Team Fortress 2 Source Code as on 22/4/2020
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//========= 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