halflife-photomode/dlls/effects.h

220 lines
6.8 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
class CSprite : public CPointEntity
{
public:
void Spawn() override;
void Precache() override;
int ObjectCaps() override
{
int flags = 0;
if (pev->spawnflags & SF_SPRITE_TEMPORARY)
flags = FCAP_DONT_SAVE;
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
void EXPORT AnimateThink();
void EXPORT ExpandThink();
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
void Animate(float frames);
void Expand(float scaleSpeed, float fadeSpeed);
void SpriteInit(const char* pSpriteName, const Vector& origin);
inline void SetAttachment(edict_t* pEntity, int attachment)
{
if (pEntity)
{
pev->skin = ENTINDEX(pEntity);
pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
void TurnOff();
void TurnOn();
inline float Frames() { return m_maxFrame; }
inline void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
{
pev->rendermode = rendermode;
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
pev->renderamt = a;
pev->renderfx = fx;
}
inline void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
inline void SetScale(float scale) { pev->scale = scale; }
inline void SetColor(int r, int g, int b)
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}
inline void SetBrightness(int brightness) { pev->renderamt = brightness; }
inline void AnimateAndDie(float framerate)
{
SetThink(&CSprite::AnimateUntilDead);
pev->framerate = framerate;
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
pev->nextthink = gpGlobals->time;
}
void EXPORT AnimateUntilDead();
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
static CSprite* SpriteCreate(const char* pSpriteName, const Vector& origin, bool animate);
private:
float m_lastTime;
float m_maxFrame;
};
class CBeam : public CBaseEntity
{
public:
void Spawn() override;
void Precache() override;
int ObjectCaps() override
{
int flags = 0;
if (pev->spawnflags & SF_BEAM_TEMPORARY)
flags = FCAP_DONT_SAVE;
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
void EXPORT TriggerTouch(CBaseEntity* pOther);
// These functions are here to show the way beams are encoded as entities.
// Encoding beams as entities simplifies their management in the client/server architecture
inline void SetType(int type) { pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F); }
inline void SetFlags(int flags) { pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0); }
inline void SetStartPos(const Vector& pos) { pev->origin = pos; }
inline void SetEndPos(const Vector& pos) { pev->angles = pos; }
void SetStartEntity(int entityIndex);
void SetEndEntity(int entityIndex);
inline void SetStartAttachment(int attachment) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12); }
inline void SetEndAttachment(int attachment) { pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12); }
inline void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
inline void SetWidth(int width) { pev->scale = width; }
inline void SetNoise(int amplitude) { pev->body = amplitude; }
inline void SetColor(int r, int g, int b)
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}
inline void SetBrightness(int brightness) { pev->renderamt = brightness; }
inline void SetFrame(float frame) { pev->frame = frame; }
inline void SetScrollRate(int speed) { pev->animtime = speed; }
inline int GetType() { return pev->rendermode & 0x0F; }
inline int GetFlags() { return pev->rendermode & 0xF0; }
inline int GetStartEntity() { return pev->sequence & 0xFFF; }
inline int GetEndEntity() { return pev->skin & 0xFFF; }
const Vector& GetStartPos();
const Vector& GetEndPos();
Vector Center() override { return (GetStartPos() + GetEndPos()) * 0.5; } // center point of beam
inline int GetTexture() { return pev->modelindex; }
inline int GetWidth() { return pev->scale; }
inline int GetNoise() { return pev->body; }
// inline void GetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
inline int GetBrightness() { return pev->renderamt; }
inline int GetFrame() { return pev->frame; }
inline int GetScrollRate() { return pev->animtime; }
// Call after you change start/end positions
void RelinkBeam();
// void SetObjectCollisionBox();
void DoSparks(const Vector& start, const Vector& end);
CBaseEntity* RandomTargetname(const char* szName);
void BeamDamage(TraceResult* ptr);
// Init after BeamCreate()
void BeamInit(const char* pSpriteName, int width);
void PointsInit(const Vector& start, const Vector& end);
void PointEntInit(const Vector& start, int endIndex);
void EntsInit(int startIndex, int endIndex);
void HoseInit(const Vector& start, const Vector& direction);
static CBeam* BeamCreate(const char* pSpriteName, int width);
inline void LiveForTime(float time)
{
SetThink(&CBeam::SUB_Remove);
pev->nextthink = gpGlobals->time + time;
}
inline void BeamDamageInstant(TraceResult* ptr, float damage)
{
pev->dmg = damage;
pev->dmgtime = gpGlobals->time - 1;
BeamDamage(ptr);
}
};
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
class CLaser : public CBeam
{
public:
void Spawn() override;
void Precache() override;
bool KeyValue(KeyValueData* pkvd) override;
void TurnOn();
void TurnOff();
bool IsOn();
void FireAtPoint(TraceResult& point);
void EXPORT StrikeThink();
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
CSprite* m_pSprite;
int m_iszSpriteName;
Vector m_firePosition;
};