#pragma once #include "AudioManager.h" #include "ParticleType.h" #include "Placeable.h" #define MAX_PARTICLEOBJECTS 100 #define MAX_AUDIOHYDRANTS 8 enum eParticleObjectType { POBJECT_PAVEMENT_STEAM, POBJECT_PAVEMENT_STEAM_SLOWMOTION, POBJECT_WALL_STEAM, POBJECT_WALL_STEAM_SLOWMOTION, POBJECT_DARK_SMOKE, POBJECT_FIRE_HYDRANT, POBJECT_CAR_WATER_SPLASH, POBJECT_PED_WATER_SPLASH, POBJECT_SPLASHES_AROUND, POBJECT_SMALL_FIRE, POBJECT_BIG_FIRE, POBJECT_DRY_ICE, POBJECT_DRY_ICE_SLOWMOTION, POBJECT_FIRE_TRAIL, POBJECT_SMOKE_TRAIL, POBJECT_FIREBALL_AND_SMOKE, POBJECT_ROCKET_TRAIL, POBJECT_EXPLOSION_ONCE, POBJECT_CATALINAS_GUNFLASH, POBJECT_CATALINAS_SHOTGUNFLASH, }; enum eParticleObjectState { POBJECTSTATE_INITIALISED = 0, POBJECTSTATE_UPDATE_CLOSE, POBJECTSTATE_UPDATE_FAR, POBJECTSTATE_FREE, }; class CParticle; class CParticleObject : public CPlaceable { public: CParticleObject *m_pNext; CParticleObject *m_pPrev; CParticle *m_pParticle; uint32 m_nRemoveTimer; eParticleObjectType m_Type; tParticleType m_ParticleType; uint8 m_nNumEffectCycles; uint8 m_nSkipFrames; uint16 m_nFrameCounter; uint16 m_nState; CVector m_vecTarget; float m_fRandVal; float m_fSize; CRGBA m_Color; uint8 m_bRemove; int8 m_nCreationChance; static CParticleObject *pCloseListHead; static CParticleObject *pFarListHead; static CParticleObject *pUnusedListHead; CParticleObject(); ~CParticleObject(); static void Initialise(void); static CParticleObject *AddObject(uint16 type, CVector const &pos, uint8 remove); static CParticleObject *AddObject(uint16 type, CVector const &pos, float size, uint8 remove); static CParticleObject *AddObject(uint16 type, CVector const &pos, CVector const &target, float size, uint8 remove); static CParticleObject *AddObject(uint16 type, CVector const &pos, CVector const &target, float size, uint32 lifeTime, RwRGBA const &color, uint8 remove); void RemoveObject(void); static void UpdateAll(void); void UpdateClose(void); void UpdateFar(void); static bool SaveParticle(uint8 *buffer, uint32 *length); static bool LoadParticle(uint8 *buffer, uint32 length); static void RemoveAllParticleObjects(void); static void MoveToList(CParticleObject **from, CParticleObject **to, CParticleObject *obj); }; extern CParticleObject gPObjectArray[MAX_PARTICLEOBJECTS]; class CAudioHydrant { public: int32 AudioEntity; CParticleObject *pParticleObject; CAudioHydrant() : AudioEntity(AEHANDLE_NONE), pParticleObject(NULL) { } static bool Add (CParticleObject *particleobject); static void Remove(CParticleObject *particleobject); static CAudioHydrant *Get(int n); // for neo screen droplets };