]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/particles.cpp
Code modernization: src/m* (part 3)
[dragonfireclient.git] / src / particles.cpp
index f20fb4083033631a48370ace89c6fc34a57be062..e756a88d18ba3b809eee04d86145d7b2dde6a41a 100644 (file)
@@ -18,19 +18,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "particles.h"
-#include "constants.h"
-#include "debug.h"
-#include "settings.h"
-#include "client/tile.h"
-#include "gamedef.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"
 
 /*
        Utility
@@ -45,7 +43,6 @@ v3f random_v3f(v3f min, v3f max)
 
 Particle::Particle(
        IGameDef *gamedef,
-       scene::ISceneManager* smgr,
        LocalPlayer *player,
        ClientEnvironment *env,
        v3f pos,
@@ -58,9 +55,13 @@ Particle::Particle(
        bool vertical,
        video::ITexture *texture,
        v2f texpos,
-       v2f texsize
+       v2f texsize,
+       const struct TileAnimationParams &anim,
+       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;
@@ -75,19 +76,23 @@ Particle::Particle(
        m_material.setTexture(0, texture);
        m_texpos = texpos;
        m_texsize = texsize;
+       m_animation = anim;
 
+       // Color
+       m_base_color = color;
+       m_color = color;
 
        // 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_collision_removal = collision_removal;
        m_vertical = vertical;
+       m_glow = glow;
 
        // Irrlicht stuff
        m_collisionbox = aabb3f
@@ -146,6 +151,18 @@ void Particle::step(float dtime)
                m_velocity += m_acceleration * dtime;
                m_pos += m_velocity * dtime;
        }
+       if (m_animation.type != TAT_NONE) {
+               m_animation_time += dtime;
+               int frame_length_i, frame_count;
+               m_animation.determineParams(
+                               m_material.getTexture(0)->getSize(),
+                               &frame_count, &frame_length_i, NULL);
+               float frame_length = frame_length_i / 1000.0;
+               while (m_animation_time > frame_length) {
+                       m_animation_frame++;
+                       m_animation_time -= frame_length;
+               }
+       }
 
        // Update lighting
        updateLight();
@@ -170,25 +187,44 @@ void Particle::updateLight()
        else
                light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
-       m_light = decode_light(light);
+       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()
 {
-       video::SColor c(255, m_light, m_light, m_light);
-       f32 tx0 = m_texpos.X;
-       f32 tx1 = m_texpos.X + m_texsize.X;
-       f32 ty0 = m_texpos.Y;
-       f32 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);
+       f32 tx0, tx1, ty0, ty1;
+
+       if (m_animation.type != TAT_NONE) {
+               const v2u32 texsize = m_material.getTexture(0)->getSize();
+               v2f texcoord, framesize_f;
+               v2u32 framesize;
+               texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
+               m_animation.determineParams(texsize, NULL, NULL, &framesize);
+               framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
+
+               tx0 = m_texpos.X + texcoord.X;
+               tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
+               ty0 = m_texpos.Y + texcoord.Y;
+               ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
+       } else {
+               tx0 = m_texpos.X;
+               tx1 = m_texpos.X + m_texsize.X;
+               ty0 = m_texpos.Y;
+               ty1 = m_texpos.Y + m_texsize.Y;
+       }
+
+       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();
        for(u16 i=0; i<4; i++)
@@ -209,16 +245,17 @@ void Particle::updateVertices()
        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,
        bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
-       video::ITexture *texture, u32 id, ParticleManager *p_manager) :
+       video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
+       u8 glow,
+       ParticleManager *p_manager) :
        m_particlemanager(p_manager)
 {
        m_gamedef = gamedef;
-       m_smgr = smgr;
        m_player = player;
        m_amount = amount;
        m_spawntime = time;
@@ -238,6 +275,8 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        m_vertical = vertical;
        m_texture = texture;
        m_time = 0;
+       m_animation = anim;
+       m_glow = glow;
 
        for (u16 i = 0; i<=m_amount; i++)
        {
@@ -252,13 +291,21 @@ 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;
-       v3f attached_offset = v3f(0,0,0);
+       bool is_attached = false;
+       v3f attached_pos = v3f(0,0,0);
+       float attached_yaw = 0;
        if (m_attached_id != 0) {
-               if (ClientActiveObject *attached = env->getActiveObject(m_attached_id))
-                       attached_offset = attached->getPosition() / BS;
-               else
+               if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
+                       attached_pos = attached->getPosition() / BS;
+                       attached_yaw = attached->getYaw();
+                       is_attached = true;
+               } else {
                        unloaded = true;
+               }
        }
 
        if (m_spawntime != 0) // Spawner exists for a predefined timespan
@@ -270,15 +317,84 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                        {
                                m_amount--;
 
-                               // Pretend to, but don't actually spawn a
-                               // particle if it is attached to an unloaded
-                               // object.
+                               // Pretend to, but don't actually spawn a particle if it is
+                               // attached to an unloaded object or distant from player.
                                if (!unloaded) {
+                                       v3f ppos = m_player->getPosition() / BS;
                                        v3f pos = random_v3f(m_minpos, m_maxpos);
+
+                                       if (pos.getDistanceFrom(ppos) <= radius) {
+                                               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_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);
+                                       }
+                               }
+                               i = m_spawntimes.erase(i);
+                       }
+                       else
+                       {
+                               ++i;
+                       }
+               }
+       }
+       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;
+               for (int i = 0; i <= m_amount; i++)
+               {
+                       if (rand()/(float)RAND_MAX < dtime)
+                       {
+                               // Do not spawn particle if distant from player
+                               v3f ppos = m_player->getPosition() / BS;
+                               v3f pos = random_v3f(m_minpos, m_maxpos);
+
+                               if (pos.getDistanceFrom(ppos) <= radius) {
                                        v3f vel = random_v3f(m_minvel, m_maxvel);
                                        v3f acc = random_v3f(m_minacc, m_maxacc);
-                                       // Make relative to offest
-                                       pos += attached_offset;
+
+                                       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;
@@ -288,7 +404,6 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 
                                        Particle* toadd = new Particle(
                                                m_gamedef,
-                                               m_smgr,
                                                m_player,
                                                env,
                                                pos,
@@ -301,54 +416,11 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                                m_vertical,
                                                m_texture,
                                                v2f(0.0, 0.0),
-                                               v2f(1.0, 1.0));
+                                               v2f(1.0, 1.0),
+                                               m_animation,
+                                               m_glow);
                                        m_particlemanager->addParticle(toadd);
                                }
-                               i = m_spawntimes.erase(i);
-                       }
-                       else
-                       {
-                               ++i;
-                       }
-               }
-       }
-       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;
-               for (int i = 0; i <= m_amount; i++)
-               {
-                       if (rand()/(float)RAND_MAX < dtime)
-                       {
-                               v3f pos = random_v3f(m_minpos, m_maxpos)
-                                               + attached_offset;
-                               v3f vel = random_v3f(m_minvel, m_maxvel);
-                               v3f acc = random_v3f(m_minacc, m_maxacc);
-                               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_particlemanager->addParticle(toadd);
                        }
                }
        }
@@ -432,8 +504,8 @@ void ParticleManager::clearAll ()
        }
 }
 
-void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
-               scene::ISceneManager* smgr, LocalPlayer *player)
+void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
+       LocalPlayer *player)
 {
        switch (event->type) {
                case CE_DELETE_PARTICLESPAWNER: {
@@ -457,9 +529,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                        }
 
                        video::ITexture *texture =
-                               gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
+                               client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
 
-                       ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
+                       ParticleSpawner *toadd = new ParticleSpawner(client, player,
                                        event->add_particlespawner.amount,
                                        event->add_particlespawner.spawntime,
                                        *event->add_particlespawner.minpos,
@@ -478,6 +550,8 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                                        event->add_particlespawner.vertical,
                                        texture,
                                        event->add_particlespawner.id,
+                                       event->add_particlespawner.animation,
+                                       event->add_particlespawner.glow,
                                        this);
 
                        /* delete allocated content of event */
@@ -500,9 +574,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                }
                case CE_SPAWN_PARTICLE: {
                        video::ITexture *texture =
-                               gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
+                               client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
 
-                       Particle* toadd = new Particle(gamedef, smgr, player, m_env,
+                       Particle *toadd = new Particle(client, player, m_env,
                                        *event->spawn_particle.pos,
                                        *event->spawn_particle.vel,
                                        *event->spawn_particle.acc,
@@ -513,13 +587,16 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                                        event->spawn_particle.vertical,
                                        texture,
                                        v2f(0.0, 0.0),
-                                       v2f(1.0, 1.0));
+                                       v2f(1.0, 1.0),
+                                       event->spawn_particle.animation,
+                                       event->spawn_particle.glow);
 
                        addParticle(toadd);
 
                        delete event->spawn_particle.pos;
                        delete event->spawn_particle.vel;
                        delete event->spawn_particle.acc;
+                       delete event->spawn_particle.texture;
 
                        break;
                }
@@ -527,39 +604,43 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
        }
 }
 
-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);
+       // 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::addPunchingParticles(IGameDef* gamedef,
+       LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
 {
-       addNodeParticle(gamedef, smgr, player, pos, tiles);
+       addNodeParticle(gamedef, player, pos, n, f);
 }
 
-void ParticleManager::addNodeParticle(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)
 {
        // Texture
        u8 texid = myrand_range(0, 5);
-       video::ITexture *texture = tiles[texid].texture;
+       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
-       f32 ymax = 1;
-       if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-               ymax /= tiles[texid].animation_frame_count;
+       if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
+               texture = (*tile.frames)[0].texture;
+       else
+               texture = tile.texture;
 
        float size = rand() % 64 / 512.;
        float visual_size = BS * size;
-       v2f texsize(size * 2, ymax * size * 2);
+       v2f texsize(size * 2, size * 2);
        v2f texpos;
        texpos.X = ((rand() % 64) / 64. - texsize.X);
-       texpos.Y = ymax * ((rand() % 64) / 64. - texsize.Y);
+       texpos.Y = ((rand() % 64) / 64. - texsize.Y);
 
        // Physics
        v3f velocity((rand() % 100 / 50. - 1) / 1.5,
@@ -573,9 +654,14 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                (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,
-               smgr,
                player,
                m_env,
                particlepos,
@@ -588,7 +674,10 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                false,
                texture,
                texpos,
-               texsize);
+               texsize,
+               anim,
+               0,
+               color);
 
        addParticle(toadd);
 }