#include "particles.h"
#include "client.h"
#include "collision.h"
-#include <stdlib.h>
+#include "client/renderingengine.h"
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
+#include "nodedef.h"
#include "client.h"
#include "settings.h"
Particle::Particle(
IGameDef *gamedef,
- scene::ISceneManager* smgr,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
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;
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,
m_particlemanager(p_manager)
{
m_gamedef = gamedef;
- m_smgr = smgr;
m_player = player;
m_amount = amount;
m_spawntime = time;
Particle* toadd = new Particle(
m_gamedef,
- m_smgr,
m_player,
env,
pos,
Particle* toadd = new Particle(
m_gamedef,
- m_smgr,
m_player,
env,
pos,
}
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
- scene::ISceneManager* smgr, LocalPlayer *player)
+ LocalPlayer *player)
{
switch (event->type) {
case CE_DELETE_PARTICLESPAWNER: {
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,
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,
}
void ParticleManager::addDiggingParticles(IGameDef* gamedef,
- scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
- const MapNode &n, const ContentFeatures &f)
+ 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, n, f);
+ // 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 MapNode &n, const ContentFeatures &f)
+ LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
- addNodeParticle(gamedef, smgr, player, pos, n, f);
+ addNodeParticle(gamedef, player, pos, n, f);
}
void ParticleManager::addNodeParticle(IGameDef* gamedef,
- scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
- const MapNode &n, const ContentFeatures &f)
+ LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
// Texture
u8 texid = myrand_range(0, 5);
// Only use first frame of animated texture
if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
- texture = tile.frames[0].texture;
+ texture = (*tile.frames)[0].texture;
else
texture = tile.texture;
Particle* toadd = new Particle(
gamedef,
- smgr,
player,
m_env,
particlepos,