/*
* 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 .
*/
#ifndef PARTICLE_H
#define PARTICLE_H
#include "actor.h"
#include "guichanfwd.h"
#include "vector.h"
#include
#include
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 Actor
{
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 */
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 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; }
/**
* 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()
{ 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; }
/** We consider particles (at least for now) to be one layer-sprites */
virtual int getNumberOfLayers() const
{ return 1; }
protected:
bool mAlive; /**< Is the particle supposed to be drawn and updated?*/
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*/
// 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? */
// 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-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