Files
mcpe/source/world/particle/Particle.hpp
2023-12-31 15:15:17 +02:00

142 lines
3.1 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;
bool m_bIsUnlit;
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;
};