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https://github.com/GTAmodding/re3.git
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106 lines
No EOL
2.9 KiB
C++
106 lines
No EOL
2.9 KiB
C++
#pragma once
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#include "AudioManager.h"
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#include "ParticleType.h"
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#include "Placeable.h"
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#define MAX_PARTICLEOBJECTS 100
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#define MAX_AUDIOHYDRANTS 8
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enum eParticleObjectType
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{
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POBJECT_PAVEMENT_STEAM,
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POBJECT_PAVEMENT_STEAM_SLOWMOTION,
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POBJECT_WALL_STEAM,
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POBJECT_WALL_STEAM_SLOWMOTION,
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POBJECT_DARK_SMOKE,
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POBJECT_FIRE_HYDRANT,
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POBJECT_CAR_WATER_SPLASH,
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POBJECT_PED_WATER_SPLASH,
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POBJECT_SPLASHES_AROUND,
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POBJECT_SMALL_FIRE,
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POBJECT_BIG_FIRE,
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POBJECT_DRY_ICE,
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POBJECT_DRY_ICE_SLOWMOTION,
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POBJECT_FIRE_TRAIL,
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POBJECT_SMOKE_TRAIL,
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POBJECT_FIREBALL_AND_SMOKE,
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POBJECT_ROCKET_TRAIL,
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POBJECT_EXPLOSION_ONCE,
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POBJECT_CATALINAS_GUNFLASH,
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POBJECT_CATALINAS_SHOTGUNFLASH,
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};
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enum eParticleObjectState
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{
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POBJECTSTATE_INITIALISED = 0,
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POBJECTSTATE_UPDATE_CLOSE,
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POBJECTSTATE_UPDATE_FAR,
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POBJECTSTATE_FREE,
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};
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class CParticle;
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class CParticleObject : public CPlaceable
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{
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public:
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CParticleObject *m_pNext;
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CParticleObject *m_pPrev;
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CParticle *m_pParticle;
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uint32 m_nRemoveTimer;
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eParticleObjectType m_Type;
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tParticleType m_ParticleType;
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uint8 m_nNumEffectCycles;
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uint8 m_nSkipFrames;
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uint16 m_nFrameCounter;
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uint16 m_nState;
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CVector m_vecTarget;
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float m_fRandVal;
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float m_fSize;
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CRGBA m_Color;
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uint8 m_bRemove;
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int8 m_nCreationChance;
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static CParticleObject *pCloseListHead;
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static CParticleObject *pFarListHead;
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static CParticleObject *pUnusedListHead;
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CParticleObject();
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~CParticleObject();
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static void Initialise(void);
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static CParticleObject *AddObject(uint16 type, CVector const &pos, uint8 remove);
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static CParticleObject *AddObject(uint16 type, CVector const &pos, float size, uint8 remove);
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static CParticleObject *AddObject(uint16 type, CVector const &pos, CVector const &target, float size, uint8 remove);
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static CParticleObject *AddObject(uint16 type, CVector const &pos, CVector const &target, float size, uint32 lifeTime, RwRGBA const &color, uint8 remove);
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void RemoveObject(void);
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static void UpdateAll(void);
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void UpdateClose(void);
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void UpdateFar(void);
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static bool SaveParticle(uint8 *buffer, uint32 *length);
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static bool LoadParticle(uint8 *buffer, uint32 length);
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static void RemoveAllParticleObjects(void);
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static void MoveToList(CParticleObject **from, CParticleObject **to, CParticleObject *obj);
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};
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extern CParticleObject gPObjectArray[MAX_PARTICLEOBJECTS];
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class CAudioHydrant
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{
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public:
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int32 AudioEntity;
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CParticleObject *pParticleObject;
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CAudioHydrant() :
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AudioEntity(AEHANDLE_NONE),
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pParticleObject(NULL)
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{ }
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static bool Add (CParticleObject *particleobject);
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static void Remove(CParticleObject *particleobject);
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}; |