/*
* The Mana World
* Copyright 2006 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#ifndef _PARTICLE_H
#define _PARTICLE_H
#include <list>
#include <string>
#include <guichan/color.hpp>
#include "guichanfwd.h"
#include "sprite.h"
class Map;
class Particle;
class ParticleEmitter;
typedef std::list<Particle *> Particles;
typedef Particles::iterator ParticleIterator;
typedef std::list<ParticleEmitter *> Emitters;
typedef Emitters::iterator EmitterIterator;
/**
* a particle spawned by a ParticleEmitter
*/
class Particle : public Sprite
{
public:
static const float PARTICLE_SKY; /**< maximum Z position of particles */
static int fastPhysics; /**< mode of squareroot calculation */
static int particleCount; /**< current number of particles*/
static int maxCount; /**< maximum number of particles*/
static int emitterSkip; /**< duration of pause between two emitter updates in ticks */
Particle(Map *map);
~Particle();
/**
* Deletes all child particles and emitters
*/
void
clear();
/**
* Gives a particle the properties of an engine root particle and loads
* the particle-related config settings
*/
void
setupEngine();
/**
* Updates particle position, returns false when the particle should
* be deleted
*/
virtual bool
update();
/**
* Draws the particle image
*/
virtual void
draw(Graphics *graphics, int offsetX, int offsetY) const;
/**
* Necessary for sorting with the other sprites
*/
virtual int
getPixelY() const
{
return (int)(mPosY + mPosZ) - 64;
};
/*
Basic Particle properites:
*/
/**
* Sets the map the particle is on
*/
void setMap(Map *map);
/**
* Creates a child particle that hosts some emitters described in the
* particleEffectFile
*/
Particle*
addEffect (std::string particleEffectFile, int pixelX, int pixelY);
/**
* Creates a standalone text particle
*/
Particle*
addTextSplashEffect(std::string text, int colorR, int colorG, int colorB,
gcn::Font *font, int x, int y);
/**
* Adds an emitter to the particle
*/
void
addEmitter (ParticleEmitter* emitter)
{ mChildEmitters.push_back(emitter);};
/**
* Sets the position in 3 dimensional space in pixels relative to map
*/
void
setPosition(float x, float y, float z)
{ mPosX = x; mPosY = y; mPosZ = z; };
/**
* Sets the position in 2 dimensional space in pixels relative to map
*/
void
setPosition(float x, float y)
{ mPosX = x; mPosY = y; };
float getPosX() const
{ return mPosX; };
float getPosY() const
{ return mPosY; };
float getPosZ() const
{ return mPosZ; };
/**
* Changes the particle position relative
*/
void
moveBy(float x, float y, float z)
{ mPosX += x; mPosY += y; mPosZ += z; };
/**
* Sets the time in game ticks until the particle is destroyed.
*/
void
setLifetime(int lifetime)
{ mLifetimeLeft = lifetime; mLifetimePast = 0; };
/**
* Sets the age of the pixel in game ticks where the particle has
* faded in completely
*/
void
setFadeOut (int fadeOut)
{ mFadeOut = fadeOut; };
/**
* Sets the remaining particle lifetime where the particle starts to
* fade out
*/
void
setFadeIn (int fadeIn)
{ mFadeIn = fadeIn; };
/**
* Sets the sprite iterator of the particle on the current map to make
* it easier to remove the particle from the map when it is destroyed
*/
void
setSpriteIterator(std::list<Sprite*>::iterator spriteIterator)
{ mSpriteIterator = spriteIterator; };
/**
* Gets the sprite iterator of the particle on the current map
*/
std::list<Sprite*>::iterator
getSpriteIterator() const
{ return mSpriteIterator; };
/**
* Sets the current velocity in 3 dimensional space
*/
void
setVector(float x, float y, float z)
{ mVectorX = x; mVectorY = y; mVectorZ = z; };
/**
* Sets the downward acceleration
*/
void
setGravity(float g)
{ mGravity = g; };
/**
* Sets the ammount of random vector changes
*/
void
setRandomnes(int r)
{ mRandomnes = r; };
/**
* Sets the ammount of velocity particles retain after
* hitting the ground.
*/
void
setBounce(float bouncieness)
{ mBounce = bouncieness; };
/**
* Makes the particle move toward another particle with a
* given acceleration and momentum
*/
void setDestination(Particle *target, float accel, float moment)
{ mTarget = target; mAcceleration = accel; mMomentum = moment; };
/**
* Sets the distance in pixel the particle can come near the target
* particle before it is destroyed. Does only make sense after a
* target particle has been set using setDestination.
*/
void setDieDistance(float dist)
{ mInvDieDistance = 1.0f / dist; };
/**
* Manually marks the particle for deletion
*/
void kill()
{ mAlive = false; mAutoDelete = true; };
/**
* After calling this function the particle will only request
* deletion when kill() is called
*/
void disableAutoDelete()
{ mAutoDelete = false; };
protected:
bool mAlive; /**< Is the particle supposed to be drawn and updated?*/
float mPosX, mPosY, mPosZ; /**< Position in 3 dimensonal space - pixel based relative to map */
int mLifetimeLeft; /**< Lifetime left in game ticks*/
int mLifetimePast; /**< Age of the particle in game ticks*/
int mFadeOut; /**< Lifetime in game ticks left where fading out begins*/
int mFadeIn; /**< Age in game ticks where fading in is finished*/
private:
// generic properties
bool mAutoDelete; /**< May the particle request its deletion by the parent particle?*/
Map *mMap; /**< Map the particle is on*/
std::list<Sprite*>::iterator mSpriteIterator; /**< iterator of the particle on the current map */
Emitters mChildEmitters; /**< List of child emitters*/
Particles mChildParticles; /**< List of particles controlled by this particle*/
//dynamic particle
float mVectorX, mVectorY, mVectorZ; /**< Speed in 3 dimensional space in pixels per game-tick */
float mGravity; /**< Downward acceleration in pixels per game-tick�*/
int mRandomnes; /**< Ammount of random vector change*/
float mBounce; /**< How much the particle bounces off when hitting the ground*/
//follow-point particles
Particle *mTarget; /**< The particle that attracts this particle*/
float mAcceleration; /**< Acceleration towards the target particle in pixels per game-tick�*/
float mInvDieDistance; /**< Distance in pixels from the target particle that causes the destruction of the particle*/
float mMomentum; /**< How much speed the particle retains after each game tick*/
};
extern Particle *particleEngine;
#endif