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98 lines
1.7 KiB
C++
98 lines
1.7 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_PARTICLES_H
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#define GAME_CLIENT_COMPONENTS_PARTICLES_H
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#include <base/vmath.h>
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#include <game/client/component.h>
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// particles
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struct CParticle
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{
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void SetDefault()
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{
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m_Vel = vec2(0,0);
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m_LifeSpan = 0;
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m_StartSize = 32;
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m_EndSize = 32;
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m_Rot = 0;
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m_Rotspeed = 0;
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m_Gravity = 0;
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m_Friction = 0;
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m_FlowAffected = 1.0f;
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m_Color = ColorRGBA(1,1,1,1);
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}
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vec2 m_Pos;
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vec2 m_Vel;
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int m_Spr;
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float m_FlowAffected;
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float m_LifeSpan;
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float m_StartSize;
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float m_EndSize;
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float m_Rot;
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float m_Rotspeed;
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float m_Gravity;
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float m_Friction;
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ColorRGBA m_Color;
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// set by the particle system
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float m_Life;
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int m_PrevPart;
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int m_NextPart;
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};
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class CParticles : public CComponent
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{
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friend class CGameClient;
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public:
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enum
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{
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GROUP_PROJECTILE_TRAIL=0,
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GROUP_EXPLOSIONS,
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GROUP_GENERAL,
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NUM_GROUPS
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};
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CParticles();
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void Add(int Group, CParticle *pPart, float TimePassed = 0.f);
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virtual void OnReset();
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virtual void OnRender();
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virtual void OnInit();
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private:
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int m_ParticleQuadContainerIndex;
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enum
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{
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MAX_PARTICLES=1024*8,
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};
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CParticle m_aParticles[MAX_PARTICLES];
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int m_FirstFree;
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int m_aFirstPart[NUM_GROUPS];
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void RenderGroup(int Group);
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void Update(float TimePassed);
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template<int TGROUP>
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class CRenderGroup : public CComponent
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{
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public:
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CParticles *m_pParts;
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virtual void OnRender() { m_pParts->RenderGroup(TGROUP); }
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};
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CRenderGroup<GROUP_PROJECTILE_TRAIL> m_RenderTrail;
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CRenderGroup<GROUP_EXPLOSIONS> m_RenderExplosions;
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CRenderGroup<GROUP_GENERAL> m_RenderGeneral;
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};
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#endif
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