#ifndef _PARTICLES_H_ #define _PARTICLES_H_ extern int pt_explosion, pt_pointfile, pt_entityparticles, pt_darkfield, pt_blob, pt_blood, pt_lightningblood, pt_gunshot, pt_wizspike, pt_knightspike, pt_spike, pt_superspike, pt_lavasplash, pt_teleportsplash, pt_blasterparticles, pt_torch, pt_flame, pt_bullet, pt_superbullet, pe_default; extern int rt_blastertrail, rt_railtrail, rt_bubbletrail, rt_rocket, rt_grenade, rt_gib, rt_lightning1, rt_lightning2, rt_lightning3; /* extern int rt_rocket_trail, rt_smoke, rt_blood, rt_tracer, rt_slight_blood, rt_tracer2, rt_voor_trail, rt_fireball, rt_ice, rt_spit, rt_spell, rt_vorpal, rt_setstaff, rt_magicmissile, rt_boneshard, rt_scarab, rt_acidball, rt_bloodshot, rt_blastertrail, rt_railtrail, rt_bubbletrail; */ // !!! if this is changed, it must be changed in d_ifacea.h too !!! typedef struct particle_s { // driver-usable fields vec3_t org; float color; vec3_t rgb; float alpha; float scale; vec3_t vel; float angle; float rotationspeed; float nextemit; // drivers never touch the following fields struct particle_s *next; float die; } particle_t; #define BS_LASTSEG 0x1 // no draw to next, no delete #define BS_DEAD 0x2 // segment is dead #define BS_NODRAW 0x4 // only used for lerp switching typedef struct beamseg_s { particle_t *p; struct beamseg_s *next; // next in beamseg list int flags; // flags for beamseg vec3_t dir; float texture_s; } beamseg_t; #define PARTICLE_Z_CLIP 8.0 #define frandom() (rand()*(1.0f/RAND_MAX)) #define crandom() (rand()*(2.0f/RAND_MAX)-1.0f) #define hrandom() (rand()*(1.0f/RAND_MAX)-0.5f) //main functions void P_DrawParticles (void); void P_InitParticles (void); void P_ClearParticles (void); void P_NewServer(void); //allocate a new effect int P_ParticleTypeForName(char *name); int P_AllocateParticleType(char *name); //find one if it exists, or create if it doesn't. qboolean P_DescriptionIsLoaded(char *name); //returns true if it's usable. void P_SkyTri(float *v1, float *v2, float *v3, struct msurface_s *surf); // default particle effect void P_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); //aka: the particle builtin. //wierd effects void P_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count); //these three are needed for hexen2. void P_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count); void P_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count); void P_DarkFieldParticles (float *org, qbyte colour); void P_EntityParticles (float *org, qbyte colour, float *radius); //nq's EF_BRIGHTFIELD void P_TorchEffect (vec3_t pos, int type); //particles centered around a model, called every frame for those models. //functions that spawn point effects (basically just pass throughs) void P_BlobExplosion (vec3_t org); //tarbaby explosion or TF emp. void P_ParticleExplosion (vec3_t org); //rocket explosion (sprite is allocated seperatly :( ) void P_LavaSplash (vec3_t org); //cthon dying, or a gas grenade. typedef struct { float lastdist; struct beamseg_s *lastbeam; // last beam point } trailstate_t; //the core spawn function for trails. (trailstate can be null) int P_ParticleTrail (vec3_t start, vec3_t end, int type, trailstate_t *trailstate); void P_DefaultTrail (struct model_s *model); //fills in the default particle properties for a loaded model. Should already have the model flags set. //the core spawn function for point effects int P_RunParticleEffectType(vec3_t org, vec3_t dir, float count, int type); //1 if failed. int P_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name); //1 if failed. void P_EmitSkyEffectTris(struct model_s *mod, struct msurface_s *fa); #endif