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https://github.com/nillerusr/source-engine.git
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137 lines
3.5 KiB
C++
137 lines
3.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef FX_EXPLOSION_H
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#define FX_EXPLOSION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "particle_collision.h"
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#include "glow_overlay.h"
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//JDW: For now we're clamping this value
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#define EXPLOSION_FORCE_MAX 2
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#define EXPLOSION_FORCE_MIN 2
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_BaseExplosionEffect
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{
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private:
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static C_BaseExplosionEffect m_instance;
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public:
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~C_BaseExplosionEffect( void ) {}
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static C_BaseExplosionEffect &Instance( void ) { return m_instance; }
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virtual void Create( const Vector &position, float force, float scale, int flags );
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protected:
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C_BaseExplosionEffect( void );
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virtual void PlaySound( void );
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virtual void CreateCore( void );
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virtual void CreateDebris( void );
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virtual void CreateMisc( void );
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virtual void CreateDynamicLight( void );
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float ScaleForceByDeviation( Vector &deviant, Vector &source, float spread, float *force = NULL );
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float Probe( const Vector &origin, Vector *direction, float strength );
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void GetForceDirection( const Vector &origin, float magnitude, Vector *resultDirection, float *resultForce );
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protected:
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Vector m_vecOrigin;
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Vector m_vecDirection;
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float m_flForce;
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int m_fFlags;
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PMaterialHandle m_Material_Smoke;
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PMaterialHandle m_Material_Embers[2];
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PMaterialHandle m_Material_FireCloud;
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};
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//Singleton accessor
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extern C_BaseExplosionEffect &BaseExplosionEffect( void );
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//
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// CExplosionOverlay
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//
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class CExplosionOverlay : public CWarpOverlay
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{
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public:
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virtual bool Update( void );
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public:
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float m_flLifetime;
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Vector m_vBaseColors[MAX_SUN_LAYERS];
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};
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//-----------------------------------------------------------------------------
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// Purpose: Water explosion
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//-----------------------------------------------------------------------------
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class C_WaterExplosionEffect : public C_BaseExplosionEffect
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{
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typedef C_BaseExplosionEffect BaseClass;
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public:
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static C_WaterExplosionEffect &Instance( void ) { return m_waterinstance; }
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virtual void Create( const Vector &position, float force, float scale, int flags );
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protected:
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virtual void CreateCore( void );
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virtual void CreateDebris( void );
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virtual void CreateMisc( void );
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virtual void PlaySound( void );
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private:
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Vector m_vecWaterSurface;
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float m_flDepth; // Depth below the water surface (used for surface effect)
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Vector m_vecColor; // Lighting tint information
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float m_flLuminosity; // Luminosity information
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static C_WaterExplosionEffect m_waterinstance;
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};
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//Singleton accessor
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extern C_WaterExplosionEffect &WaterExplosionEffect( void );
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//-----------------------------------------------------------------------------
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// Purpose: Water explosion
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//-----------------------------------------------------------------------------
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class C_MegaBombExplosionEffect : public C_BaseExplosionEffect
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{
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typedef C_BaseExplosionEffect BaseClass;
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public:
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static C_MegaBombExplosionEffect &Instance( void ) { return m_megainstance; }
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protected:
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virtual void CreateCore( void );
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virtual void CreateDebris( void ) { };
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virtual void CreateMisc( void ) { };
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virtual void PlaySound( void ) { };
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private:
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static C_MegaBombExplosionEffect m_megainstance;
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};
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//Singleton accessor
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extern C_MegaBombExplosionEffect &MegaBombExplosionEffect( void );
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#endif // FX_EXPLOSION_H
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