vkdoom_m/src/playsim/p_effect.h
2024-11-13 14:39:40 -05:00

150 lines
4.7 KiB
C++

/*
** p_effect.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#pragma once
#include "vectors.h"
#include "doomdef.h"
#include "renderstyle.h"
#include "dthinker.h"
#include "palettecontainer.h"
#include "animations.h"
enum
{
FX_ROCKET = 0x00000001,
FX_GRENADE = 0x00000002,
FX_RESPAWNINVUL = 0x00000020,
FX_VISIBILITYPULSE = 0x00000040
};
struct subsector_t;
struct FLevelLocals;
// [RH] Particle details
enum EParticleFlags
{
SPF_FULLBRIGHT = 1 << 0,
SPF_RELPOS = 1 << 1,
SPF_RELVEL = 1 << 2,
SPF_RELACCEL = 1 << 3,
SPF_RELANG = 1 << 4,
SPF_NOTIMEFREEZE = 1 << 5,
SPF_ROLL = 1 << 6,
SPF_REPLACE = 1 << 7,
SPF_NO_XY_BILLBOARD = 1 << 8,
SPF_LOCAL_ANIM = 1 << 9,
SPF_NEGATIVE_FADESTEP = 1 << 10,
SPF_FACECAMERA = 1 << 11,
SPF_NOFACECAMERA = 1 << 12,
SPF_ROLLCENTER = 1 << 13,
SPF_STRETCHPIXELS = 1 << 14,
};
class DVisualThinker;
struct particle_t
{
subsector_t* subsector; //+8 = 8
DVector3 Pos; //+24 = 32
FVector3 Vel; //+12 = 44
FVector3 Acc; //+12 = 56
float size, sizestep; //+8 = 64
float fadestep, alpha; //+8 = 72
int32_t ttl; // +4 = 76
int color; //+4 = 80
FTextureID texture; // +4 = 84
ERenderStyle style; //+4 = 88
float Roll, RollVel, RollAcc; //+12 = 100
uint16_t tnext, snext, tprev; //+6 = 106
uint16_t flags; //+2 = 108
// uint32_t padding; //+4 = 112
FStandaloneAnimation animData; //+16 = 128
};
static_assert(sizeof(particle_t) == 128, "Only LP64/LLP64 is supported");
const uint16_t NO_PARTICLE = 0xffff;
void P_InitParticles(FLevelLocals *);
void P_ClearParticles (FLevelLocals *Level);
void P_FindParticleSubsectors (FLevelLocals *Level);
class AActor;
particle_t *JitterParticle (FLevelLocals *Level, int ttl);
particle_t *JitterParticle (FLevelLocals *Level, int ttl, double drift);
void P_ThinkParticles (FLevelLocals *Level);
struct FSpawnParticleParams
{
int color;
FTextureID texture;
int style;
int flags;
int lifetime;
double size;
double sizestep;
DVector3 pos;
DVector3 vel;
DVector3 accel;
double startalpha;
double fadestep;
double startroll;
double rollvel;
double rollacc;
};
void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0, FTextureID texture = FNullTextureID(), ERenderStyle style = STYLE_None, double startroll = 0, double rollvel = 0, double rollacc = 0);
void P_InitEffects (void);
void P_RunEffect (AActor *actor, int effects);
struct SPortalHit
{
DVector3 HitPos;
DVector3 ContPos;
DVector3 OutDir;
};
void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = nullAngle, int duration = TICRATE, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = nullAngle);
void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int kind);
void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int updown, int kind);
void P_DisconnectEffect (AActor *actor);