Files
mcpe/source/world/particle/Particle.hpp
Brent a0f71c7b27 C++03 Support & Partial Xbox 360 Support (#37)
* WIP C++03 + Xbox 360 Support

* math.h & _USE_MATH_DEFINES on Level.hpp
Updated Xenon vcxproj file for new file structure.

* * Fix bad GUI scale setup.

* * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear.

* Add Direct Connect Button and Screen (#30)

* Add Direct Connect Button and Screen

* Remove accidental extra build directories for wasm

* Add DirectConnectScreen.cpp to the CMake

* Use Hungarian coding style notation

* * Fix errors caused by #30

* * Improve the Chat Screen

* * Improve the DirectConnectScreen, among other things.

* * Update the game title once again.

* * Add build-wasm.bat.

* * Add info about compiling for wasm

* * Fix send to specific GUID actually broadcasting to everyone

* * Add command manager.

* * Add writeable configuration.

* * Allow dynamic screen size change on windows

* * Allow the same thing on the emscripten version.

* WIP C++03 + Xbox 360 Support

* Fixed a possible merging issue that broke RakNet?

* Additional Xbox 360 compatability fixes

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
2023-08-07 15:48:52 +03:00

141 lines
3.0 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "../entity/Entity.hpp"
#include "client/renderer/Tesselator.hpp"
enum eParticleTexture
{
PT_PARTICLES,
PT_TERRAIN,
PT_PARTICLES2,
PT_PARTICLES3,
};
enum eParticleTextureIndex
{
PTI_BUBBLE = 32,
PTI_FLAME = 48,
PTI_LAVA,
};
class Particle : public Entity
{
private:
void _init();
public:
Particle() { _init(); }
Particle(Level*, float y, float x, float z, float vx, float vy, float vz);
virtual void render(Tesselator&, float, float, float, float, float, float);
virtual int getParticleTexture();
//TODO: addAdditonalSaveData
//TODO: readAdditionalSaveData
//TODO: defineSynchedData
void tick() override;
Particle* scale(float);
Particle* setPower(float);
public:
int field_DC;
float field_E0;
float field_E4;
int field_E8;
int field_EC;
float field_F0;
float field_F4;
float field_F8;
float field_FC;
float field_100;
static float xOff, yOff, zOff;
};
class TerrainParticle : public Particle
{
private:
void _init(Tile* tile);
public:
TerrainParticle(Level*, float x, float y, float z, Tile*);
TerrainParticle(Level*, float x, float y, float z, float vx, float vy, float vz, Tile*);
void render(Tesselator&, float, float, float, float, float, float) override;
int getParticleTexture() override;
TerrainParticle* init(int x, int y, int z);
public:
Tile* m_pTile;
};
class BubbleParticle : public Particle
{
public:
BubbleParticle(Level*, float x, float y, float z, float vx, float vy, float vz);
void tick() override;
};
class SmokeParticle : public Particle
{
public:
SmokeParticle(Level*, float x, float y, float z, float vx, float vy, float vz, float a9);
void tick() override;
void render(Tesselator&, float, float, float, float, float, float) override;
public:
float field_104;
};
class RedDustParticle : public Particle
{
public:
RedDustParticle(Level*, float x, float y, float z, float vx, float vy, float vz);
void tick() override;
void render(Tesselator&, float, float, float, float, float, float) override;
public:
float field_104;
};
class ExplodeParticle : public Particle
{
public:
ExplodeParticle(Level*, float x, float y, float z, float vx, float vy, float vz);
void tick() override;
public:
float field_104;
};
class FlameParticle : public Particle
{
public:
FlameParticle(Level*, float x, float y, float z, float vx, float vy, float vz);
void tick() override;
void render(Tesselator&, float, float, float, float, float, float) override;
float getBrightness(float f) override;
public:
float field_104;
};
class LavaParticle : public Particle
{
public:
LavaParticle(Level*, float x, float y, float z);
void tick() override;
void render(Tesselator&, float, float, float, float, float, float) override;
float getBrightness(float f) override;
public:
float field_104;
};