mirror of
https://github.com/libretro/scummvm.git
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256 lines
7.5 KiB
C++
256 lines
7.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/PartParticle.h"
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#include "engines/wintermute/PartEmitter.h"
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#include "engines/wintermute/BSprite.h"
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#include "engines/wintermute/BGame.h"
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#include "engines/wintermute/utils.h"
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#include "engines/wintermute/PlatformSDL.h"
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#include "common/str.h"
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#include <math.h>
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namespace WinterMute {
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//////////////////////////////////////////////////////////////////////////
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CPartParticle::CPartParticle(CBGame *inGame) : CBBase(inGame) {
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_pos = Vector2(0.0f, 0.0f);
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_posZ = 0.0f;
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_velocity = Vector2(0.0f, 0.0f);
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_scale = 100.0f;
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_sprite = NULL;
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_creationTime = 0;
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_lifeTime = 0;
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_isDead = true;
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CBPlatform::SetRectEmpty(&_border);
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_state = PARTICLE_NORMAL;
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_fadeStart = 0;
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_fadeTime = 0;
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_currentAlpha = 255;
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_alpha1 = _alpha2 = 255;
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_rotation = 0.0f;
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_angVelocity = 0.0f;
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_growthRate = 0.0f;
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_exponentialGrowth = false;
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}
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//////////////////////////////////////////////////////////////////////////
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CPartParticle::~CPartParticle(void) {
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delete _sprite;
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_sprite = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CPartParticle::SetSprite(const char *Filename) {
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if (_sprite && _sprite->_filename && scumm_stricmp(Filename, _sprite->_filename) == 0) {
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_sprite->Reset();
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return S_OK;
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}
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delete _sprite;
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_sprite = NULL;
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CSysClassRegistry::GetInstance()->_disabled = true;
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_sprite = new CBSprite(Game, Game);
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if (_sprite && SUCCEEDED(_sprite->LoadFile(Filename))) {
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CSysClassRegistry::GetInstance()->_disabled = false;
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return S_OK;
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} else {
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delete _sprite;
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_sprite = NULL;
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CSysClassRegistry::GetInstance()->_disabled = false;
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return E_FAIL;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CPartParticle::Update(CPartEmitter *Emitter, uint32 CurrentTime, uint32 TimerDelta) {
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if (_state == PARTICLE_FADEIN) {
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if (CurrentTime - _fadeStart >= _fadeTime) {
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_state = PARTICLE_NORMAL;
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_currentAlpha = _alpha1;
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} else _currentAlpha = ((float)CurrentTime - (float)_fadeStart) / (float)_fadeTime * _alpha1;
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return S_OK;
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} else if (_state == PARTICLE_FADEOUT) {
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if (CurrentTime - _fadeStart >= _fadeTime) {
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_isDead = true;
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return S_OK;
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} else _currentAlpha = _fadeStartAlpha - ((float)CurrentTime - (float)_fadeStart) / (float)_fadeTime * _fadeStartAlpha;
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return S_OK;
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} else {
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// time is up
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if (_lifeTime > 0) {
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if (CurrentTime - _creationTime >= _lifeTime) {
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if (Emitter->_fadeOutTime > 0)
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FadeOut(CurrentTime, Emitter->_fadeOutTime);
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else
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_isDead = true;
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}
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}
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// particle hit the border
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if (!_isDead && !CBPlatform::IsRectEmpty(&_border)) {
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POINT p;
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p.x = _pos.x;
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p.y = _pos.y;
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if (!CBPlatform::PtInRect(&_border, p)) FadeOut(CurrentTime, Emitter->_fadeOutTime);
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}
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if (_state != PARTICLE_NORMAL) return S_OK;
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// update alpha
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if (_lifeTime > 0) {
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int Age = CurrentTime - _creationTime;
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int AlphaDelta = _alpha2 - _alpha1;
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_currentAlpha = _alpha1 + ((float)AlphaDelta / (float)_lifeTime * (float)Age);
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}
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// update position
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float ElapsedTime = (float)TimerDelta / 1000.f;
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for (int i = 0; i < Emitter->_forces.GetSize(); i++) {
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CPartForce *Force = Emitter->_forces[i];
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switch (Force->_type) {
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case CPartForce::FORCE_GLOBAL:
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_velocity += Force->_direction * ElapsedTime;
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break;
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case CPartForce::FORCE_POINT: {
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Vector2 VecDist = Force->_pos - _pos;
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float Dist = fabs(VecDist.Length());
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Dist = 100.0f / Dist;
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_velocity += Force->_direction * Dist * ElapsedTime;
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}
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break;
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}
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}
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_pos += _velocity * ElapsedTime;
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// update rotation
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_rotation += _angVelocity * ElapsedTime;
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_rotation = CBUtils::NormalizeAngle(_rotation);
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// update scale
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if (_exponentialGrowth)
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_scale += _scale / 100.0f * _growthRate * ElapsedTime;
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else
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_scale += _growthRate * ElapsedTime;
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if (_scale <= 0.0f) _isDead = true;
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return S_OK;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CPartParticle::Display(CPartEmitter *Emitter) {
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if (!_sprite) return E_FAIL;
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if (_isDead) return S_OK;
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_sprite->GetCurrentFrame();
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return _sprite->Display(_pos.x, _pos.y,
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NULL,
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_scale, _scale,
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DRGBA(255, 255, 255, _currentAlpha),
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_rotation,
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Emitter->_blendMode);
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CPartParticle::FadeIn(uint32 CurrentTime, int FadeTime) {
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_currentAlpha = 0;
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_fadeStart = CurrentTime;
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_fadeTime = FadeTime;
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_state = PARTICLE_FADEIN;
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CPartParticle::FadeOut(uint32 CurrentTime, int FadeTime) {
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//_currentAlpha = 255;
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_fadeStartAlpha = _currentAlpha;
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_fadeStart = CurrentTime;
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_fadeTime = FadeTime;
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_state = PARTICLE_FADEOUT;
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CPartParticle::Persist(CBPersistMgr *PersistMgr) {
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PersistMgr->Transfer(TMEMBER(_alpha1));
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PersistMgr->Transfer(TMEMBER(_alpha2));
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PersistMgr->Transfer(TMEMBER(_border));
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PersistMgr->Transfer(TMEMBER(_pos));
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PersistMgr->Transfer(TMEMBER(_posZ));
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PersistMgr->Transfer(TMEMBER(_velocity));
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PersistMgr->Transfer(TMEMBER(_scale));
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PersistMgr->Transfer(TMEMBER(_creationTime));
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PersistMgr->Transfer(TMEMBER(_lifeTime));
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PersistMgr->Transfer(TMEMBER(_isDead));
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PersistMgr->Transfer(TMEMBER_INT(_state));
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PersistMgr->Transfer(TMEMBER(_fadeStart));
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PersistMgr->Transfer(TMEMBER(_fadeTime));
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PersistMgr->Transfer(TMEMBER(_currentAlpha));
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PersistMgr->Transfer(TMEMBER(_angVelocity));
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PersistMgr->Transfer(TMEMBER(_rotation));
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PersistMgr->Transfer(TMEMBER(_growthRate));
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PersistMgr->Transfer(TMEMBER(_exponentialGrowth));
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PersistMgr->Transfer(TMEMBER(_fadeStartAlpha));
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if (PersistMgr->_saving) {
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PersistMgr->Transfer(TMEMBER(_sprite->_filename));
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} else {
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char *Filename;
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PersistMgr->Transfer(TMEMBER(Filename));
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CSysClassRegistry::GetInstance()->_disabled = true;
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SetSprite(Filename);
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CSysClassRegistry::GetInstance()->_disabled = false;
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delete[] Filename;
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Filename = NULL;
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}
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return S_OK;
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}
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} // end of namespace WinterMute
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