mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
137 lines
3.6 KiB
C++
137 lines
3.6 KiB
C++
//========= 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
|