Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
// This defines the client-side SmokeTrail entity. It can also be used without
// an entity, in which case you must pass calls to it and set its position each frame.
#ifndef PARTICLE_SMOKETRAIL_H
#define PARTICLE_SMOKETRAIL_H
#include "particlemgr.h"
#include "particle_prototype.h"
#include "particle_util.h"
#include "particles_simple.h"
#include "c_baseentity.h"
#include "baseparticleentity.h"
#include "fx_trail.h"
//
// Smoke Trail
//
class C_SmokeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_SmokeTrail, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_SmokeTrail();
virtual ~C_SmokeTrail();
public:
//For attachments
void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
// Enable/disable emission.
void SetEmit(bool bEmit);
// Change the spawn rate.
void SetSpawnRate(float rate);
// C_BaseEntity.
public:
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void CleanupToolRecordingState( KeyValues *msg );
// IPrototypeAppEffect.
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
// Effect parameters. These will assume default values but you can change them.
float m_SpawnRate; // How many particles per second.
Vector m_StartColor; // Fade between these colors.
Vector m_EndColor;
float m_Opacity;
float m_ParticleLifetime; // How long do the particles live?
float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
float m_MinSpeed; // Speed range.
float m_MaxSpeed;
float m_MinDirectedSpeed; // Directed speed range.
float m_MaxDirectedSpeed;
float m_StartSize; // Size ramp.
float m_EndSize;
float m_SpawnRadius;
Vector m_VelocityOffset; // Emit the particles in a certain direction.
bool m_bEmit; // Keep emitting particles?
int m_nAttachment;
private:
C_SmokeTrail( const C_SmokeTrail & );
PMaterialHandle m_MaterialHandle[2];
TimedEvent m_ParticleSpawn;
CParticleMgr *m_pParticleMgr;
CSmartPtr<CSimpleEmitter> m_pSmokeEmitter;
};
//==================================================
// C_RocketTrail
//==================================================
class C_RocketTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_RocketTrail, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_RocketTrail();
virtual ~C_RocketTrail();
public:
//For attachments
void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
// Enable/disable emission.
void SetEmit(bool bEmit);
// Change the spawn rate.
void SetSpawnRate(float rate);
// C_BaseEntity.
public:
virtual void OnDataChanged(DataUpdateType_t updateType);
// IPrototypeAppEffect.
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
// Effect parameters. These will assume default values but you can change them.
float m_SpawnRate; // How many particles per second.
Vector m_StartColor; // Fade between these colors.
Vector m_EndColor;
float m_Opacity;
float m_ParticleLifetime; // How long do the particles live?
float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
float m_MinSpeed; // Speed range.
float m_MaxSpeed;
float m_StartSize; // Size ramp.
float m_EndSize;
float m_SpawnRadius;
Vector m_VelocityOffset; // Emit the particles in a certain direction.
bool m_bEmit; // Keep emitting particles?
bool m_bDamaged; // Has been shot down (should be on fire, etc)
int m_nAttachment;
Vector m_vecLastPosition; // Last known position of the rocket
float m_flFlareScale; // Size of the flare
private:
C_RocketTrail( const C_RocketTrail & );
PMaterialHandle m_MaterialHandle[2];
TimedEvent m_ParticleSpawn;
CParticleMgr *m_pParticleMgr;
CSmartPtr<CSimpleEmitter> m_pRocketEmitter;
};
class SporeSmokeEffect;
//==================================================
// SporeEffect
//==================================================
class SporeEffect : public CSimpleEmitter
{
public:
SporeEffect( const char *pDebugName );
static SporeEffect* Create( const char *pDebugName );
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta );
virtual Vector UpdateColor( const SimpleParticle *pParticle );
virtual float UpdateAlpha( const SimpleParticle *pParticle );
private:
SporeEffect( const SporeEffect & );
};
//==================================================
// C_SporeExplosion
//==================================================
class C_SporeExplosion : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_SporeExplosion, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_SporeExplosion( void );
virtual ~C_SporeExplosion( void );
public:
// C_BaseEntity
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
// IPrototypeAppEffect
public:
virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
// IParticleEffect
public:
virtual void Update( float fTimeDelta );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
float m_flSpawnRate;
float m_flParticleLifetime;
float m_flStartSize;
float m_flEndSize;
float m_flSpawnRadius;
float m_flPreviousSpawnRate;
bool m_bEmit;
bool m_bDontRemove;
private:
C_SporeExplosion( const C_SporeExplosion & );
void AddParticles( void );
PMaterialHandle m_hMaterial;
TimedEvent m_teParticleSpawn;
SporeEffect *m_pSporeEffect;
CParticleMgr *m_pParticleMgr;
};
//
// Particle trail
//
class CSmokeParticle;
class C_FireTrail : public C_ParticleTrail
{
public:
DECLARE_CLASS( C_FireTrail, C_ParticleTrail );
DECLARE_CLIENTCLASS();
C_FireTrail( void );
virtual ~C_FireTrail( void );
virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
virtual void Update( float fTimeDelta );
private:
enum
{
// Smoke
FTRAIL_SMOKE1,
FTRAIL_SMOKE2,
// Large flame
FTRAIL_FLAME1,
FTRAIL_FLAME2,
FTRAIL_FLAME3,
FTRAIL_FLAME4,
FTRAIL_FLAME5,
NUM_FTRAIL_MATERIALS
};
CSmartPtr<CSimpleEmitter> m_pTrailEmitter;
CSmartPtr<CSmokeParticle> m_pSmokeEmitter;
PMaterialHandle m_hMaterial[NUM_FTRAIL_MATERIALS];
Vector m_vecLastPosition;
C_FireTrail( const C_FireTrail & );
};
//==================================================
// C_DustTrail
//==================================================
class C_DustTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_DustTrail, C_BaseParticleEntity );
DECLARE_CLIENTCLASS();
C_DustTrail();
virtual ~C_DustTrail();
public:
// Enable/disable emission.
void SetEmit(bool bEmit);
// Change the spawn rate.
void SetSpawnRate(float rate);
// C_BaseEntity.
public:
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void CleanupToolRecordingState( KeyValues *msg );
// IPrototypeAppEffect.
public:
virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs);
// IParticleEffect.
public:
virtual void Update(float fTimeDelta);
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
public:
// Effect parameters. These will assume default values but you can change them.
float m_SpawnRate; // How many particles per second.
Vector m_Color;
float m_Opacity;
float m_ParticleLifetime; // How long do the particles live?
float m_StartEmitTime; // When did I start emitting particles?
float m_StopEmitTime; // When do I stop emitting particles? (-1 = never)
float m_MinSpeed; // Speed range.
float m_MaxSpeed;
float m_MinDirectedSpeed; // Directed speed range.
float m_MaxDirectedSpeed;
float m_StartSize; // Size ramp.
float m_EndSize;
float m_SpawnRadius;
Vector m_VelocityOffset; // Emit the particles in a certain direction.
bool m_bEmit; // Keep emitting particles?
private:
C_DustTrail( const C_DustTrail & );
#define DUSTTRAIL_MATERIALS 16
PMaterialHandle m_MaterialHandle[DUSTTRAIL_MATERIALS];
TimedEvent m_ParticleSpawn;
CParticleMgr *m_pParticleMgr;
CSmartPtr<CSimpleEmitter> m_pDustEmitter;
};
#endif