mirror of
https://github.com/nillerusr/source-engine.git
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391 lines
8.9 KiB
C++
391 lines
8.9 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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//===========================================================================//
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// This defines the client-side SmokeTrail entity. It can also be used without
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// an entity, in which case you must pass calls to it and set its position each frame.
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#ifndef PARTICLE_SMOKETRAIL_H
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#define PARTICLE_SMOKETRAIL_H
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#include "particlemgr.h"
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#include "particle_prototype.h"
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#include "particle_util.h"
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#include "particles_simple.h"
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#include "c_baseentity.h"
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#include "baseparticleentity.h"
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#include "fx_trail.h"
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//
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// Smoke Trail
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//
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class C_SmokeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_SmokeTrail, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_SmokeTrail();
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virtual ~C_SmokeTrail();
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public:
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//For attachments
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void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
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// Enable/disable emission.
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void SetEmit(bool bEmit);
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// Change the spawn rate.
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void SetSpawnRate(float rate);
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// C_BaseEntity.
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public:
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virtual void OnDataChanged(DataUpdateType_t updateType);
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virtual void CleanupToolRecordingState( KeyValues *msg );
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// IPrototypeAppEffect.
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public:
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
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// IParticleEffect.
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public:
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virtual void Update(float fTimeDelta);
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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public:
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// Effect parameters. These will assume default values but you can change them.
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float m_SpawnRate; // How many particles per second.
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Vector m_StartColor; // Fade between these colors.
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Vector m_EndColor;
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float m_Opacity;
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float m_ParticleLifetime; // How long do the particles live?
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float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
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float m_MinSpeed; // Speed range.
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float m_MaxSpeed;
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float m_MinDirectedSpeed; // Directed speed range.
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float m_MaxDirectedSpeed;
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float m_StartSize; // Size ramp.
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float m_EndSize;
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float m_SpawnRadius;
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Vector m_VelocityOffset; // Emit the particles in a certain direction.
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bool m_bEmit; // Keep emitting particles?
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int m_nAttachment;
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private:
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C_SmokeTrail( const C_SmokeTrail & );
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PMaterialHandle m_MaterialHandle[2];
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TimedEvent m_ParticleSpawn;
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CParticleMgr *m_pParticleMgr;
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CSmartPtr<CSimpleEmitter> m_pSmokeEmitter;
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};
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//==================================================
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// C_RocketTrail
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//==================================================
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class C_RocketTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_RocketTrail, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_RocketTrail();
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virtual ~C_RocketTrail();
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public:
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//For attachments
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void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
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// Enable/disable emission.
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void SetEmit(bool bEmit);
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// Change the spawn rate.
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void SetSpawnRate(float rate);
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// C_BaseEntity.
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public:
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virtual void OnDataChanged(DataUpdateType_t updateType);
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// IPrototypeAppEffect.
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public:
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
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// IParticleEffect.
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public:
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virtual void Update(float fTimeDelta);
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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public:
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// Effect parameters. These will assume default values but you can change them.
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float m_SpawnRate; // How many particles per second.
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Vector m_StartColor; // Fade between these colors.
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Vector m_EndColor;
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float m_Opacity;
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float m_ParticleLifetime; // How long do the particles live?
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float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
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float m_MinSpeed; // Speed range.
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float m_MaxSpeed;
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float m_StartSize; // Size ramp.
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float m_EndSize;
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float m_SpawnRadius;
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Vector m_VelocityOffset; // Emit the particles in a certain direction.
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bool m_bEmit; // Keep emitting particles?
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bool m_bDamaged; // Has been shot down (should be on fire, etc)
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int m_nAttachment;
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Vector m_vecLastPosition; // Last known position of the rocket
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float m_flFlareScale; // Size of the flare
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private:
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C_RocketTrail( const C_RocketTrail & );
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PMaterialHandle m_MaterialHandle[2];
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TimedEvent m_ParticleSpawn;
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CParticleMgr *m_pParticleMgr;
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CSmartPtr<CSimpleEmitter> m_pRocketEmitter;
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};
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class SporeSmokeEffect;
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//==================================================
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// SporeEffect
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//==================================================
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class SporeEffect : public CSimpleEmitter
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{
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public:
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SporeEffect( const char *pDebugName );
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static SporeEffect* Create( const char *pDebugName );
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
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virtual Vector UpdateColor( const SimpleParticle *pParticle );
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virtual float UpdateAlpha( const SimpleParticle *pParticle );
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private:
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SporeEffect( const SporeEffect & );
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};
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//==================================================
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// C_SporeExplosion
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//==================================================
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class C_SporeExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_SporeExplosion, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_SporeExplosion( void );
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virtual ~C_SporeExplosion( void );
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public:
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// C_BaseEntity
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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// IPrototypeAppEffect
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public:
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virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
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// IParticleEffect
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public:
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virtual void Update( float fTimeDelta );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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public:
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float m_flSpawnRate;
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float m_flParticleLifetime;
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float m_flStartSize;
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float m_flEndSize;
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float m_flSpawnRadius;
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float m_flPreviousSpawnRate;
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bool m_bEmit;
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bool m_bDontRemove;
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private:
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C_SporeExplosion( const C_SporeExplosion & );
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void AddParticles( void );
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PMaterialHandle m_hMaterial;
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TimedEvent m_teParticleSpawn;
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SporeEffect *m_pSporeEffect;
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CParticleMgr *m_pParticleMgr;
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};
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//
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// Particle trail
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//
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class CSmokeParticle;
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class C_FireTrail : public C_ParticleTrail
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{
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public:
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DECLARE_CLASS( C_FireTrail, C_ParticleTrail );
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DECLARE_CLIENTCLASS();
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C_FireTrail( void );
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virtual ~C_FireTrail( void );
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virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
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virtual void Update( float fTimeDelta );
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private:
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enum
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{
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// Smoke
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FTRAIL_SMOKE1,
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FTRAIL_SMOKE2,
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// Large flame
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FTRAIL_FLAME1,
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FTRAIL_FLAME2,
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FTRAIL_FLAME3,
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FTRAIL_FLAME4,
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FTRAIL_FLAME5,
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NUM_FTRAIL_MATERIALS
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};
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CSmartPtr<CSimpleEmitter> m_pTrailEmitter;
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CSmartPtr<CSmokeParticle> m_pSmokeEmitter;
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PMaterialHandle m_hMaterial[NUM_FTRAIL_MATERIALS];
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Vector m_vecLastPosition;
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C_FireTrail( const C_FireTrail & );
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};
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//==================================================
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// C_DustTrail
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//==================================================
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class C_DustTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
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{
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public:
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DECLARE_CLASS( C_DustTrail, C_BaseParticleEntity );
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DECLARE_CLIENTCLASS();
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C_DustTrail();
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virtual ~C_DustTrail();
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public:
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// Enable/disable emission.
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void SetEmit(bool bEmit);
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// Change the spawn rate.
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void SetSpawnRate(float rate);
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// C_BaseEntity.
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public:
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virtual void OnDataChanged(DataUpdateType_t updateType);
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virtual void CleanupToolRecordingState( KeyValues *msg );
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// IPrototypeAppEffect.
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public:
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virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
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// IParticleEffect.
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public:
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virtual void Update(float fTimeDelta);
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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public:
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// Effect parameters. These will assume default values but you can change them.
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float m_SpawnRate; // How many particles per second.
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Vector m_Color;
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float m_Opacity;
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float m_ParticleLifetime; // How long do the particles live?
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float m_StartEmitTime; // When did I start emitting particles?
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float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
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float m_MinSpeed; // Speed range.
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float m_MaxSpeed;
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float m_MinDirectedSpeed; // Directed speed range.
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float m_MaxDirectedSpeed;
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float m_StartSize; // Size ramp.
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float m_EndSize;
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float m_SpawnRadius;
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Vector m_VelocityOffset; // Emit the particles in a certain direction.
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bool m_bEmit; // Keep emitting particles?
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private:
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C_DustTrail( const C_DustTrail & );
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#define DUSTTRAIL_MATERIALS 16
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PMaterialHandle m_MaterialHandle[DUSTTRAIL_MATERIALS];
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TimedEvent m_ParticleSpawn;
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CParticleMgr *m_pParticleMgr;
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CSmartPtr<CSimpleEmitter> m_pDustEmitter;
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};
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#endif
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