ddnet/src/game/client/components/particles.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/math.h>
#include <engine/graphics.h>
#include <engine/demo.h>
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#include <game/generated/client_data.h>
#include <game/client/render.h>
#include <game/gamecore.h>
#include "particles.h"
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CParticles::CParticles()
{
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OnReset();
m_RenderTrail.m_pParts = this;
m_RenderExplosions.m_pParts = this;
m_RenderGeneral.m_pParts = this;
}
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void CParticles::OnReset()
{
// reset particles
for(int i = 0; i < MAX_PARTICLES; i++)
{
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m_aParticles[i].m_PrevPart = i-1;
m_aParticles[i].m_NextPart = i+1;
}
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m_aParticles[0].m_PrevPart = 0;
m_aParticles[MAX_PARTICLES-1].m_NextPart = -1;
m_FirstFree = 0;
for(int i = 0; i < NUM_GROUPS; i++)
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m_aFirstPart[i] = -1;
}
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void CParticles::Add(int Group, CParticle *pPart)
{
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(pInfo->m_Paused)
return;
}
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if (m_FirstFree == -1)
return;
// remove from the free list
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int Id = m_FirstFree;
m_FirstFree = m_aParticles[Id].m_NextPart;
if(m_FirstFree != -1)
m_aParticles[m_FirstFree].m_PrevPart = -1;
// copy data
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m_aParticles[Id] = *pPart;
// insert to the group list
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m_aParticles[Id].m_PrevPart = -1;
m_aParticles[Id].m_NextPart = m_aFirstPart[Group];
if(m_aFirstPart[Group] != -1)
m_aParticles[m_aFirstPart[Group]].m_PrevPart = Id;
m_aFirstPart[Group] = Id;
// set some parameters
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m_aParticles[Id].m_Life = 0;
}
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void CParticles::Update(float TimePassed)
{
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static float FrictionFraction = 0;
FrictionFraction += TimePassed;
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if(FrictionFraction > 2.0f) // safty messure
FrictionFraction = 0;
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int FrictionCount = 0;
while(FrictionFraction > 0.05f)
{
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FrictionCount++;
FrictionFraction -= 0.05f;
}
for(int g = 0; g < NUM_GROUPS; g++)
{
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int i = m_aFirstPart[g];
while(i != -1)
{
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int Next = m_aParticles[i].m_NextPart;
//m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected;
m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity*TimePassed;
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for(int f = 0; f < FrictionCount; f++) // apply friction
m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction;
// move the point
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vec2 Vel = m_aParticles[i].m_Vel*TimePassed;
Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f+0.9f*frandom(), NULL);
m_aParticles[i].m_Vel = Vel* (1.0f/TimePassed);
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m_aParticles[i].m_Life += TimePassed;
m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed;
// check particle death
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if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan)
{
// remove it from the group list
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if(m_aParticles[i].m_PrevPart != -1)
m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart;
else
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m_aFirstPart[g] = m_aParticles[i].m_NextPart;
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if(m_aParticles[i].m_NextPart != -1)
m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart;
// insert to the free list
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if(m_FirstFree != -1)
m_aParticles[m_FirstFree].m_PrevPart = i;
m_aParticles[i].m_PrevPart = -1;
m_aParticles[i].m_NextPart = m_FirstFree;
m_FirstFree = i;
}
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i = Next;
}
}
}
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void CParticles::OnRender()
{
if(Client()->State() < IClient::STATE_ONLINE)
return;
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static int64 LastTime = 0;
int64 t = time_get();
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(!pInfo->m_Paused)
Update((float)((t-LastTime)/(double)time_freq())*pInfo->m_Speed);
}
else
Update((float)((t-LastTime)/(double)time_freq()));
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LastTime = t;
}
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void CParticles::RenderGroup(int Group)
{
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Graphics()->BlendNormal();
//gfx_blend_additive();
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_PARTICLES].m_Id);
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Graphics()->QuadsBegin();
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int i = m_aFirstPart[Group];
while(i != -1)
{
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RenderTools()->SelectSprite(m_aParticles[i].m_Spr);
float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
vec2 p = m_aParticles[i].m_Pos;
float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
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Graphics()->QuadsSetRotation(m_aParticles[i].m_Rot);
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Graphics()->SetColor(
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m_aParticles[i].m_Color.r,
m_aParticles[i].m_Color.g,
m_aParticles[i].m_Color.b,
m_aParticles[i].m_Color.a); // pow(a, 0.75f) *
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IGraphics::CQuadItem QuadItem(p.x, p.y, Size, Size);
Graphics()->QuadsDraw(&QuadItem, 1);
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i = m_aParticles[i].m_NextPart;
}
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Graphics()->QuadsEnd();
Graphics()->BlendNormal();
}