTICLEDEFH )
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#include "particledef.h"
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#endif
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// BEAM
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#if !defined( BEAMDEFH )
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#include "beamdef.h"
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#endif
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// dlight_t
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#if !defined ( DLIGHTH )
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#include "dlight.h"
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#endif
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// cl_entity_t
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#if !defined( CL_ENTITYH )
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#include "cl_entity.h"
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#endif
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/*
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// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
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// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
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color24 gTracerColors[] =
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{
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{ 255, 255, 255 }, // White
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{ 255, 0, 0 }, // Red
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{ 0, 255, 0 }, // Green
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{ 0, 0, 255 }, // Blue
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{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
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{ 255, 167, 17 }, // Yellow-orange sparks
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{ 255, 130, 90 }, // Yellowish streaks (garg)
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{ 55, 60, 144 }, // Blue egon streak
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{ 255, 130, 90 }, // More Yellowish streaks (garg)
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{ 255, 140, 90 }, // More Yellowish streaks (garg)
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{ 200, 130, 90 }, // More red streaks (garg)
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{ 255, 120, 70 }, // Darker red streaks (garg)
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};
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*/
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// Temporary entity array
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#define TENTPRIORITY_LOW 0
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#define TENTPRIORITY_HIGH 1
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// TEMPENTITY flags
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#define FTENT_NONE 0x00000000
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#define FTENT_SINEWAVE 0x00000001
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#define FTENT_GRAVITY 0x00000002
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#define FTENT_ROTATE 0x00000004
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#define FTENT_SLOWGRAVITY 0x00000008
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#define FTENT_SMOKETRAIL 0x00000010
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#define FTENT_COLLIDEWORLD 0x00000020
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#define FTENT_FLICKER 0x00000040
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#define FTENT_FADEOUT 0x00000080
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#define FTENT_SPRANIMATE 0x00000100
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#define FTENT_HITSOUND 0x00000200
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#define FTENT_SPIRAL 0x00000400
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#define FTENT_SPRCYCLE 0x00000800
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#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
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#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
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#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
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#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
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#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
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#define FTENT_SPARKSHOWER 0x00020000
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#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
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#define FTENT_CLIENTCUSTOM 0x00080000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
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#define FTENT_SCALE 0x00100000 // An experiment
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typedef struct tempent_s TEMPENTITY;
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typedef struct tempent_s
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{
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int flags;
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float die;
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float frameMax;
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float x;
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float y;
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float z;
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float fadeSpeed;
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float bounceFactor;
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int hitSound;
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void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr );
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void (*callback)( struct tempent_s *ent, float frametime, float currenttime );
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TEMPENTITY *next;
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int priority;
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short clientIndex; // if attached, this is the index of the client to stick to
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// if COLLIDEALL, this is the index of the client to ignore
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// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
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vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
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cl_entity_t entity;
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// baseline.origin - velocity
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// baseline.renderamt - starting fadeout intensity
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// baseline.angles - angle velocity
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} TEMPENTITY;
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typedef struct efx_api_s efx_api_t;
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struct efx_api_s
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{
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particle_t *(*R_AllocParticle)( void (*callback)( struct particle_s *particle, float frametime ));
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void (*R_BlobExplosion)( const float *org );
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void (*R_Blood)( const float *org, const float *dir, int pcolor, int speed );
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void (*R_BloodSprite)( const float *org, int colorindex, int modelIndex, int modelIndex2, float size );
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void (*R_BloodStream)( const float *org, const float *dir, int pcolor, int speed );
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void (*R_BreakModel)( const float *pos, const float *size, const float *dir, float random, float life, int count, int modelIndex, char flags );
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void (*R_Bubbles)( const float *mins, const float *maxs, float height, int modelIndex, int count, float speed );
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void (*R_BubbleTrail)( const float *start, const float *end, float height, int modelIndex, int count, float speed );
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void (*R_BulletImpactParticles)( const float *pos );
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void (*R_EntityParticles)( struct cl_entity_s *ent );
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void (*R_Explosion)( float *pos, int model, float scale, float framerate, int flags );
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void (*R_FizzEffect)( struct cl_entity_s *pent, int modelIndex, int density );
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void (*R_FireField)( float *org, int radius, int modelIndex, int count, int flags, float life );
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void (*R_FlickerParticles)( const float *org );
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void (*R_FunnelSprite)( const float *org, int modelIndex, int reverse );
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void (*R_Implosion)( const float *end, float radius, int count, float life );
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void (*R_LargeFunnel)( const float *org, int reverse );
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void (*R_LavaSplash)( const float *org );
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void (*R_MultiGunshot)( const float *org, const float *dir, const float *noise, int count, int decalCount, int *decalIndices );
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void (*R_MuzzleFlash)( const float *pos1, int type );
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void (*R_ParticleBox)( const float *mins, const float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
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void (*R_ParticleBurst)( const float *pos, int size, int color, float life );
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void (*R_ParticleExplosion)( const float *org );
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void (*R_ParticleExplosion2)( const float *org, int colorStart, int colorLength );
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void (*R_ParticleLine)( const float *start, const float *end, unsigned char r, unsigned char g, unsigned char b, float life );
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void (*R_PlayerSprites)( int client, int modelIndex, int count, int size );
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void (*R_Projectile)( const float *origin, const float *velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
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void (*R_RicochetSound)( const float *pos );
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void (*R_RicochetSprite)( const float *pos, struct model_s *pmodel, float duration, float scale );
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void (*R_RocketFlare)( const float *pos );
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void (*R_RocketTrail)( float *start, float *end, int type );
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void (*R_RunParticleEffect)( const float *org, const float *dir, int color, int count );
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void (*R_ShowLine)( const float *start, const float *end );
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void (*R_SparkEffect)( const float *pos, int count, int velocityMin, int velocityMax );
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void (*R_SparkShower)( const float *pos );
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void (*R_SparkStreaks)( const float *pos, int count, int velocityMin, int velocityMax );
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void (*R_Spray)( const float *pos, const float *dir, int modelIndex, int count, int speed, int spread, int rendermode );
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void (*R_Sprite_Explode)( TEMPENTITY *pTemp, float scale, int flags );
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void (*R_Sprite_Smoke)( TEMPENTITY *pTemp, float scale );
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void (*R_Sprite_Spray)( const float *pos, const float *dir, int modelIndex, int count, int speed, int iRand );
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void (*R_Sprite_Trail)( int type, float *start, float *end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
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void (*R_Sprite_WallPuff)( TEMPENTITY *pTemp, float scale );
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void (*R_StreakSplash)( const float *pos, const float *dir, int color, int count, float speed, int velocityMin, int velocityMax );
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void (*R_TracerEffect)( const float *start, const float *end );
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void (*R_UserTracerParticle)( float *org, float *vel, float life, int colorIndex, float length, unsigned char deathcontext, void (*deathfunc)( struct particle_s *particle ));
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particle_t *(*R_TracerParticles)( float *org, float *vel, float life );
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void (*R_TeleportSplash)( const float *org );
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void (*R_TempSphereModel)( const float *pos, float speed, float life, int count, int modelIndex );
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TEMPENTITY *(*R_TempModel)( const float *pos, const float *dir, const float *angles, float life, int modelIndex, int soundtype );
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TEMPENTITY *(*R_DefaultSprite)( const float *pos, int spriteIndex, float framerate );
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TEMPENTITY *(*R_TempSprite)( float *pos, const float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
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int (*Draw_DecalIndex)( int id );
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int (*Draw_DecalIndexFromName)( const char *name );
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void (*R_DecalShoot)( int textureIndex, int entity, int modelIndex, float *position, int flags );
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void (*R_AttachTentToPlayer)( int client, int modelIndex, float zoffset, float life );
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void (*R_KillAttachedTents)( int client );
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BEAM *(*R_BeamCirclePoints)( int type, float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*R_BeamEntPoint)( int startEnt, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*R_BeamEnts)( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*R_BeamFollow)( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
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void (*R_BeamKill)( int deadEntity );
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BEAM *(*R_BeamLightning)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
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BEAM *(*R_BeamPoints)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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BEAM *(*R_BeamRing)( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
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dlight_t *(*CL_AllocDlight)( int key );
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dlight_t *(*CL_AllocElight)( int key );
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TEMPENTITY *(*CL_TempEntAlloc)( const float *org, struct model_s *model );
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TEMPENTITY *(*CL_TempEntAllocNoModel)( const float *org );
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TEMPENTITY *(*CL_TempEntAllocHigh)( const float *org, struct model_s *model );
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TEMPENTITY *(*CL_TentEntAllocCustom)( const float *origin, struct model_s *model, int high, void (*callback)( struct tempent_s *ent, float frametime, float currenttime ));
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void (*R_GetPackedColor)( short *packed, short color );
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short (*R_LookupColor)( unsigned char r, unsigned char g, unsigned char b );
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void (*R_DecalRemoveAll)( int textureIndex ); // textureIndex points to the decal index in the array, not the actual texture index.
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void (*R_FireCustomDecal)( int textureIndex, int entity, int modelIndex, float *position, int flags, float scale );
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};
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#endif//R_EFX_H
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