]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/particles.cpp
Sound: Add pitch option (#5960)
[dragonfireclient.git] / src / particles.cpp
index fef21d91b1f043fd08a080f6d85abe7c44a6a1b7..e89e182e685cb99a11982657177750a72514e1fe 100644 (file)
@@ -18,12 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "particles.h"
-#include "constants.h"
-#include "debug.h"
-#include "main.h" // For g_profiler and g_settings
-#include "settings.h"
-#include "tile.h"
-#include "gamedef.h"
+#include "client.h"
 #include "collision.h"
 #include <stdlib.h>
 #include "util/numeric.h"
@@ -31,23 +26,45 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "environment.h"
 #include "clientmap.h"
 #include "mapnode.h"
+#include "client.h"
+#include "settings.h"
+
+/*
+       Utility
+*/
+
+v3f random_v3f(v3f min, v3f max)
+{
+       return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
+                       rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
+                       rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
+}
 
 Particle::Particle(
        IGameDef *gamedef,
        scene::ISceneManager* smgr,
        LocalPlayer *player,
-       s32 id,
+       ClientEnvironment *env,
        v3f pos,
        v3f velocity,
        v3f acceleration,
        float expirationtime,
        float size,
-       AtlasPointer ap
+       bool collisiondetection,
+       bool collision_removal,
+       bool vertical,
+       video::ITexture *texture,
+       v2f texpos,
+       v2f texsize,
+       const struct TileAnimationParams &anim,
+       u8 glow,
+       video::SColor color
 ):
-       scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
+       scene::ISceneNode(smgr->getRootSceneNode(), smgr)
 {
        // Misc
        m_gamedef = gamedef;
+       m_env = env;
 
        // Texture
        m_material.setFlag(video::EMF_LIGHTING, false);
@@ -55,10 +72,16 @@ Particle::Particle(
        m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
        m_material.setFlag(video::EMF_FOG_ENABLE, true);
        m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-       m_material.setTexture(0, ap.atlas);
-       m_ap = ap;
-       m_light = 0;
+       m_material.setTexture(0, texture);
+       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;
@@ -68,10 +91,21 @@ Particle::Particle(
        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 (TODO)
-       m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
+       // Irrlicht stuff
+       m_collisionbox = aabb3f
+                       (-size/2,-size/2,-size/2,size/2,size/2,size/2);
        this->setAutomaticCulling(scene::EAC_OFF);
+
+       // Init lighting
+       updateLight();
+
+       // Init model
+       updateVertices();
 }
 
 Particle::~Particle()
@@ -81,149 +115,584 @@ Particle::~Particle()
 void Particle::OnRegisterSceneNode()
 {
        if (IsVisible)
-       {
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
-       }
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
 
        ISceneNode::OnRegisterSceneNode();
 }
 
 void Particle::render()
 {
-       // TODO: Render particles in front of water and the selectionbox
-
        video::IVideoDriver* driver = SceneManager->getVideoDriver();
        driver->setMaterial(m_material);
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-       video::SColor c(255, m_light, m_light, m_light);
 
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()),
-               video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()),
-               video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()),
-               video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0, c ,m_ap.x0(), m_ap.y0()),
-       };
+       u16 indices[] = {0,1,2, 2,3,0};
+       driver->drawVertexPrimitiveList(m_vertices, 4,
+                       indices, 2, video::EVT_STANDARD,
+                       scene::EPT_TRIANGLES, video::EIT_16BIT);
+}
+
+void Particle::step(float dtime)
+{
+       m_time += dtime;
+       if (m_collisiondetection) {
+               aabb3f box = m_collisionbox;
+               v3f p_pos = m_pos * BS;
+               v3f p_velocity = m_velocity * BS;
+               collisionMoveResult r = collisionMoveSimple(m_env,
+                       m_gamedef, BS * 0.5, box, 0, dtime, &p_pos,
+                       &p_velocity, m_acceleration * BS);
+               if (m_collision_removal && r.collides) {
+                       // force expiration of the particle
+                       m_expiration = -1.0;
+               } else {
+                       m_pos = p_pos / BS;
+                       m_velocity = p_velocity / BS;
+               }
+       } else {
+               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();
+
+       // Update model
+       updateVertices();
+}
+
+void Particle::updateLight()
+{
+       u8 light = 0;
+       bool pos_ok;
+
+       v3s16 p = v3s16(
+               floor(m_pos.X+0.5),
+               floor(m_pos.Y+0.5),
+               floor(m_pos.Z+0.5)
+       );
+       MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
+       if (pos_ok)
+               light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
+       else
+               light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
+       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()
+{
+       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++)
        {
-               vertices[i].Pos.rotateYZBy(m_player->getPitch());
-               vertices[i].Pos.rotateXZBy(m_player->getYaw());
-               m_box.addInternalPoint(vertices[i].Pos);
-               vertices[i].Pos += m_pos*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);
+               } else {
+                       m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
+                       m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
+               }
+               m_box.addInternalPoint(m_vertices[i].Pos);
+               m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
        }
+}
 
-       u16 indices[] = {0,1,2, 2,3,0};
-       driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
-                       video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
-}
-
-void Particle::step(float dtime, ClientEnvironment &env)
-{
-       core::aabbox3d<f32> box = m_collisionbox;
-       v3f p_pos = m_pos*BS;
-       v3f p_velocity = m_velocity*BS;
-       v3f p_acceleration = m_acceleration*BS;
-       collisionMoveSimple(&env.getClientMap(), m_gamedef,
-               BS*0.5, box,
-               0, dtime,
-               p_pos, p_velocity, p_acceleration);
-       m_pos = p_pos/BS;
-       m_velocity = p_velocity/BS;
-       m_acceleration = p_acceleration/BS;
+/*
+       ParticleSpawner
+*/
+
+ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, 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, 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;
+       m_minpos = minpos;
+       m_maxpos = maxpos;
+       m_minvel = minvel;
+       m_maxvel = maxvel;
+       m_minacc = minacc;
+       m_maxacc = maxacc;
+       m_minexptime = minexptime;
+       m_maxexptime = maxexptime;
+       m_minsize = minsize;
+       m_maxsize = maxsize;
+       m_collisiondetection = collisiondetection;
+       m_collision_removal = collision_removal;
+       m_attached_id = attached_id;
+       m_vertical = vertical;
+       m_texture = texture;
+       m_time = 0;
+       m_animation = anim;
+       m_glow = glow;
+
+       for (u16 i = 0; i<=m_amount; i++)
+       {
+               float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
+               m_spawntimes.push_back(spawntime);
+       }
+}
+
+ParticleSpawner::~ParticleSpawner() {}
+
+void ParticleSpawner::step(float dtime, ClientEnvironment* env)
+{
        m_time += dtime;
 
-       // Update lighting
-       u8 light = 0;
-       try{
-               v3s16 p = v3s16(
-                       floor(m_pos.X+0.5),
-                       floor(m_pos.Y+0.5),
-                       floor(m_pos.Z+0.5)
-               );
-               MapNode n = env.getClientMap().getNode(p);
-               light = n.getLightBlend(env.getDayNightRatio(), m_gamedef->ndef());
+       static 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);
+       float attached_yaw = 0;
+       if (m_attached_id != 0) {
+               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
+       {
+               for(std::vector<float>::iterator i = m_spawntimes.begin();
+                               i != m_spawntimes.end();)
+               {
+                       if ((*i) <= m_time && m_amount > 0)
+                       {
+                               m_amount--;
+
+                               // 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_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);
+                                       }
+                               }
+                               i = m_spawntimes.erase(i);
+                       }
+                       else
+                       {
+                               ++i;
+                       }
+               }
        }
-       catch(InvalidPositionException &e){
-               light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
+       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);
+
+                                       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);
+                               }
+                       }
+               }
        }
-       m_light = decode_light(light);
 }
 
-std::vector<Particle*> all_particles;
 
-void allparticles_step (float dtime, ClientEnvironment &env)
+ParticleManager::ParticleManager(ClientEnvironment* env) :
+       m_env(env)
+{}
+
+ParticleManager::~ParticleManager()
+{
+       clearAll();
+}
+
+void ParticleManager::step(float dtime)
+{
+       stepParticles (dtime);
+       stepSpawners (dtime);
+}
+
+void ParticleManager::stepSpawners (float dtime)
+{
+       MutexAutoLock lock(m_spawner_list_lock);
+       for (std::map<u32, ParticleSpawner*>::iterator i =
+                       m_particle_spawners.begin();
+                       i != m_particle_spawners.end();)
+       {
+               if (i->second->get_expired())
+               {
+                       delete i->second;
+                       m_particle_spawners.erase(i++);
+               }
+               else
+               {
+                       i->second->step(dtime, m_env);
+                       ++i;
+               }
+       }
+}
+
+void ParticleManager::stepParticles (float dtime)
 {
-       for(std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();)
+       MutexAutoLock lock(m_particle_list_lock);
+       for(std::vector<Particle*>::iterator i = m_particles.begin();
+                       i != m_particles.end();)
        {
                if ((*i)->get_expired())
                {
                        (*i)->remove();
                        delete *i;
-                       all_particles.erase(i);
+                       i = m_particles.erase(i);
                }
                else
                {
-                       (*i)->step(dtime, env);
-                       i++;
+                       (*i)->step(dtime);
+                       ++i;
                }
        }
 }
 
-void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleManager::clearAll ()
+{
+       MutexAutoLock lock(m_spawner_list_lock);
+       MutexAutoLock lock2(m_particle_list_lock);
+       for(std::map<u32, ParticleSpawner*>::iterator i =
+                       m_particle_spawners.begin();
+                       i != m_particle_spawners.end();)
+       {
+               delete i->second;
+               m_particle_spawners.erase(i++);
+       }
+
+       for(std::vector<Particle*>::iterator i =
+                       m_particles.begin();
+                       i != m_particles.end();)
+       {
+               (*i)->remove();
+               delete *i;
+               i = m_particles.erase(i);
+       }
+}
+
+void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
+               scene::ISceneManager* smgr, LocalPlayer *player)
+{
+       switch (event->type) {
+               case CE_DELETE_PARTICLESPAWNER: {
+                       MutexAutoLock lock(m_spawner_list_lock);
+                       if (m_particle_spawners.find(event->delete_particlespawner.id) !=
+                                       m_particle_spawners.end()) {
+                               delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
+                               m_particle_spawners.erase(event->delete_particlespawner.id);
+                       }
+                       // no allocated memory in delete event
+                       break;
+               }
+               case CE_ADD_PARTICLESPAWNER: {
+                       {
+                               MutexAutoLock lock(m_spawner_list_lock);
+                               if (m_particle_spawners.find(event->add_particlespawner.id) !=
+                                               m_particle_spawners.end()) {
+                                       delete m_particle_spawners.find(event->add_particlespawner.id)->second;
+                                       m_particle_spawners.erase(event->add_particlespawner.id);
+                               }
+                       }
+
+                       video::ITexture *texture =
+                               client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
+
+                       ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
+                                       event->add_particlespawner.amount,
+                                       event->add_particlespawner.spawntime,
+                                       *event->add_particlespawner.minpos,
+                                       *event->add_particlespawner.maxpos,
+                                       *event->add_particlespawner.minvel,
+                                       *event->add_particlespawner.maxvel,
+                                       *event->add_particlespawner.minacc,
+                                       *event->add_particlespawner.maxacc,
+                                       event->add_particlespawner.minexptime,
+                                       event->add_particlespawner.maxexptime,
+                                       event->add_particlespawner.minsize,
+                                       event->add_particlespawner.maxsize,
+                                       event->add_particlespawner.collisiondetection,
+                                       event->add_particlespawner.collision_removal,
+                                       event->add_particlespawner.attached_id,
+                                       event->add_particlespawner.vertical,
+                                       texture,
+                                       event->add_particlespawner.id,
+                                       event->add_particlespawner.animation,
+                                       event->add_particlespawner.glow,
+                                       this);
+
+                       /* delete allocated content of event */
+                       delete event->add_particlespawner.minpos;
+                       delete event->add_particlespawner.maxpos;
+                       delete event->add_particlespawner.minvel;
+                       delete event->add_particlespawner.maxvel;
+                       delete event->add_particlespawner.minacc;
+                       delete event->add_particlespawner.texture;
+                       delete event->add_particlespawner.maxacc;
+
+                       {
+                               MutexAutoLock lock(m_spawner_list_lock);
+                               m_particle_spawners.insert(
+                                               std::pair<u32, ParticleSpawner*>(
+                                                               event->add_particlespawner.id,
+                                                               toadd));
+                       }
+                       break;
+               }
+               case CE_SPAWN_PARTICLE: {
+                       video::ITexture *texture =
+                               client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
+
+                       Particle* toadd = new Particle(client, smgr, player, m_env,
+                                       *event->spawn_particle.pos,
+                                       *event->spawn_particle.vel,
+                                       *event->spawn_particle.acc,
+                                       event->spawn_particle.expirationtime,
+                                       event->spawn_particle.size,
+                                       event->spawn_particle.collisiondetection,
+                                       event->spawn_particle.collision_removal,
+                                       event->spawn_particle.vertical,
+                                       texture,
+                                       v2f(0.0, 0.0),
+                                       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;
+               }
+               default: break;
+       }
+}
+
+void ParticleManager::addDiggingParticles(IGameDef* gamedef,
+       scene::ISceneManager* smgr, 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);
+               addNodeParticle(gamedef, smgr, player, pos, n, f);
        }
 }
 
-void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleManager::addPunchingParticles(IGameDef* gamedef,
+       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
+       const MapNode &n, const ContentFeatures &f)
 {
-       addNodeParticle(gamedef, smgr, player, pos, tiles);
+       addNodeParticle(gamedef, smgr, player, pos, n, f);
 }
 
-// add a particle of a node
-// used by digging and punching particles
-void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleManager::addNodeParticle(IGameDef* gamedef,
+       scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
+       const MapNode &n, const ContentFeatures &f)
 {
        // Texture
-       u8 texid = myrand_range(0,5);
-       AtlasPointer ap = tiles[texid].texture;
-       float size = rand()%64/512.;
-       float visual_size = BS*size;
-       float texsize = size*2;
-
-       float x1 = ap.x1();
-       float y1 = ap.y1();
+       u8 texid = myrand_range(0, 5);
+       const TileLayer &tile = f.tiles[texid].layers[0];
+       video::ITexture *texture;
+       struct TileAnimationParams anim;
+       anim.type = TAT_NONE;
 
-       ap.size.X = (ap.x1() - ap.x0()) * texsize;
-       ap.size.Y = (ap.x1() - ap.x0()) * texsize;
+       // Only use first frame of animated texture
+       if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
+               texture = tile.frames[0].texture;
+       else
+               texture = tile.texture;
 
-       ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize);
-       ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize);
+       float size = rand() % 64 / 512.;
+       float visual_size = BS * size;
+       v2f texsize(size * 2, size * 2);
+       v2f texpos;
+       texpos.X = ((rand() % 64) / 64. - texsize.X);
+       texpos.Y = ((rand() % 64) / 64. - texsize.Y);
 
        // Physics
-       v3f velocity((rand()%100/50.-1)/1.5, rand()%100/35., (rand()%100/50.-1)/1.5);
+       v3f velocity((rand() % 100 / 50. - 1) / 1.5,
+                       rand() % 100 / 35.,
+                       (rand() % 100 / 50. - 1) / 1.5);
+
        v3f acceleration(0,-9,0);
        v3f particlepos = v3f(
-               (f32)pos.X+rand()%100/200.-0.25,
-               (f32)pos.Y+rand()%100/200.-0.25,
-               (f32)pos.Z+rand()%100/200.-0.25
+               (f32) pos.X + rand() %100 /200. - 0.25,
+               (f32) pos.Y + rand() %100 /200. - 0.25,
+               (f32) pos.Z + rand() %100 /200. - 0.25
        );
 
-       Particle *particle = new Particle(
+       video::SColor color;
+       if (tile.has_color)
+               color = tile.color;
+       else
+               n.getColor(f, &color);
+
+       Particle* toadd = new Particle(
                gamedef,
                smgr,
                player,
-               0,
+               m_env,
                particlepos,
                velocity,
                acceleration,
-               rand()%100/100., // expiration time
+               rand() % 100 / 100., // expiration time
                visual_size,
-               ap);
+               true,
+               false,
+               false,
+               texture,
+               texpos,
+               texsize,
+               anim,
+               0,
+               color);
 
-       all_particles.push_back(particle);
+       addParticle(toadd);
+}
+
+void ParticleManager::addParticle(Particle* toadd)
+{
+       MutexAutoLock lock(m_particle_list_lock);
+       m_particles.push_back(toadd);
 }