Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#pragma once
3 years ago
#if !defined(R_EFX_H)
9 years ago
#define R_EFX_H
// particle_t
#if !defined( PARTICLEDEFH )
#include "particledef.h"
#endif
// BEAM
#if !defined( BEAMDEFH )
#include "beamdef.h"
#endif
// dlight_t
#if !defined ( DLIGHTH )
#include "dlight.h"
#endif
// cl_entity_t
#if !defined( CL_ENTITYH )
#include "cl_entity.h"
#endif
/*
// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
color24 gTracerColors[] =
{
{ 255, 255, 255 }, // White
{ 255, 0, 0 }, // Red
{ 0, 255, 0 }, // Green
{ 0, 0, 255 }, // Blue
{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
{ 255, 167, 17 }, // Yellow-orange sparks
{ 255, 130, 90 }, // Yellowish streaks (garg)
{ 55, 60, 144 }, // Blue egon streak
{ 255, 130, 90 }, // More Yellowish streaks (garg)
{ 255, 140, 90 }, // More Yellowish streaks (garg)
{ 200, 130, 90 }, // More red streaks (garg)
{ 255, 120, 70 }, // Darker red streaks (garg)
};
*/
// Temporary entity array
#define TENTPRIORITY_LOW 0
#define TENTPRIORITY_HIGH 1
// TEMPENTITY flags
#define FTENT_NONE 0x00000000
#define FTENT_SINEWAVE 0x00000001
#define FTENT_GRAVITY 0x00000002
#define FTENT_ROTATE 0x00000004
#define FTENT_SLOWGRAVITY 0x00000008
#define FTENT_SMOKETRAIL 0x00000010
#define FTENT_COLLIDEWORLD 0x00000020
#define FTENT_FLICKER 0x00000040
#define FTENT_FADEOUT 0x00000080
#define FTENT_SPRANIMATE 0x00000100
#define FTENT_HITSOUND 0x00000200
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
#define FTENT_SPARKSHOWER 0x00020000
#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
#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 )
#define FTENT_SCALE 0x00100000 // An experiment
typedef struct tempent_s TEMPENTITY;
typedef struct tempent_s
{
int flags;
float die;
float frameMax;
float x;
float y;
float z;
float fadeSpeed;
float bounceFactor;
int hitSound;
void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr );
void (*callback)( struct tempent_s *ent, float frametime, float currenttime );
TEMPENTITY *next;
int priority;
short clientIndex; // if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
cl_entity_t entity;
// baseline.origin - velocity
// baseline.renderamt - starting fadeout intensity
// baseline.angles - angle velocity
} TEMPENTITY;
typedef struct efx_api_s efx_api_t;
struct efx_api_s
{
particle_t *(*R_AllocParticle)( void (*callback)( struct particle_s *particle, float frametime ));
void (*R_BlobExplosion)( float *org );
void (*R_Blood)( float *org, float *dir, int pcolor, int speed );
void (*R_BloodSprite)( float *org, int colorindex, int modelIndex, int modelIndex2, float size );
void (*R_BloodStream)( float *org, float *dir, int pcolor, int speed );
void (*R_BreakModel)( float *pos, float *size, float *dir, float random, float life, int count, int modelIndex, char flags );
void (*R_Bubbles)( float *mins, float *maxs, float height, int modelIndex, int count, float speed );
void (*R_BubbleTrail)( float *start, float *end, float height, int modelIndex, int count, float speed );
void (*R_BulletImpactParticles)( float *pos );
void (*R_EntityParticles)( struct cl_entity_s *ent );
void (*R_Explosion)( float *pos, int model, float scale, float framerate, int flags );
void (*R_FizzEffect)( struct cl_entity_s *pent, int modelIndex, int density );
void (*R_FireField)( float *org, int radius, int modelIndex, int count, int flags, float life );
void (*R_FlickerParticles)( float *org );
void (*R_FunnelSprite)( float *org, int modelIndex, int reverse );
void (*R_Implosion)( float *end, float radius, int count, float life );
void (*R_LargeFunnel)( float *org, int reverse );
void (*R_LavaSplash)( float *org );
void (*R_MultiGunshot)( float *org, float *dir, float *noise, int count, int decalCount, int *decalIndices );
void (*R_MuzzleFlash)( float *pos1, int type );
void (*R_ParticleBox)( float *mins, float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
void (*R_ParticleBurst)( float *pos, int size, int color, float life );
void (*R_ParticleExplosion)( float *org );
void (*R_ParticleExplosion2)( float *org, int colorStart, int colorLength );
void (*R_ParticleLine)( float *start, float *end, unsigned char r, unsigned char g, unsigned char b, float life );
void (*R_PlayerSprites)( int client, int modelIndex, int count, int size );
void (*R_Projectile)( float *origin, float *velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
void (*R_RicochetSound)( float *pos );
void (*R_RicochetSprite)( float *pos, struct model_s *pmodel, float duration, float scale );
void (*R_RocketFlare)( float *pos );
void (*R_RocketTrail)( float *start, float *end, int type );
void (*R_RunParticleEffect)( float *org, float *dir, int color, int count );
void (*R_ShowLine)( float *start, float *end );
void (*R_SparkEffect)( float *pos, int count, int velocityMin, int velocityMax );
void (*R_SparkShower)( float *pos );
void (*R_SparkStreaks)( float *pos, int count, int velocityMin, int velocityMax );
void (*R_Spray)( float *pos, float *dir, int modelIndex, int count, int speed, int spread, int rendermode );
void (*R_Sprite_Explode)( TEMPENTITY *pTemp, float scale, int flags );
void (*R_Sprite_Smoke)( TEMPENTITY *pTemp, float scale );
void (*R_Sprite_Spray)( float *pos, float *dir, int modelIndex, int count, int speed, int iRand );
void (*R_Sprite_Trail)( int type, float *start, float *end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
void (*R_Sprite_WallPuff)( TEMPENTITY *pTemp, float scale );
void (*R_StreakSplash)( float *pos, float *dir, int color, int count, float speed, int velocityMin, int velocityMax );
void (*R_TracerEffect)( float *start, float *end );
void (*R_UserTracerParticle)( float *org, float *vel, float life, int colorIndex, float length, unsigned char deathcontext, void (*deathfunc)( struct particle_s *particle ));
particle_t *(*R_TracerParticles)( float *org, float *vel, float life );
void (*R_TeleportSplash)( float *org );
void (*R_TempSphereModel)( float *pos, float speed, float life, int count, int modelIndex );
TEMPENTITY *(*R_TempModel)( float *pos, float *dir, float *angles, float life, int modelIndex, int soundtype );
TEMPENTITY *(*R_DefaultSprite)( float *pos, int spriteIndex, float framerate );
TEMPENTITY *(*R_TempSprite)( float *pos, float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
int (*Draw_DecalIndex)( int id );
int (*Draw_DecalIndexFromName)( char *name );
void (*R_DecalShoot)( int textureIndex, int entity, int modelIndex, float *position, int flags );
void (*R_AttachTentToPlayer)( int client, int modelIndex, float zoffset, float life );
void (*R_KillAttachedTents)( int client );
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 );
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 );
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 );
BEAM *(*R_BeamFollow)( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
void (*R_BeamKill)( int deadEntity );
BEAM *(*R_BeamLightning)( float *start, float *end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
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 );
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 );
dlight_t *(*CL_AllocDlight)( int key );
dlight_t *(*CL_AllocElight)( int key );
TEMPENTITY *(*CL_TempEntAlloc)( float *org, struct model_s *model );
TEMPENTITY *(*CL_TempEntAllocNoModel)( float *org );
TEMPENTITY *(*CL_TempEntAllocHigh)( float *org, struct model_s *model );
TEMPENTITY *(*CL_TentEntAllocCustom)( float *origin, struct model_s *model, int high, void (*callback)( struct tempent_s *ent, float frametime, float currenttime ));
void (*R_GetPackedColor)( short *packed, short color );
short (*R_LookupColor)( unsigned char r, unsigned char g, unsigned char b );
void (*R_DecalRemoveAll)( int textureIndex ); // textureIndex points to the decal index in the array, not the actual texture index.
void (*R_FireCustomDecal)( int textureIndex, int entity, int modelIndex, float *position, int flags, float scale );
};
#endif//R_EFX_H