166 lines
4.6 KiB
C++
166 lines
4.6 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_PARTICLETYPE_H_
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#define _GLEST_GAME_PARTICLETYPE_H_
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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include <string>
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#include <list>
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#include "particle.h"
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#include "factory.h"
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#include "texture.h"
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#include "vec.h"
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#include "xml_parser.h"
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#include "graphics_interface.h"
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#include "leak_dumper.h"
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using std::string;
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using namespace Shared::Graphics;
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namespace Glest{ namespace Game{
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using Shared::Graphics::ParticleSystem;
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using Shared::Graphics::UnitParticleSystem;
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using Shared::Graphics::AttackParticleSystem;
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using Shared::Graphics::ProjectileParticleSystem;
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using Shared::Graphics::SplashParticleSystem;
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using Shared::Graphics::Texture2D;
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using Shared::Graphics::Vec3f;
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using Shared::Graphics::Vec4f;
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using Shared::Graphics::Model;
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using Shared::Util::MultiFactory;
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using Shared::Xml::XmlNode;
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class UnitParticleSystemType;
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// ===========================================================
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// class ParticleSystemType
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//
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/// A type of particle system
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// ===========================================================
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class ParticleSystemType {
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protected:
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string type;
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Texture2D *texture;
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Model *model;
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float modelCycle;
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string primitive;
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Vec3f offset;
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Vec4f color;
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Vec4f colorNoEnergy;
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float size;
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float sizeNoEnergy;
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float speed;
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float gravity;
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float emissionRate;
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int energyMax;
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int energyVar;
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string mode;
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bool teamcolorNoEnergy;
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bool teamcolorEnergy;
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int alternations;
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int particleSystemStartDelay;
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typedef std::list<UnitParticleSystemType*> Children;
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Children children;
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bool minmaxEnabled;
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int minHp;
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int maxHp;
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bool minmaxIsPercent;
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void copyAll(const ParticleSystemType &src);
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public:
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ParticleSystemType();
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virtual ~ParticleSystemType();
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ParticleSystemType & operator=(const ParticleSystemType &src);
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ParticleSystemType(const ParticleSystemType &src);
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void load(const XmlNode *particleSystemNode, const string &dir,
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RendererInterface *renderer, std::map<string,vector<pair<string, string> > > &loadedFileList,
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string parentLoader, string techtreePath);
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void setValues(AttackParticleSystem *ats);
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bool hasTexture() const { return(texture != NULL); }
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bool hasModel() const { return(model != NULL); }
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bool getMinmaxEnabled() const { return minmaxEnabled;}
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int getMinHp() const { return minHp;}
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int getMaxHp() const { return maxHp;}
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bool getMinmaxIsPercent() const { return minmaxIsPercent; }
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void setMinmaxEnabled(bool value) { minmaxEnabled=value;}
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void setMinHp(int value) { minHp=value;}
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void setMaxHp(int value) { maxHp=value;}
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void setMinmaxIsPercent(bool value) { minmaxIsPercent=value; }
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string getType() const { return type; };
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virtual void saveGame(XmlNode *rootNode);
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protected:
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};
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// ===========================================================
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// class ParticleSystemTypeProjectile
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// ===========================================================
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class ParticleSystemTypeProjectile: public ParticleSystemType{
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private:
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string trajectory;
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float trajectorySpeed;
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float trajectoryScale;
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float trajectoryFrequency;
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public:
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ParticleSystemTypeProjectile();
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void load(const XmlNode *particleFileNode, const string &dir, const string &path,
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RendererInterface *renderer, std::map<string,vector<pair<string, string> > > &loadedFileList,
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string parentLoader, string techtreePath);
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ProjectileParticleSystem *create(ParticleOwner *owner);
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virtual void saveGame(XmlNode *rootNode);
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};
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// ===========================================================
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// class ParticleSystemTypeSplash
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// ===========================================================
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class ParticleSystemTypeSplash: public ParticleSystemType {
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public:
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ParticleSystemTypeSplash();
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void load(const XmlNode *particleFileNode, const string &dir, const string &path,
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RendererInterface *renderer, std::map<string,vector<pair<string, string> > > &loadedFileList,
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string parentLoader, string techtreePath);
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SplashParticleSystem *create(ParticleOwner *owner);
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virtual void saveGame(XmlNode *rootNode);
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private:
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float emissionRateFade;
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float verticalSpreadA;
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float verticalSpreadB;
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float horizontalSpreadA;
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float horizontalSpreadB;
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};
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}}//end namespace
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#endif
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