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/*
 *  The ManaPlus Client
 *  Copyright (C) 2006-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2013  The ManaPlus Developers
 *
 *  This file is part of The ManaPlus Client.
 *
 *  This program 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.
 *
 *  This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef PARTICLEEMITTER_H
#define PARTICLEEMITTER_H

#include "particleemitterprop.h"

#include "resources/animation.h"

#include "utils/xml.h"

#include <list>

class Image;
class ImageSet;
class Map;
class Particle;

/**
 * Every Particle can have one or more particle emitters that create new
 * particles when they are updated
 */
class ParticleEmitter final
{
    public:
        ParticleEmitter(const XmlNodePtr emitterNode, Particle *const target,
                        Map *const map, const int rotation = 0,
                        const std::string& dyePalettes = std::string());

        /**
         * Copy Constructor (necessary for reference counting of particle images)
         */
        ParticleEmitter(const ParticleEmitter &o);

        /**
         * Assignment operator that calls the copy constructor
         */
        ParticleEmitter & operator=(const ParticleEmitter &o);

        /**
         * Destructor.
         */
        ~ParticleEmitter();

        /**
         * Spawns new particles
         * @return: a list of created particles
         */
        std::list<Particle *> createParticles(const int tick);

        /**
         * Sets the target of the particles that are created
         */
        void setTarget(Particle *const target)
        { mParticleTarget = target; }

        /**
         * Changes the size of the emitter so that the effect fills a
         * rectangle of this size
         */
        void adjustSize(const int w, const int h);

    private:
        template <typename T> ParticleEmitterProp<T>
            readParticleEmitterProp(XmlNodePtr propertyNode, T def);

        /**
         * initial position of particles:
         */
        ParticleEmitterProp<float> mParticlePosX, mParticlePosY, mParticlePosZ;

        /**
         * initial vector of particles:
         */
        ParticleEmitterProp<float> mParticleAngleHorizontal,
                                   mParticleAngleVertical;

        /**
         * Initial velocity of particles
         */
        ParticleEmitterProp<float> mParticlePower;

        /*
         * Vector changing of particles:
         */
        ParticleEmitterProp<float> mParticleGravity;
        ParticleEmitterProp<int> mParticleRandomness;
        ParticleEmitterProp<float> mParticleBounce;
        bool mParticleFollow;

        /*
         * Properties of targeting particles:
         */
        Particle *mParticleTarget;
        ParticleEmitterProp<float> mParticleAcceleration;
        ParticleEmitterProp<float> mParticleDieDistance;
        ParticleEmitterProp<float> mParticleMomentum;

        /*
         * Behavior over time of the particles:
         */
        ParticleEmitterProp<int> mParticleLifetime;
        ParticleEmitterProp<int> mParticleFadeOut;
        ParticleEmitterProp<int> mParticleFadeIn;

        // Map the particles are spawned on 
        Map *mMap;

        // Number of particles spawned per update 
        ParticleEmitterProp<int> mOutput;  

        // Pause in frames between two spawns 
        ParticleEmitterProp<int> mOutputPause;  
        int mOutputPauseLeft;

        /*
         * Graphical representation of the particles
         */
        // Particle image, if used 
        Image *mParticleImage;

        // Filename of particle animation file 
        Animation mParticleAnimation;

        // Filename of particle rotation file 
        Animation mParticleRotation;

        // Opacity of the graphical representation of the particles 
        ParticleEmitterProp<float> mParticleAlpha;  

        /*
         * Death effect of the particles
         */
        std::string mDeathEffect;
        signed char mDeathEffectConditions;

        // List of emitters the spawned particles are equipped with
        std::list<ParticleEmitter> mParticleChildEmitters;

        std::vector<ImageSet*> mTempSets;
};
#endif