HLua/public/particleman.h

102 lines
4.6 KiB
C++

#ifndef PARTICLEMAN_H
#define PARTICLEMAN_H
#include "interface.h"
#include "pman_triangleffect.h"
#define PARTICLEMAN_INTERFACE "create_particleman"
#ifdef _WIN32
#define PARTICLEMAN_DLLNAME "cl_dlls/particleman.dll"
#elif defined(OSX)
#define PARTICLEMAN_DLLNAME "cl_dlls/particleman.dylib"
#elif defined(LINUX)
#define PARTICLEMAN_DLLNAME "cl_dlls/particleman.so"
#else
#error
#endif
class CBaseParticle;
class IParticleMan : public IBaseInterface
{
protected:
virtual ~IParticleMan() {}
public:
virtual void SetUp( cl_enginefunc_t *pEnginefuncs ) = 0;
virtual void Update ( void ) = 0;
virtual void SetVariables ( float flGravity, Vector vViewAngles ) = 0;
virtual void ResetParticles ( void ) = 0;
virtual void ApplyForce ( Vector vOrigin, Vector vDirection, float flRadius, float flStrength, float flDuration ) = 0;
virtual void AddCustomParticleClassSize ( unsigned long lSize ) = 0;
//Use this if you want to create a new particle without any overloaded functions, Think, Touch, etc.
//Just call this function, set the particle's behavior and let it rip.
virtual CBaseParticle *CreateParticle( Vector org, Vector normal, model_s * sprite, float size, float brightness, const char *classname ) = 0;
//Use this to take a block from the mempool for custom particles ( used in new ).
virtual char *RequestNewMemBlock( int iSize ) = 0;
//These ones are used along a custom Create for new particles you want to override their behavior.
//You can call these whenever you want, but they are mainly used by CBaseParticle.
virtual void CoreInitializeSprite ( CCoreTriangleEffect *pParticle, Vector org, Vector normal, model_s *sprite, float size, float brightness ) = 0; //Only use this for TrianglePlanes
virtual void CoreThink( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreDraw( CCoreTriangleEffect *pParticle ) = 0;
virtual void CoreAnimate( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreAnimateAndDie( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreExpand ( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreContract ( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreFade ( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreSpin ( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreCalculateVelocity( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreCheckCollision( CCoreTriangleEffect *pParticle, float time ) = 0;
virtual void CoreTouch ( CCoreTriangleEffect *pParticle, Vector pos, Vector normal, int index ) = 0;
virtual void CoreDie ( CCoreTriangleEffect *pParticle ) = 0;
virtual void CoreForce ( CCoreTriangleEffect *pParticle ) = 0;
virtual bool CoreCheckVisibility ( CCoreTriangleEffect *pParticle ) = 0;
virtual void SetRender( int iRender ) = 0;
};
extern IParticleMan *g_pParticleMan;
class CBaseParticle : public CCoreTriangleEffect
{
public:
virtual void Think( float time ){ g_pParticleMan->CoreThink( this, time ); }
virtual void Draw( void ) { g_pParticleMan->CoreDraw( this ); }
virtual void Animate( float time ) { g_pParticleMan->CoreAnimate( this, time ); }
virtual void AnimateAndDie( float time ) { g_pParticleMan->CoreAnimateAndDie( this, time ); }
virtual void Expand( float time ) { g_pParticleMan->CoreExpand( this, time ); }
virtual void Contract( float time ) { g_pParticleMan->CoreContract( this, time ); }
virtual void Fade( float time ) { g_pParticleMan->CoreFade( this, time ); }
virtual void Spin( float time ) { g_pParticleMan->CoreSpin( this, time ); }
virtual void CalculateVelocity( float time ) { g_pParticleMan->CoreCalculateVelocity( this, time ); }
virtual void CheckCollision( float time ) { g_pParticleMan->CoreCheckCollision( this, time ); }
virtual void Touch(Vector pos, Vector normal, int index) { g_pParticleMan->CoreTouch( this, pos, normal, index ); }
virtual void Die ( void ) { g_pParticleMan->CoreDie( this ); }
virtual void Force ( void ) { g_pParticleMan->CoreForce( this ); }
virtual bool CheckVisibility ( void ) { return g_pParticleMan->CoreCheckVisibility( this ); }
virtual void InitializeSprite( Vector org, Vector normal, model_s *sprite, float size, float brightness )
{
g_pParticleMan->CoreInitializeSprite ( this, org, normal, sprite, size, brightness );
}
void * operator new( size_t size ) //this asks for a new block of memory from the MiniMem class
{
return( g_pParticleMan->RequestNewMemBlock( size ) );
}
#ifdef POSIX
void * operator new( size_t size, const std::nothrow_t&) throw() //this asks for a new block of memory from the MiniMem class
{
return( g_pParticleMan->RequestNewMemBlock( size ) );
}
#endif
};
#endif //PARTICLEMAN_H