/*
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public
License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see
.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//-----------------------------------------------------------------------------
#ifndef ARX_CPARTICLESYSTEM_H
#define ARX_CPARTICLESYSTEM_H
#include "eerietypes.h"
#include
#include
#include
using namespace std;
#define PARTICLE_CIRCULAR 1
#define PARTICLE_BORDER 2
//-----------------------------------------------------------------------------
typedef EERIE_3D Point3;
class CParticle;
class CParticleParams;
//-----------------------------------------------------------------------------
class CParticleSystem
{
public:
list listParticle;
public:
Point3 p3Pos;
unsigned int uMaxParticles;
unsigned int uParticlesPerSec;
int iParticleNbAlive;
TextureContainer * tex_tab[20];
int iNbTex;
int iTexTime;
bool bTexLoop;
EERIEMATRIX eMat;
unsigned long ulTime;
unsigned long ulNbParticleGen;
// these are used for the particles it creates
Point3 p3ParticlePos;
int iParticleNbMax;
float fParticleFreq;
float fParticleFlash;
float fParticleRotation;
bool bParticleRotationRandomDirection;
bool bParticleRotationRandomStart;
unsigned long ulParticleSpawn;
Point3 p3ParticleDirection;
Point3 p3ParticleGravity;
float fParticleLife;
float fParticleLifeRandom;
float fParticleAngle;
float fParticleSpeed;
float fParticleSpeedRandom;
bool bParticleStartColorRandomLock;
float fParticleStartSize;
float fParticleStartSizeRandom;
float fParticleStartColor[4];
float fParticleStartColorRandom[4];
bool bParticleEndColorRandomLock;
float fParticleEndSize;
float fParticleEndSizeRandom;
float fParticleEndColor[4];
float fParticleEndColorRandom[4];
int iSrcBlend;
int iDstBlend;
bool bParticleFollow;
long lLightId;
// editor
float fMinx, fMaxx, fMiny, fMaxy;
public:
CParticleSystem();
~CParticleSystem();
private:
void SpawnParticle(CParticle *);
void SetParticleParams(CParticle *);
public:
void SetParams(CParticleParams & app);
void SetTexture(char *, int, int, bool _bLoop = true);
void SetPos(Point3 ap3);
void SetColor(float, float, float);
public:
void Render(LPDIRECT3DDEVICE7 _pD3DDevice, int _iSRCBLEND = D3DBLEND_SRCALPHA, int _iDESTBLEND = D3DBLEND_ONE/*flag post prod/genre filtre*/);
bool IsAlive();
void Update(long);
void RecomputeDirection();
};
#endif