/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ // init particle effects void DECL_DLL InitParticles(void); // close particle effects void DECL_DLL CloseParticles(void); // function for rendering local viewer particles void DECL_DLL Particles_ViewerLocal(CEntity *penView); // different particle effects void DECL_DLL Particles_RomboidTrail(CEntity *pen); void DECL_DLL Particles_RomboidTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BombTrail(CEntity *pen); void DECL_DLL Particles_BombTrail_Prepare(CEntity *pen); void DECL_DLL Particles_FirecrackerTrail(CEntity *pen); void DECL_DLL Particles_FirecrackerTrail_Prepare(CEntity *pen); void DECL_DLL Particles_SpiralTrail(CEntity *pen); void DECL_DLL Particles_SpiralTrail_Prepare(CEntity *pen); void DECL_DLL Particles_ColoredStarsTrail(CEntity *pen); void DECL_DLL Particles_ColoredStarsTrail_Prepare(CEntity *pen); void DECL_DLL Particles_WhiteLineTrail(CEntity *pen); void DECL_DLL Particles_WhiteLineTrail_Prepare(CEntity *pen); void DECL_DLL Particles_Fireball01Trail(CEntity *pen); void DECL_DLL Particles_Fireball01Trail_Prepare(CEntity *pen); void DECL_DLL Particles_GrenadeTrail(CEntity *pen); void DECL_DLL Particles_GrenadeTrail_Prepare(CEntity *pen); void DECL_DLL Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio); void DECL_DLL Particles_CannonBall_Prepare(CEntity *pen); void DECL_DLL Particles_LavaTrail(CEntity *pen); void DECL_DLL Particles_LavaTrail_Prepare(CEntity *pen); void DECL_DLL Particles_LavaBombTrail(CEntity *pen, FLOAT fSizeMultiplier); void DECL_DLL Particles_LavaBombTrail_Prepare(CEntity *pen); void DECL_DLL Particles_RocketTrail(CEntity *pen, FLOAT fStretch); void DECL_DLL Particles_RocketTrail_Prepare(CEntity *pen); void DECL_DLL Particles_ExplosionDebris1(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE); void DECL_DLL Particles_ExplosionDebris2(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE); void DECL_DLL Particles_ExplosionDebris3(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE); void DECL_DLL Particles_ExplosionSmoke(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE); void DECL_DLL Particles_BloodTrail(CEntity *pen); void DECL_DLL Particles_Ghostbuster(const FLOAT3D &vSrc, const FLOAT3D &vDst, INDEX ctRays, FLOAT fSize, FLOAT fPower = 1.0f, FLOAT fKneeDivider = 33.3333333f); void DECL_DLL Particles_Burning(CEntity *pen, FLOAT fPower, FLOAT fTimeRatio); void DECL_DLL Particles_BrushBurning(CEntity *pen, FLOAT3D vPos[], INDEX ctCount, FLOAT3D vPlane, FLOAT fPower, FLOAT fTimeRatio); void DECL_DLL Particles_FlameThrower(const CPlacement3D &plLeader, const CPlacement3D &plFollower, FLOAT3D vSpeedLeader, FLOAT3D vSpeedFollower, FLOAT fLeaderLiving, FLOAT fFollowerLiving, INDEX iRndSeed, BOOL bFollowerIsPipe); void DECL_DLL Particles_FlameThrowerStart(const CPlacement3D &plPipe, FLOAT fStartTime, FLOAT fStopTime); void DECL_DLL Particles_Twister( CEntity *pen, FLOAT fStretch, FLOAT fStartTime, FLOAT fFadeOutStartTime, FLOAT fParticleStretch); INDEX DECL_DLL Particles_FireBreath(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget, FLOAT tmStart, FLOAT tmStop); INDEX DECL_DLL Particles_Regeneration(CEntity *pen, FLOAT tmStart, FLOAT tmStop, FLOAT fYFactor, BOOL bDeath); void DECL_DLL Particles_Stardust(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Rising(CEntity *pen, FLOAT m_fActivateTime, FLOAT m_fDeactivateTime, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fSize, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Spiral(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Emanate(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles, FLOAT fMipFactorDisappear); void DECL_DLL Particles_Fountain(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_Atomic(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles); void DECL_DLL Particles_PowerUpIndicator( CEntity *pen, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT fScale, FLOAT fHeight, INDEX ctEllipses, INDEX iTrailCount); void DECL_DLL Particles_BloodSpray( enum SprayParticlesType sptType, FLOAT3D vPos, FLOAT3D vGDir, FLOAT fGA, FLOATaabbox3D boxOwner, FLOAT3D vSpilDirection, FLOAT tmStarted, FLOAT fDamagePower, COLOR colMultiply=C_WHITE|CT_OPAQUE); void DECL_DLL Particles_EmanatePlane(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ, FLOAT fParticleSize, FLOAT fAway, FLOAT fSpeed, enum ParticleTexture ptTexture, INDEX ctParticles, FLOAT fMipFactorDisappear); void DECL_DLL Particles_WaterfallFoam(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ, FLOAT fParticleSize, FLOAT fSpeed, FLOAT fSpeedY, FLOAT fLife, INDEX ctParticles); void DECL_DLL Particles_ChimneySmoke(CEntity *pen, INDEX ctCount, FLOAT fStretchAll, FLOAT fMipDisappearDistance); void DECL_DLL Particles_Waterfall(CEntity *pen, INDEX ctCount, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fSize, FLOAT fMipDisappearDistance, FLOAT fParam1); void DECL_DLL Particles_SandFlow(CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fBirthTime, FLOAT fDeathTime, INDEX ctParticles); void DECL_DLL Particles_WaterFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime, INDEX ctParticles); void DECL_DLL Particles_LavaFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime, INDEX ctParticles); void DECL_DLL Particles_Death(CEntity *pen, TIME tmStart); void DECL_DLL Particles_Appearing(CEntity *pen, TIME tmStart); void DECL_DLL Particles_ElectricitySparks( CEntity *pen, FLOAT fTimeAppear, FLOAT fSize, FLOAT fHeight, INDEX ctParticles); void DECL_DLL Particles_LavaErupting(CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fActivateTime); void DECL_DLL Particles_BeastProjectileTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, INDEX ctParticles); void DECL_DLL Particles_BeastBigProjectileTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BeastBigProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fZOffset, FLOAT fYOffset, INDEX ctParticles); void DECL_DLL Particles_BeastProjectileDebrisTrail_Prepare(CEntity *pen); void DECL_DLL Particles_BeastProjectileDebrisTrail(CEntity *pen, FLOAT fSizeMultiplier); void DECL_DLL Particles_AfterBurner(CEntity *pen, FLOAT m_tmSpawn, FLOAT fStretch, INDEX iGradientType=0); void DECL_DLL Particles_AfterBurner_Prepare(CEntity *pen); void DECL_DLL Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch, FLOAT fStretch, FLOAT ctCount); //void DECL_DLL Particles_Growth(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH); class CGrowth { public: FLOAT3D vRender; FLOAT fDistanceToViewer; FLOAT fSize; INDEX iShapeX; INDEX iShapeY; UBYTE ubShade; UBYTE ubFade; }; class CGrowthCache { public: ULONG ulID; FLOAT3D vLastPos; INDEX iGridSide; FLOAT fStep; CListNode cgc_Node; CStaticStackArray acgParticles; }; void DECL_DLL Particles_Growth(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH, INDEX iDrawPort); void DECL_DLL Particles_Rain( CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor, CTextureData *ptdRainMap, FLOATaabbox3D &boxRainMap); void DECL_DLL Particles_Snow( CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fPower, CTextureData *ptdRainMap, FLOATaabbox3D &boxRainMap, FLOAT fSnowStart); void DECL_DLL Particles_Lightning( FLOAT3D vSrc, FLOAT3D vDst, FLOAT fTimeStart); void DECL_DLL Particles_BulletSpray(INDEX iRndBase, FLOAT3D vSource, FLOAT3D vGDir, enum EffectParticlesType eptType, FLOAT tmSpawn, FLOAT3D vDirection, FLOAT fStretch); void DECL_DLL Particles_MachineBullets( CEntity *pen, TIME tmStart, TIME tmEnd, FLOAT fFrequency); void DECL_DLL Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData); void DECL_DLL Particles_DestroyingObelisk(CEntity *penSpray, FLOAT tmStarted); void DECL_DLL Particles_DestroyingPylon(CEntity *penSpray, FLOAT3D vDamageDir, FLOAT tmStarted); void DECL_DLL Particles_HitGround(CEntity *penSpray, FLOAT tmStarted, FLOAT fSizeMultiplier); void DECL_DLL Particles_MetalParts( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage); void DECL_DLL Particles_DamageSmoke( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage); void DECL_DLL Particles_RunningDust_Prepare(CEntity *pen); void DECL_DLL Particles_RunningDust(CEntity *pen); void DECL_DLL Particles_ShooterFlame(const CPlacement3D &plEnd, const CPlacement3D &plStart, FLOAT fEndElapsed, FLOAT fStartElapsed); void DECL_DLL Particles_SummonerProjectileFly(CEntity *pen, FLOAT fSize, FLOAT fTimeAdjust); void DECL_DLL Particles_SummonerProjectileExplode(CEntity *pen, FLOAT fSize, FLOAT fBeginTime, FLOAT fDuration, FLOAT fTimeAdjust); void DECL_DLL Particles_SummonerExplode(CEntity *pen, FLOAT3D vCenter, FLOAT fArea, FLOAT fSize, FLOAT fBeginTime, FLOAT fDuration); void DECL_DLL Particles_ExotechLarvaLaser(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget); void DECL_DLL Particles_Smoke(CEntity *pen, FLOAT3D vOffset, INDEX ctCount, FLOAT fLife, FLOAT fSpread, FLOAT fStretchAll, FLOAT fYSpeed); void DECL_DLL Particles_Windblast( CEntity *pen, FLOAT fStretch, FLOAT fFadeOutStartTime); void DECL_DLL Particles_CollectEnergy(CEntity *pen, FLOAT tmStart, FLOAT tmStop); void DECL_DLL Particles_SniperResidue(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget); void DECL_DLL Particles_GrowingSwirl( CEntity *pen, FLOAT fStretch, FLOAT fStartTime); void DECL_DLL Particles_SummonerDisappear( CEntity *pen, FLOAT tmStart); void DECL_DLL Particles_DisappearDust( CEntity *pen, FLOAT fStretch, FLOAT fStartTime); void DECL_DLL Particles_DustFall(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch); void DECL_DLL Particles_AirElementalBlow(class CEmiter &em); void DECL_DLL Particles_SummonerStaff(class CEmiter &em); void DECL_DLL Particles_AirElemental(CEntity *pen, FLOAT fStretch, FLOAT fFade, FLOAT tmDeath, COLOR colMultiply); void DECL_DLL Particles_MeteorTrail(CEntity *pen, FLOAT fStretch, FLOAT fLength, FLOAT3D vSpeed); void DECL_DLL Particles_Leaves(CEntity *penTree, FLOATaabbox3D boxSize, FLOAT3D vSource, FLOAT fDamagePower, FLOAT fLaunchPower, FLOAT3D vGDir, FLOAT fGA, FLOAT tmStarted, COLOR colMaxColor); void DECL_DLL Particles_LarvaEnergy(CEntity *pen, FLOAT3D vOffset); void DECL_DLL Particles_AirElemental_Comp(CModelObject *mo, FLOAT fStretch, FLOAT fFade, CPlacement3D pl); void DECL_DLL Particles_Burning_Comp(CModelObject *mo, FLOAT fPower, CPlacement3D pl); void DECL_DLL Particles_ModelGlow( CEntity *pen, FLOAT tmEnd, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT iVtxStep, FLOAT fAnimSpd, COLOR iCol); void DECL_DLL Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX iGradientType); void DECL_DLL Particles_Fireworks01(CEmiter &em); void DECL_DLL Particles_ModelGlow2( CModelObject *mo, CPlacement3D pl, FLOAT tmEnd, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT iVtxStep, FLOAT fAnimSpd, COLOR iCol); void DECL_DLL Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX iGradientType);