//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef PARTICLEPROPERTY_H #define PARTICLEPROPERTY_H #ifdef _WIN32 #pragma once #endif #include "globalvars_base.h" #include "particle_parse.h" #include "particles_new.h" #include "smartptr.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CBaseEntity; class CNewParticleEffect; // Argh: Server considers -1 to be an invalid attachment, whereas the client // uses 0 #ifdef CLIENT_DLL #define INVALID_PARTICLE_ATTACHMENT 0 #else #define INVALID_PARTICLE_ATTACHMENT -1 #endif struct ParticleControlPoint_t { ParticleControlPoint_t() { iControlPoint = 0; iAttachType = PATTACH_ABSORIGIN_FOLLOW; iAttachmentPoint = 0; vecOriginOffset = vec3_origin; } int iControlPoint; ParticleAttachment_t iAttachType; int iAttachmentPoint; Vector vecOriginOffset; EHANDLE hEntity; }; struct ParticleEffectList_t { ParticleEffectList_t() { pParticleEffect = NULL; } CUtlVector pControlPoints; CSmartPtr pParticleEffect; }; extern int GetAttachTypeFromString(const char *pszString); //----------------------------------------------------------------------------- // Encapsulates particle handling for an entity //----------------------------------------------------------------------------- class CParticleProperty { DECLARE_CLASS_NOBASE(CParticleProperty); DECLARE_EMBEDDED_NETWORKVAR(); DECLARE_PREDICTABLE(); DECLARE_DATADESC(); public: CParticleProperty(); ~CParticleProperty(); void Init(CBaseEntity *pEntity); CBaseEntity *GetOuter(void) { return m_pOuter; } // Effect Creation CNewParticleEffect *Create(const char *pszParticleName, ParticleAttachment_t iAttachType, const char *pszAttachmentName); CNewParticleEffect *Create( const char *pszParticleName, ParticleAttachment_t iAttachType, int iAttachmentPoint = INVALID_PARTICLE_ATTACHMENT, Vector vecOriginOffset = vec3_origin); void AddControlPoint(CNewParticleEffect *pEffect, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, const char *pszAttachmentName = NULL, Vector vecOriginOffset = vec3_origin); void AddControlPoint(int iEffectIndex, int iPoint, C_BaseEntity *pEntity, ParticleAttachment_t iAttachType, int iAttachmentPoint = INVALID_PARTICLE_ATTACHMENT, Vector vecOriginOffset = vec3_origin); inline void SetControlPointParent(CNewParticleEffect *pEffect, int whichControlPoint, int parentIdx); void SetControlPointParent(int iEffectIndex, int whichControlPoint, int parentIdx); // Commands void StopEmission(CNewParticleEffect *pEffect = NULL, bool bWakeOnStop = false, bool bDestroyAsleepSystems = false); void StopEmissionAndDestroyImmediately(CNewParticleEffect *pEffect = NULL); // kill all particle systems involving a given entity for their control // points void StopParticlesInvolving(CBaseEntity *pEntity); void StopParticlesNamed( const char *pszEffectName, bool bForceRemoveInstantly = false, bool bInverse = false); ///< kills all particles using the given definition name void StopParticlesWithNameAndAttachment( const char *pszEffectName, int iAttachmentPoint, bool bForceRemoveInstantly = false); ///< kills all particles using the given definition name // Particle System hooks void OnParticleSystemUpdated(CNewParticleEffect *pEffect, float flTimeDelta); void OnParticleSystemDeleted(CNewParticleEffect *pEffect); #ifdef CLIENT_DLL void OwnerSetDormantTo(bool bDormant); #endif // Used to replace a particle effect with a different one; attaches the // control point updating to the new one void ReplaceParticleEffect(CNewParticleEffect *pOldEffect, CNewParticleEffect *pNewEffect); // Debugging void DebugPrintEffects(void); int FindEffect(const char *pEffectName, int nStart = 0); inline CNewParticleEffect *GetParticleEffectFromIdx(int idx); private: int GetParticleAttachment(C_BaseEntity *pEntity, const char *pszAttachmentName, const char *pszParticleName); int FindEffect(CNewParticleEffect *pEffect); void UpdateParticleEffect(ParticleEffectList_t *pEffect, bool bInitializing = false, int iOnlyThisControlPoint = -1); void UpdateControlPoint(ParticleEffectList_t *pEffect, int iPoint, bool bInitializing); private: CBaseEntity *m_pOuter; CUtlVector m_ParticleEffects; int m_iDormancyChangedAtFrame; friend class CBaseEntity; }; #include "particle_property_inlines.h" #endif // PARTICLEPROPERTY_H