summaryrefslogtreecommitdiff
path: root/src/particle.h
blob: 8aa9e5f2cbc9f4189641a6e024c6069663784967 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
/*
 *  The Mana Client
 *  Copyright (C) 2006-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *
 *  This file is part of The Mana 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 PARTICLE_H
#define PARTICLE_H

#include "actor.h"
#include "guichanfwd.h"
#include "vector.h"

#include <list>
#include <string>

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 Actor
{
    public:
        enum AliveStatus
        {
            ALIVE = 0,
            DEAD_TIMEOUT = 1,
            DEAD_FLOOR = 2,
            DEAD_SKY = 4,
            DEAD_IMPACT = 8,
            DEAD_OTHER = 16,
            DEAD_LONG_AGO = 128
        };
        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 */
        static bool enabled;   /**< true when non-crucial particle effects are disabled */

        /**
         * 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 bool 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; }

        /**
         * Creates a blank particle as a child of the current particle
         * Useful for creating target particles
         */
        Particle *createChild();

        /**
         * Creates a child particle that hosts some emitters described in the
         * particleEffectFile.
         */
        Particle *addEffect(const std::string &particleEffectFile,
                            int pixelX, int pixelY, int rotation = 0);

        /**
         * Creates a standalone text particle.
         */
        Particle *addTextSplashEffect(const std::string &text, int x, int y,
                const gcn::Color *color, gcn::Font *font,
                bool outline = false);

        /**
         * Creates a standalone text particle.
         */
        Particle *addTextRiseFadeOutEffect(const std::string &text,
                int x, int y, const gcn::Color *color, gcn::Font *font,
                bool outline = false);

        /**
         * 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);

        /**
         * 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 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; }

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

        void setAllowSizeAdjust(bool adjust)
        { mAllowSizeAdjust = adjust; }

        bool isAlive() const
        { return mAlive == ALIVE; }

        /**
         * Determines whether the particle and its children are all dead
         */
        bool isExtinct() const
        { return !isAlive() && mChildParticles.empty(); }

        /**
         * Manually marks the particle for deletion.
         */
        void kill()
        { mAlive = DEAD_OTHER; mAutoDelete = true; }

        /**
         * After calling this function the particle will only request
         * deletion when kill() is called
         */
        void disableAutoDelete()
        { mAutoDelete = false; }

        /** We consider particles (at least for now) to be one layer-sprites */
        virtual int getNumberOfLayers() const
        { return 1; }

        virtual float getAlpha() const
        { return 1.0f; }

        virtual void setAlpha(float alpha) {}

        virtual void setDeathEffect(const std::string &effectFile, char conditions)
        { mDeathEffect = effectFile; mDeathEffectConditions = conditions; }

    protected:
        float mAlpha;               /**< Opacity of the graphical representation of the particle */
        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*/
        Vector mVelocity;           /**< Speed in pixels per game-tick. */

    private:
        AliveStatus mAlive;                 /**< Is the particle supposed to be drawn and updated?*/
        // generic properties
        bool mAutoDelete;           /**< May the particle request its deletion by the parent particle? */
        Emitters mChildEmitters;    /**< List of child emitters. */
        Particles mChildParticles;  /**< List of particles controlled by this particle */
        bool mAllowSizeAdjust;      /**< Can the effect size be adjusted by the object props in the map file? */
        std::string mDeathEffect;   /**< Particle effect file to be spawned when the particle dies */
        char mDeathEffectConditions;/**< Bitfield of death conditions which trigger spawning of the death particle */

        // dynamic particle
        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-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