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