]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/particles.cpp
Minimap messages: Improve 'disabled by server' message
[dragonfireclient.git] / src / particles.cpp
index 5f17763e013373cf2ef4423facbb1122635496fe..0a6651ce453624a68c1a02b034cfe735480f3bca 100644 (file)
@@ -20,13 +20,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "particles.h"
 #include "client.h"
 #include "collision.h"
 #include "particles.h"
 #include "client.h"
 #include "collision.h"
-#include <stdlib.h>
+#include "client/clientevent.h"
+#include "client/renderingengine.h"
 #include "util/numeric.h"
 #include "light.h"
 #include "environment.h"
 #include "clientmap.h"
 #include "mapnode.h"
 #include "util/numeric.h"
 #include "light.h"
 #include "environment.h"
 #include "clientmap.h"
 #include "mapnode.h"
+#include "nodedef.h"
 #include "client.h"
 #include "client.h"
+#include "settings.h"
 
 /*
        Utility
 
 /*
        Utility
@@ -41,7 +44,6 @@ v3f random_v3f(v3f min, v3f max)
 
 Particle::Particle(
        IGameDef *gamedef,
 
 Particle::Particle(
        IGameDef *gamedef,
-       scene::ISceneManager* smgr,
        LocalPlayer *player,
        ClientEnvironment *env,
        v3f pos,
        LocalPlayer *player,
        ClientEnvironment *env,
        v3f pos,
@@ -56,9 +58,11 @@ Particle::Particle(
        v2f texpos,
        v2f texsize,
        const struct TileAnimationParams &anim,
        v2f texpos,
        v2f texsize,
        const struct TileAnimationParams &anim,
-       u8 glow
+       u8 glow,
+       video::SColor color
 ):
 ):
-       scene::ISceneNode(smgr->getRootSceneNode(), smgr)
+       scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
+               RenderingEngine::get_scene_manager())
 {
        // Misc
        m_gamedef = gamedef;
 {
        // Misc
        m_gamedef = gamedef;
@@ -74,15 +78,16 @@ Particle::Particle(
        m_texpos = texpos;
        m_texsize = texsize;
        m_animation = anim;
        m_texpos = texpos;
        m_texsize = texsize;
        m_animation = anim;
-       m_animation_frame = 0;
-       m_animation_time = 0.0;
+
+       // Color
+       m_base_color = color;
+       m_color = color;
 
        // Particle related
        m_pos = pos;
        m_velocity = velocity;
        m_acceleration = acceleration;
        m_expiration = expirationtime;
 
        // Particle related
        m_pos = pos;
        m_velocity = velocity;
        m_acceleration = acceleration;
        m_expiration = expirationtime;
-       m_time = 0;
        m_player = player;
        m_size = size;
        m_collisiondetection = collisiondetection;
        m_player = player;
        m_size = size;
        m_collisiondetection = collisiondetection;
@@ -102,10 +107,6 @@ Particle::Particle(
        updateVertices();
 }
 
        updateVertices();
 }
 
-Particle::~Particle()
-{
-}
-
 void Particle::OnRegisterSceneNode()
 {
        if (IsVisible)
 void Particle::OnRegisterSceneNode()
 {
        if (IsVisible)
@@ -183,12 +184,15 @@ void Particle::updateLight()
        else
                light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
        else
                light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
-       m_light = decode_light(light + m_glow);
+       u8 m_light = decode_light(light + m_glow);
+       m_color.set(255,
+               m_light * m_base_color.getRed() / 255,
+               m_light * m_base_color.getGreen() / 255,
+               m_light * m_base_color.getBlue() / 255);
 }
 
 void Particle::updateVertices()
 {
 }
 
 void Particle::updateVertices()
 {
-       video::SColor c(255, m_light, m_light, m_light);
        f32 tx0, tx1, ty0, ty1;
 
        if (m_animation.type != TAT_NONE) {
        f32 tx0, tx1, ty0, ty1;
 
        if (m_animation.type != TAT_NONE) {
@@ -210,27 +214,26 @@ void Particle::updateVertices()
                ty1 = m_texpos.Y + m_texsize.Y;
        }
 
                ty1 = m_texpos.Y + m_texsize.Y;
        }
 
-       m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
-                       c, tx0, ty1);
-       m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
-                       c, tx1, ty1);
-       m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
-                       c, tx1, ty0);
-       m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
-                       c, tx0, ty0);
+       m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
+               0, 0, 0, 0, m_color, tx0, ty1);
+       m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
+               0, 0, 0, 0, m_color, tx1, ty1);
+       m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
+               0, 0, 0, 0, m_color, tx1, ty0);
+       m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
+               0, 0, 0, 0, m_color, tx0, ty0);
 
        v3s16 camera_offset = m_env->getCameraOffset();
 
        v3s16 camera_offset = m_env->getCameraOffset();
-       for(u16 i=0; i<4; i++)
-       {
+       for (video::S3DVertex &vertex : m_vertices) {
                if (m_vertical) {
                        v3f ppos = m_player->getPosition()/BS;
                if (m_vertical) {
                        v3f ppos = m_player->getPosition()/BS;
-                       m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
+                       vertex.Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
                } else {
                } else {
-                       m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
-                       m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
+                       vertex.Pos.rotateYZBy(m_player->getPitch());
+                       vertex.Pos.rotateXZBy(m_player->getYaw());
                }
                }
-               m_box.addInternalPoint(m_vertices[i].Pos);
-               m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
+               m_box.addInternalPoint(vertex.Pos);
+               vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS);
        }
 }
 
        }
 }
 
@@ -238,7 +241,7 @@ void Particle::updateVertices()
        ParticleSpawner
 */
 
        ParticleSpawner
 */
 
-ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
+ParticleSpawner::ParticleSpawner(IGameDef *gamedef, LocalPlayer *player,
        u16 amount, float time,
        v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
        float minexptime, float maxexptime, float minsize, float maxsize,
        u16 amount, float time,
        v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
        float minexptime, float maxexptime, float minsize, float maxsize,
@@ -249,7 +252,6 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        m_particlemanager(p_manager)
 {
        m_gamedef = gamedef;
        m_particlemanager(p_manager)
 {
        m_gamedef = gamedef;
-       m_smgr = smgr;
        m_player = player;
        m_amount = amount;
        m_spawntime = time;
        m_player = player;
        m_amount = amount;
        m_spawntime = time;
@@ -279,12 +281,65 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        }
 }
 
        }
 }
 
-ParticleSpawner::~ParticleSpawner() {}
+void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
+       bool is_attached, const v3f &attached_pos, float attached_yaw)
+{
+       v3f ppos = m_player->getPosition() / BS;
+       v3f pos = random_v3f(m_minpos, m_maxpos);
+
+       // Need to apply this first or the following check
+       // will be wrong for attached spawners
+       if (is_attached) {
+               pos.rotateXZBy(attached_yaw);
+               pos += attached_pos;
+       }
+
+       if (pos.getDistanceFrom(ppos) > radius)
+               return;
+
+       v3f vel = random_v3f(m_minvel, m_maxvel);
+       v3f acc = random_v3f(m_minacc, m_maxacc);
+
+       if (is_attached) {
+               // Apply attachment yaw
+               vel.rotateXZBy(attached_yaw);
+               acc.rotateXZBy(attached_yaw);
+       }
+
+       float exptime = rand() / (float)RAND_MAX
+                       * (m_maxexptime - m_minexptime)
+                       + m_minexptime;
+       float size = rand() / (float)RAND_MAX
+                       * (m_maxsize - m_minsize)
+                       + m_minsize;
+
+       m_particlemanager->addParticle(new Particle(
+               m_gamedef,
+               m_player,
+               env,
+               pos,
+               vel,
+               acc,
+               exptime,
+               size,
+               m_collisiondetection,
+               m_collision_removal,
+               m_vertical,
+               m_texture,
+               v2f(0.0, 0.0),
+               v2f(1.0, 1.0),
+               m_animation,
+               m_glow
+       ));
+}
 
 void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
        m_time += dtime;
 
 
 void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
        m_time += dtime;
 
+       static thread_local const float radius =
+                       g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
+
        bool unloaded = false;
        bool is_attached = false;
        v3f attached_pos = v3f(0,0,0);
        bool unloaded = false;
        bool is_attached = false;
        v3f attached_pos = v3f(0,0,0);
@@ -299,114 +354,33 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                }
        }
 
                }
        }
 
-       if (m_spawntime != 0) // Spawner exists for a predefined timespan
-       {
-               for(std::vector<float>::iterator i = m_spawntimes.begin();
-                               i != m_spawntimes.end();)
-               {
-                       if ((*i) <= m_time && m_amount > 0)
-                       {
+       if (m_spawntime != 0) {
+               // Spawner exists for a predefined timespan
+               for (std::vector<float>::iterator i = m_spawntimes.begin();
+                               i != m_spawntimes.end();) {
+                       if ((*i) <= m_time && m_amount > 0) {
                                m_amount--;
 
                                m_amount--;
 
-                               // Pretend to, but don't actually spawn a
-                               // particle if it is attached to an unloaded
-                               // object.
-                               if (!unloaded) {
-                                       v3f pos = random_v3f(m_minpos, m_maxpos);
-                                       v3f vel = random_v3f(m_minvel, m_maxvel);
-                                       v3f acc = random_v3f(m_minacc, m_maxacc);
-
-                                       if (is_attached) {
-                                               // Apply attachment yaw and position
-                                               pos.rotateXZBy(attached_yaw);
-                                               pos += attached_pos;
-                                               vel.rotateXZBy(attached_yaw);
-                                               acc.rotateXZBy(attached_yaw);
-                                       }
-
-                                       float exptime = rand()/(float)RAND_MAX
-                                                       *(m_maxexptime-m_minexptime)
-                                                       +m_minexptime;
-                                       float size = rand()/(float)RAND_MAX
-                                                       *(m_maxsize-m_minsize)
-                                                       +m_minsize;
-
-                                       Particle* toadd = new Particle(
-                                               m_gamedef,
-                                               m_smgr,
-                                               m_player,
-                                               env,
-                                               pos,
-                                               vel,
-                                               acc,
-                                               exptime,
-                                               size,
-                                               m_collisiondetection,
-                                               m_collision_removal,
-                                               m_vertical,
-                                               m_texture,
-                                               v2f(0.0, 0.0),
-                                               v2f(1.0, 1.0),
-                                               m_animation,
-                                               m_glow);
-                                       m_particlemanager->addParticle(toadd);
-                               }
+                               // Pretend to, but don't actually spawn a particle if it is
+                               // attached to an unloaded object or distant from player.
+                               if (!unloaded)
+                                       spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
+
                                i = m_spawntimes.erase(i);
                                i = m_spawntimes.erase(i);
-                       }
-                       else
-                       {
+                       } else {
                                ++i;
                        }
                }
                                ++i;
                        }
                }
-       }
-       else // Spawner exists for an infinity timespan, spawn on a per-second base
-       {
+       } else {
+               // Spawner exists for an infinity timespan, spawn on a per-second base
+
                // Skip this step if attached to an unloaded object
                if (unloaded)
                        return;
                // Skip this step if attached to an unloaded object
                if (unloaded)
                        return;
-               for (int i = 0; i <= m_amount; i++)
-               {
-                       if (rand()/(float)RAND_MAX < dtime)
-                       {
-                               v3f pos = random_v3f(m_minpos, m_maxpos);
-                               v3f vel = random_v3f(m_minvel, m_maxvel);
-                               v3f acc = random_v3f(m_minacc, m_maxacc);
-
-                               if (is_attached) {
-                                       // Apply attachment yaw and position
-                                       pos.rotateXZBy(attached_yaw);
-                                       pos += attached_pos;
-                                       vel.rotateXZBy(attached_yaw);
-                                       acc.rotateXZBy(attached_yaw);
-                               }
 
 
-                               float exptime = rand()/(float)RAND_MAX
-                                               *(m_maxexptime-m_minexptime)
-                                               +m_minexptime;
-                               float size = rand()/(float)RAND_MAX
-                                               *(m_maxsize-m_minsize)
-                                               +m_minsize;
-
-                               Particle* toadd = new Particle(
-                                       m_gamedef,
-                                       m_smgr,
-                                       m_player,
-                                       env,
-                                       pos,
-                                       vel,
-                                       acc,
-                                       exptime,
-                                       size,
-                                       m_collisiondetection,
-                                       m_collision_removal,
-                                       m_vertical,
-                                       m_texture,
-                                       v2f(0.0, 0.0),
-                                       v2f(1.0, 1.0),
-                                       m_animation,
-                                       m_glow);
-                               m_particlemanager->addParticle(toadd);
-                       }
+               for (int i = 0; i <= m_amount; i++) {
+                       if (rand() / (float)RAND_MAX < dtime)
+                               spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
                }
        }
 }
                }
        }
 }
@@ -490,7 +464,7 @@ void ParticleManager::clearAll ()
 }
 
 void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
 }
 
 void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
-               scene::ISceneManager* smgr, LocalPlayer *player)
+       LocalPlayer *player)
 {
        switch (event->type) {
                case CE_DELETE_PARTICLESPAWNER: {
 {
        switch (event->type) {
                case CE_DELETE_PARTICLESPAWNER: {
@@ -516,7 +490,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
 
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
 
-                       ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
+                       ParticleSpawner *toadd = new ParticleSpawner(client, player,
                                        event->add_particlespawner.amount,
                                        event->add_particlespawner.spawntime,
                                        *event->add_particlespawner.minpos,
                                        event->add_particlespawner.amount,
                                        event->add_particlespawner.spawntime,
                                        *event->add_particlespawner.minpos,
@@ -561,7 +535,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
 
                        video::ITexture *texture =
                                client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
 
-                       Particle* toadd = new Particle(client, smgr, player, m_env,
+                       Particle *toadd = new Particle(client, player, m_env,
                                        *event->spawn_particle.pos,
                                        *event->spawn_particle.vel,
                                        *event->spawn_particle.acc,
                                        *event->spawn_particle.pos,
                                        *event->spawn_particle.vel,
                                        *event->spawn_particle.acc,
@@ -589,38 +563,43 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
        }
 }
 
        }
 }
 
-void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
-               LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleManager::addDiggingParticles(IGameDef* gamedef,
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
 {
-       for (u16 j = 0; j < 32; j++) // set the amount of particles here
-       {
-               addNodeParticle(gamedef, smgr, player, pos, tiles);
+       // No particles for "airlike" nodes
+       if (f.drawtype == NDT_AIRLIKE)
+               return;
+
+       // set the amount of particles here
+       for (u16 j = 0; j < 32; j++) {
+               addNodeParticle(gamedef, player, pos, n, f);
        }
 }
 
        }
 }
 
-void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
-               LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleManager::addNodeParticle(IGameDef* gamedef,
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
 {
-       addNodeParticle(gamedef, smgr, player, pos, tiles);
-}
+       // No particles for "airlike" nodes
+       if (f.drawtype == NDT_AIRLIKE)
+               return;
 
 
-void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
-               LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
-{
        // Texture
        u8 texid = myrand_range(0, 5);
        // Texture
        u8 texid = myrand_range(0, 5);
+       const TileLayer &tile = f.tiles[texid].layers[0];
        video::ITexture *texture;
        struct TileAnimationParams anim;
        anim.type = TAT_NONE;
 
        // Only use first frame of animated texture
        video::ITexture *texture;
        struct TileAnimationParams anim;
        anim.type = TAT_NONE;
 
        // Only use first frame of animated texture
-       if (tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION)
-               texture = tiles[texid].frames[0].texture;
+       if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
+               texture = (*tile.frames)[0].texture;
        else
        else
-               texture = tiles[texid].texture;
+               texture = tile.texture;
 
        float size = rand() % 64 / 512.;
        float visual_size = BS * size;
 
        float size = rand() % 64 / 512.;
        float visual_size = BS * size;
+       if (tile.scale)
+               size /= tile.scale;
        v2f texsize(size * 2, size * 2);
        v2f texpos;
        texpos.X = ((rand() % 64) / 64. - texsize.X);
        v2f texsize(size * 2, size * 2);
        v2f texpos;
        texpos.X = ((rand() % 64) / 64. - texsize.X);
@@ -638,9 +617,14 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                (f32) pos.Z + rand() %100 /200. - 0.25
        );
 
                (f32) pos.Z + rand() %100 /200. - 0.25
        );
 
+       video::SColor color;
+       if (tile.has_color)
+               color = tile.color;
+       else
+               n.getColor(f, &color);
+
        Particle* toadd = new Particle(
                gamedef,
        Particle* toadd = new Particle(
                gamedef,
-               smgr,
                player,
                m_env,
                particlepos,
                player,
                m_env,
                particlepos,
@@ -655,7 +639,8 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                texpos,
                texsize,
                anim,
                texpos,
                texsize,
                anim,
-               0);
+               0,
+               color);
 
        addParticle(toadd);
 }
 
        addParticle(toadd);
 }