/* =========================================================================== 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