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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name particle.h - The base particle headerfile. */
//
// (c) Copyright 2007-2008 by Jimmy Salmon and Francois Beerten
//
// 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; only version 2 of the License.
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __PARTICLE_H__
#define __PARTICLE_H__
//@{
#include <vector>
class CGraphic;
class CViewport;
struct CPosition
{
CPosition(float x, float y) : x(x), y(y) {}
float x;
float y;
};
class Animation
{
public:
virtual ~Animation() {}
virtual void draw(int x, int y) = 0;
virtual void update(int ticks) = 0;
virtual bool isFinished() = 0;
virtual Animation * clone() = 0;
};
class GraphicAnimation : public Animation
{
CGraphic *g;
int ticksPerFrame;
int currentFrame;
int currTicks;
public:
GraphicAnimation(CGraphic *g, int ticksPerFrame);
virtual ~GraphicAnimation() {}
/**
** Draw the current frame of the animation.
** @param x x screen coordinate where to draw the animation.
** @param y y screen coordinate where to draw the animation.
*/
virtual void draw(int x, int y);
/**
** Update the animation.
** @param ticks the number of ticks elapsed since the last call.
*/
virtual void update(int ticks);
virtual bool isFinished();
virtual Animation * clone();
};
// Base particle class
class CParticle
{
public:
CParticle(CPosition position) :
pos(position), destroyed(false)
{}
virtual ~CParticle() {}
virtual void draw() {}
virtual void update(int ticks) {}
inline void destroy() { destroyed = true; }
inline bool isDestroyed() { return destroyed; }
virtual CParticle * clone() = 0;
protected:
CPosition pos;
bool destroyed;
};
class StaticParticle : public CParticle
{
public:
StaticParticle(CPosition position, Animation *flame);
virtual ~StaticParticle();
virtual void draw();
virtual void update(int ticks);
virtual CParticle * clone();
protected:
Animation *animation;
};
// Chunk particle
class CChunkParticle : public CParticle
{
public:
CChunkParticle(CPosition position, Animation *smokeAnimation);
virtual ~CChunkParticle();
virtual void draw();
virtual void update(int ticks);
virtual CParticle * clone();
protected:
CPosition initialPos;
int initialVelocity;
float trajectoryAngle;
int nextSmokeTicks;
int lifetime;
int age;
float height;
Animation *smokeAnimation;
struct {
float x;
float y;
} direction;
};
// Smoke particle
class CSmokeParticle : public CParticle
{
public:
CSmokeParticle(CPosition position, Animation *animation);
virtual ~CSmokeParticle();
virtual void draw();
virtual void update(int ticks);
virtual CParticle * clone();
protected:
Animation *puff;
};
class CParticleManager
{
public:
CParticleManager();
~CParticleManager();
static void init();
static void exit();
void draw(const CViewport *vp);
void update();
void add(CParticle *particle);
void clear();
CPosition getScreenPos(const CPosition &pos);
inline void setLowDetail(bool detail) { lowDetail = detail; }
inline bool getLowDetail() const { return lowDetail; }
private:
std::vector<CParticle *> particles;
std::vector<CParticle *> new_particles;
const CViewport *vp;
unsigned long lastTicks;
bool lowDetail;
};
extern CParticleManager ParticleManager;
//@}
#endif // !__PARTICLE_H__
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