/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 2 * of the License, or (at your option) any later version. * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/PartParticle.h" #include "engines/wintermute/PartEmitter.h" #include "engines/wintermute/BSprite.h" #include "engines/wintermute/BGame.h" #include "engines/wintermute/utils.h" #include "engines/wintermute/PlatformSDL.h" #include "common/str.h" #include namespace WinterMute { ////////////////////////////////////////////////////////////////////////// CPartParticle::CPartParticle(CBGame *inGame) : CBBase(inGame) { _pos = Vector2(0.0f, 0.0f); _posZ = 0.0f; _velocity = Vector2(0.0f, 0.0f); _scale = 100.0f; _sprite = NULL; _creationTime = 0; _lifeTime = 0; _isDead = true; CBPlatform::SetRectEmpty(&_border); _state = PARTICLE_NORMAL; _fadeStart = 0; _fadeTime = 0; _currentAlpha = 255; _alpha1 = _alpha2 = 255; _rotation = 0.0f; _angVelocity = 0.0f; _growthRate = 0.0f; _exponentialGrowth = false; } ////////////////////////////////////////////////////////////////////////// CPartParticle::~CPartParticle(void) { delete _sprite; _sprite = NULL; } ////////////////////////////////////////////////////////////////////////// HRESULT CPartParticle::SetSprite(const char *Filename) { if (_sprite && _sprite->_filename && scumm_stricmp(Filename, _sprite->_filename) == 0) { _sprite->Reset(); return S_OK; } delete _sprite; _sprite = NULL; CSysClassRegistry::GetInstance()->_disabled = true; _sprite = new CBSprite(Game, Game); if (_sprite && SUCCEEDED(_sprite->LoadFile(Filename))) { CSysClassRegistry::GetInstance()->_disabled = false; return S_OK; } else { delete _sprite; _sprite = NULL; CSysClassRegistry::GetInstance()->_disabled = false; return E_FAIL; } } ////////////////////////////////////////////////////////////////////////// HRESULT CPartParticle::Update(CPartEmitter *Emitter, uint32 CurrentTime, uint32 TimerDelta) { if (_state == PARTICLE_FADEIN) { if (CurrentTime - _fadeStart >= _fadeTime) { _state = PARTICLE_NORMAL; _currentAlpha = _alpha1; } else _currentAlpha = ((float)CurrentTime - (float)_fadeStart) / (float)_fadeTime * _alpha1; return S_OK; } else if (_state == PARTICLE_FADEOUT) { if (CurrentTime - _fadeStart >= _fadeTime) { _isDead = true; return S_OK; } else _currentAlpha = _fadeStartAlpha - ((float)CurrentTime - (float)_fadeStart) / (float)_fadeTime * _fadeStartAlpha; return S_OK; } else { // time is up if (_lifeTime > 0) { if (CurrentTime - _creationTime >= _lifeTime) { if (Emitter->_fadeOutTime > 0) FadeOut(CurrentTime, Emitter->_fadeOutTime); else _isDead = true; } } // particle hit the border if (!_isDead && !CBPlatform::IsRectEmpty(&_border)) { POINT p; p.x = _pos.x; p.y = _pos.y; if (!CBPlatform::PtInRect(&_border, p)) FadeOut(CurrentTime, Emitter->_fadeOutTime); } if (_state != PARTICLE_NORMAL) return S_OK; // update alpha if (_lifeTime > 0) { int Age = CurrentTime - _creationTime; int AlphaDelta = _alpha2 - _alpha1; _currentAlpha = _alpha1 + ((float)AlphaDelta / (float)_lifeTime * (float)Age); } // update position float ElapsedTime = (float)TimerDelta / 1000.f; for (int i = 0; i < Emitter->_forces.GetSize(); i++) { CPartForce *Force = Emitter->_forces[i]; switch (Force->_type) { case CPartForce::FORCE_GLOBAL: _velocity += Force->_direction * ElapsedTime; break; case CPartForce::FORCE_POINT: { Vector2 VecDist = Force->_pos - _pos; float Dist = fabs(VecDist.Length()); Dist = 100.0f / Dist; _velocity += Force->_direction * Dist * ElapsedTime; } break; } } _pos += _velocity * ElapsedTime; // update rotation _rotation += _angVelocity * ElapsedTime; _rotation = CBUtils::NormalizeAngle(_rotation); // update scale if (_exponentialGrowth) _scale += _scale / 100.0f * _growthRate * ElapsedTime; else _scale += _growthRate * ElapsedTime; if (_scale <= 0.0f) _isDead = true; return S_OK; } } ////////////////////////////////////////////////////////////////////////// HRESULT CPartParticle::Display(CPartEmitter *Emitter) { if (!_sprite) return E_FAIL; if (_isDead) return S_OK; _sprite->GetCurrentFrame(); return _sprite->Display(_pos.x, _pos.y, NULL, _scale, _scale, DRGBA(255, 255, 255, _currentAlpha), _rotation, Emitter->_blendMode); } ////////////////////////////////////////////////////////////////////////// HRESULT CPartParticle::FadeIn(uint32 CurrentTime, int FadeTime) { _currentAlpha = 0; _fadeStart = CurrentTime; _fadeTime = FadeTime; _state = PARTICLE_FADEIN; return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CPartParticle::FadeOut(uint32 CurrentTime, int FadeTime) { //_currentAlpha = 255; _fadeStartAlpha = _currentAlpha; _fadeStart = CurrentTime; _fadeTime = FadeTime; _state = PARTICLE_FADEOUT; return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CPartParticle::Persist(CBPersistMgr *PersistMgr) { PersistMgr->Transfer(TMEMBER(_alpha1)); PersistMgr->Transfer(TMEMBER(_alpha2)); PersistMgr->Transfer(TMEMBER(_border)); PersistMgr->Transfer(TMEMBER(_pos)); PersistMgr->Transfer(TMEMBER(_posZ)); PersistMgr->Transfer(TMEMBER(_velocity)); PersistMgr->Transfer(TMEMBER(_scale)); PersistMgr->Transfer(TMEMBER(_creationTime)); PersistMgr->Transfer(TMEMBER(_lifeTime)); PersistMgr->Transfer(TMEMBER(_isDead)); PersistMgr->Transfer(TMEMBER_INT(_state)); PersistMgr->Transfer(TMEMBER(_fadeStart)); PersistMgr->Transfer(TMEMBER(_fadeTime)); PersistMgr->Transfer(TMEMBER(_currentAlpha)); PersistMgr->Transfer(TMEMBER(_angVelocity)); PersistMgr->Transfer(TMEMBER(_rotation)); PersistMgr->Transfer(TMEMBER(_growthRate)); PersistMgr->Transfer(TMEMBER(_exponentialGrowth)); PersistMgr->Transfer(TMEMBER(_fadeStartAlpha)); if (PersistMgr->_saving) { PersistMgr->Transfer(TMEMBER(_sprite->_filename)); } else { char *Filename; PersistMgr->Transfer(TMEMBER(Filename)); CSysClassRegistry::GetInstance()->_disabled = true; SetSprite(Filename); CSysClassRegistry::GetInstance()->_disabled = false; delete[] Filename; Filename = NULL; } return S_OK; } } // end of namespace WinterMute