/* * 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 * * $Id$ */ #ifndef _PARTICLE_H #define _PARTICLE_H #include #include #include #include "guichanfwd.h" #include "sprite.h" #include "vector.h" class Map; class Particle; class ParticleEmitter; typedef std::list Particles; typedef Particles::iterator ParticleIterator; typedef std::list 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 setPosition(float x, float y, float z) { mPos.x = x; mPos.y = y; mPos.z = z; } /** * Sets the position in 2 dimensional space in pixels relative to map. */ void setPosition(float x, float y) { mPos.x = x; mPos.y = y; } /** * Returns the particle position. */ const Vector& getPosition() const { return mPos; } /** * Changes the particle position relative */ void moveBy(float x, float y, float z) { mPos.x += x; mPos.y += y; mPos.z += 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::iterator spriteIterator) { mSpriteIterator = spriteIterator; } /** * Gets the sprite iterator of the particle on the current map. */ std::list::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 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; } bool isAlive() { return mAlive; } /** * 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*/ private: // generic properties bool mAutoDelete; /**< May the particle request its deletion by the parent particle? */ Map *mMap; /**< Map the particle is on. */ std::list::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 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-tickČ*/ 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