diff options
-rw-r--r-- | src/particle.h | 592 |
1 files changed, 296 insertions, 296 deletions
diff --git a/src/particle.h b/src/particle.h index 79ffa67c..6ee15eff 100644 --- a/src/particle.h +++ b/src/particle.h @@ -1,296 +1,296 @@ -/*
- * 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"
-#include "vector.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 */
-
- /**
- * Constructor.
- *
- * @param map the map this particle will add itself to, may be NULL
- */
- Particle(Map *map);
-
- /**
- * Destructor.
- */
- ~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) (mPos.y + mPos.z) - 64; }
-
- /**
- * 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(const std::string &particleEffectFile,
- int pixelX, int pixelY);
-
- /**
- * Creates a standalone text particle.
- */
- Particle *addTextSplashEffect(const std::string &text,
- int colorR, int colorG, int colorB,
- gcn::Font *font, int x, int y);
-
- /**
- * Creates a standalone text particle.
- */
- Particle *addTextRiseFadeOutEffect(const std::string &text,
- 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 moveTo(const Vector &pos)
- { moveBy (pos - mPos);}
-
- /**
- * Sets the position in 2 dimensional space in pixels relative to map.
- */
- void moveTo(float x, float y);
-
- /**
- * Returns the particle position.
- */
- const Vector& getPosition() const
- { return mPos; }
-
- /**
- * Changes the particle position relative
- */
- void moveBy (const Vector &change);
-
- /**
- * 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 alpha value of the particle
- */
- void setAlpha(float alpha)
- { mAlpha = alpha; }
-
- /**
- * 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 setVelocity(float x, float y, float z)
- { mVelocity.x = x; mVelocity.y = y; mVelocity.z = z; }
-
- /**
- * Sets the downward acceleration.
- */
- void setGravity(float gravity)
- { mGravity = gravity; }
-
- /**
- * Sets the ammount of random vector changes
- */
- void setRandomness(int r)
- { mRandomness = r; }
-
- /**
- * Sets the ammount of velocity particles retain after
- * hitting the ground.
- */
- void setBounce(float bouncieness)
- { mBounce = bouncieness; }
-
- /**
- * Sets the flag if the particle is supposed to be moved by its parent
- */
- void setFollow(bool follow)
- { mFollow = follow; }
-
- /**
- * Gets the flag if the particle is supposed to be moved by its parent
- */
- bool doesFollow()
- { return mFollow; }
-
- /**
- * 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; }
-
- bool isAlive()
- { return mAlive; }
-
- /**
- * Determines whether the particle and its children are all dead
- */
- bool isExtinct()
- { return !isAlive() && mChildParticles.empty(); }
-
- /**
- * 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?*/
- Vector mPos; /**< Position in pixels 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*/
- float mAlpha; /**< Opacity of the graphical representation of the particle */
-
- 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
- Vector mVelocity; /**< Speed in pixels per game-tick. */
- float mGravity; /**< Downward acceleration in pixels per game-tick. */
- int mRandomness; /**< Ammount of random vector change */
- float mBounce; /**< How much the particle bounces off when hitting the ground */
- bool mFollow; /**< is this particle moved when its parent particle moves? */
-
- // follow-point particles
- Particle *mTarget; /**< The particle that attracts this particle*/
- float mAcceleration; /**< Acceleration towards the target particle in pixels per game-tick²*/
- 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
+/* + * 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" +#include "vector.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 */ + + /** + * Constructor. + * + * @param map the map this particle will add itself to, may be NULL + */ + Particle(Map *map); + + /** + * Destructor. + */ + ~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) (mPos.y + mPos.z) - 64; } + + /** + * 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(const std::string &particleEffectFile, + int pixelX, int pixelY); + + /** + * Creates a standalone text particle. + */ + Particle *addTextSplashEffect(const std::string &text, + int colorR, int colorG, int colorB, + gcn::Font *font, int x, int y); + + /** + * Creates a standalone text particle. + */ + Particle *addTextRiseFadeOutEffect(const std::string &text, + 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 moveTo(const Vector &pos) + { moveBy (pos - mPos);} + + /** + * Sets the position in 2 dimensional space in pixels relative to map. + */ + void moveTo(float x, float y); + + /** + * Returns the particle position. + */ + const Vector& getPosition() const + { return mPos; } + + /** + * Changes the particle position relative + */ + void moveBy (const Vector &change); + + /** + * 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 alpha value of the particle + */ + void setAlpha(float alpha) + { mAlpha = alpha; } + + /** + * 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 setVelocity(float x, float y, float z) + { mVelocity.x = x; mVelocity.y = y; mVelocity.z = z; } + + /** + * Sets the downward acceleration. + */ + void setGravity(float gravity) + { mGravity = gravity; } + + /** + * Sets the ammount of random vector changes + */ + void setRandomness(int r) + { mRandomness = r; } + + /** + * Sets the ammount of velocity particles retain after + * hitting the ground. + */ + void setBounce(float bouncieness) + { mBounce = bouncieness; } + + /** + * Sets the flag if the particle is supposed to be moved by its parent + */ + void setFollow(bool follow) + { mFollow = follow; } + + /** + * Gets the flag if the particle is supposed to be moved by its parent + */ + bool doesFollow() + { return mFollow; } + + /** + * 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; } + + bool isAlive() + { return mAlive; } + + /** + * Determines whether the particle and its children are all dead + */ + bool isExtinct() + { return !isAlive() && mChildParticles.empty(); } + + /** + * 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?*/ + Vector mPos; /**< Position in pixels 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*/ + float mAlpha; /**< Opacity of the graphical representation of the particle */ + + 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 + Vector mVelocity; /**< Speed in pixels per game-tick. */ + float mGravity; /**< Downward acceleration in pixels per game-tick. */ + int mRandomness; /**< Ammount of random vector change */ + float mBounce; /**< How much the particle bounces off when hitting the ground */ + bool mFollow; /**< is this particle moved when its parent particle moves? */ + + // follow-point particles + Particle *mTarget; /**< The particle that attracts this particle*/ + float mAcceleration; /**< Acceleration towards the target particle in pixels per game-tickĀ²*/ + 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 |