Add cancel button to password change menu. (#5720)
[oweals/minetest.git] / src / particles.cpp
index 538487028e990de0367136b24bc52eea90d6e19b..7f406d874eb2a26030a3c3029e10d30bf661444e 100644 (file)
@@ -18,11 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "particles.h"
-#include "constants.h"
-#include "debug.h"
-#include "settings.h"
-#include "client/tile.h"
-#include "gamedef.h"
+#include "client.h"
 #include "collision.h"
 #include <stdlib.h>
 #include "util/numeric.h"
@@ -43,22 +39,6 @@ v3f random_v3f(v3f min, v3f max)
                        rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
 }
 
-u32 check_material_type_param(u32 material_type_param)
-{
-       u32 alphaSource = (material_type_param & 0x0000F000) >> 12;
-       u32 modulo  = (material_type_param & 0x00000F00) >> 8;
-       u32 srcFact = (material_type_param & 0x000000F0) >> 4;
-       u32 dstFact = material_type_param & 0x0000000F;
-       if (alphaSource <= 3 && modulo <= 4 && srcFact <= 10 && dstFact <= 10) {
-               return material_type_param;
-       } else {
-               errorstream << "Server send incorrect ";
-               errorstream << "material_type_param value for particle.";
-               errorstream << std::endl;
-               return 0;
-       }
-}
-
 Particle::Particle(
        IGameDef *gamedef,
        scene::ISceneManager* smgr,
@@ -75,13 +55,9 @@ Particle::Particle(
        video::ITexture *texture,
        v2f texpos,
        v2f texsize,
-       u32 material_type_param,
-       u16 vertical_frame_num,
-       u16 horizontal_frame_num,
-       u16 first_frame,
-       float frame_length,
-       bool loop_animation,
-       u8 glow
+       const struct TileAnimationParams &anim,
+       u8 glow,
+       video::SColor color
 ):
        scene::ISceneNode(smgr->getRootSceneNode(), smgr)
 {
@@ -94,26 +70,17 @@ Particle::Particle(
        m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
        m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
        m_material.setFlag(video::EMF_FOG_ENABLE, true);
-       if (material_type_param != 0) {
-               m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;
-               m_material.MaterialTypeParam = irr::core::FR(material_type_param);
-               // We must disable z-buffer if we want to avoid transparent pixels
-               // to overlap pixels with lower z-value.
-               m_material.setFlag(video::EMF_ZWRITE_ENABLE, false); 
-       } else {
-               m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-       }
+       m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
        m_material.setTexture(0, texture);
-
        m_texpos = texpos;
        m_texsize = texsize;
-       m_vertical_frame_num = vertical_frame_num;
-       m_horizontal_frame_num = horizontal_frame_num;
-       m_first_frame = first_frame;
-       m_frame_length = frame_length;
-       m_loop_animation = loop_animation;
-       m_texsize.Y /= m_vertical_frame_num;
-       m_texsize.X /= m_horizontal_frame_num;
+       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;
@@ -185,6 +152,18 @@ void Particle::step(float dtime)
                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();
@@ -209,38 +188,44 @@ void Particle::updateLight()
        else
                light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
 
-       m_light = decode_light(light + m_glow);
+       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()
 {
-       video::SColor c(255, m_light, m_light, m_light);
-       u16 frame = m_first_frame;
-       if (m_frame_length > 0) {
-               if (m_loop_animation)
-                       frame = m_first_frame + (u32)(m_time / m_frame_length)
-                                       % (m_vertical_frame_num * 
-                                       m_horizontal_frame_num - m_first_frame);
-               else if (m_time >= 
-                               (m_vertical_frame_num * m_horizontal_frame_num 
-                               - m_first_frame) * m_frame_length)
-                       frame = m_vertical_frame_num * m_horizontal_frame_num - 1;
-               else
-                       frame = m_first_frame + (u16)(m_time / m_frame_length);
+       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;
        }
-       f32 tx0 = m_texpos.X + m_texsize.X * (frame % m_horizontal_frame_num);
-       f32 tx1 = m_texpos.X + m_texsize.X * (frame % m_horizontal_frame_num + 1);
-       f32 ty0 = m_texpos.Y + m_texsize.Y * (frame / m_horizontal_frame_num);
-       f32 ty1 = m_texpos.Y + m_texsize.Y * (frame / m_horizontal_frame_num + 1);
-
-       m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
-                       c, tx0, ty1);
-       m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
-                       c, tx1, ty1);
-       m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
-                       c, tx1, ty0);
-       m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
-                       c, tx0, ty0);
+
+       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++)
@@ -266,14 +251,7 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        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, 
-       u32 material_type_param,
-       u16 vertical_frame_num,
-       u16 horizontal_frame_num,
-       u16 min_first_frame,
-       u16 max_first_frame,
-       float frame_length,
-       bool loop_animation,
+       video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
        u8 glow,
        ParticleManager *p_manager) :
        m_particlemanager(p_manager)
@@ -299,13 +277,7 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
        m_vertical = vertical;
        m_texture = texture;
        m_time = 0;
-       m_vertical_frame_num = vertical_frame_num;
-       m_horizontal_frame_num = horizontal_frame_num;
-       m_min_first_frame = min_first_frame;
-       m_max_first_frame = max_first_frame;
-       m_frame_length = frame_length;
-       m_loop_animation = loop_animation;
-       m_material_type_param = material_type_param;
+       m_animation = anim;
        m_glow = glow;
 
        for (u16 i = 0; i<=m_amount; i++)
@@ -320,13 +292,19 @@ ParticleSpawner::~ParticleSpawner() {}
 void ParticleSpawner::step(float dtime, ClientEnvironment* env)
 {
        m_time += dtime;
+
        bool unloaded = false;
-       v3f attached_offset = v3f(0,0,0);
+       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_offset = attached->getPosition() / BS;
-               else
+               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
@@ -345,18 +323,22 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                        v3f pos = random_v3f(m_minpos, m_maxpos);
                                        v3f vel = random_v3f(m_minvel, m_maxvel);
                                        v3f acc = random_v3f(m_minacc, m_maxacc);
-                                       // Make relative to offest
-                                       pos += attached_offset;
+
+                                       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;
-                                       u16 first_frame = m_min_first_frame + 
-                                                       rand() % 
-                                                       (m_max_first_frame - 
-                                                       m_min_first_frame + 1);
+
                                        Particle* toadd = new Particle(
                                                m_gamedef,
                                                m_smgr,
@@ -373,12 +355,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                                m_texture,
                                                v2f(0.0, 0.0),
                                                v2f(1.0, 1.0),
-                                               m_material_type_param, 
-                                               m_vertical_frame_num,
-                                               m_horizontal_frame_num,
-                                               first_frame,
-                                               m_frame_length,
-                                               m_loop_animation,
+                                               m_animation,
                                                m_glow);
                                        m_particlemanager->addParticle(toadd);
                                }
@@ -399,20 +376,25 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                {
                        if (rand()/(float)RAND_MAX < dtime)
                        {
-                               v3f pos = random_v3f(m_minpos, m_maxpos)
-                                               + attached_offset;
+                               v3f pos = random_v3f(m_minpos, m_maxpos);
                                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;
-                               u16 first_frame = m_min_first_frame + 
-                                               rand() % 
-                                               (m_max_first_frame - 
-                                               m_min_first_frame + 1);
+
                                Particle* toadd = new Particle(
                                        m_gamedef,
                                        m_smgr,
@@ -429,12 +411,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
                                        m_texture,
                                        v2f(0.0, 0.0),
                                        v2f(1.0, 1.0),
-                                       m_material_type_param, 
-                                       m_vertical_frame_num,
-                                       m_horizontal_frame_num,
-                                       first_frame,
-                                       m_frame_length,
-                                       m_loop_animation,
+                                       m_animation,
                                        m_glow);
                                m_particlemanager->addParticle(toadd);
                        }
@@ -520,7 +497,7 @@ void ParticleManager::clearAll ()
        }
 }
 
-void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
+void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
                scene::ISceneManager* smgr, LocalPlayer *player)
 {
        switch (event->type) {
@@ -545,42 +522,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                        }
 
                        video::ITexture *texture =
-                               gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
-
-                       float frame_length = -1;
-                       u16 vertical_frame_num = 1;
-                       u16 horizontal_frame_num = 1;
-                       u32 material_type_param =
-                               check_material_type_param(event->add_particlespawner.material_type_param);
-
-                       switch (event->add_particlespawner.animation_type) {
-                               case AT_NONE:
-                                       break;
-                               case AT_VERTICAL_FRAMES: {
-                                       v2u32 size = texture->getOriginalSize();
-                                       int frame_height = (float)size.X /
-                                               (float)event->add_particlespawner.vertical_frame_num *
-                                               (float)event->add_particlespawner.horizontal_frame_num;
-                                       vertical_frame_num = size.Y / frame_height;
-                                       frame_length = 
-                                               event->add_particlespawner.frame_length / 
-                                               vertical_frame_num;
-                                       break;
-                               }
-                               case AT_2D_ANIMATION_SHEET: {
-                                       vertical_frame_num =
-                                               event->add_particlespawner.vertical_frame_num;
-                                       horizontal_frame_num =
-                                               event->add_particlespawner.horizontal_frame_num;
-                                       frame_length = 
-                                               event->add_particlespawner.frame_length;
-                                       break;
-                               }
-                               default:
-                                       break;
-                       }
+                               client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
 
-                       ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
+                       ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
                                        event->add_particlespawner.amount,
                                        event->add_particlespawner.spawntime,
                                        *event->add_particlespawner.minpos,
@@ -599,13 +543,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                                        event->add_particlespawner.vertical,
                                        texture,
                                        event->add_particlespawner.id,
-                                       material_type_param,
-                                       vertical_frame_num,
-                                       horizontal_frame_num,
-                                       event->add_particlespawner.min_first_frame,
-                                       event->add_particlespawner.max_first_frame,
-                                       frame_length,
-                                       event->add_particlespawner.loop_animation,
+                                       event->add_particlespawner.animation,
                                        event->add_particlespawner.glow,
                                        this);
 
@@ -629,42 +567,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                }
                case CE_SPAWN_PARTICLE: {
                        video::ITexture *texture =
-                               gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
-
-                       float frame_length = -1;
-                       u16 vertical_frame_num = 1;
-                       u16 horizontal_frame_num = 1;
-                       u32 material_type_param =
-                               check_material_type_param(event->spawn_particle.material_type_param);
-
-                       switch (event->spawn_particle.animation_type) {
-                               case AT_NONE:
-                                       break;
-                               case AT_VERTICAL_FRAMES: {
-                                       v2u32 size = texture->getOriginalSize();
-                                       int frame_height = (float)size.X /
-                                               (float)event->spawn_particle.vertical_frame_num *
-                                               (float)event->spawn_particle.horizontal_frame_num;
-                                       vertical_frame_num = size.Y / frame_height;
-                                       frame_length = 
-                                               event->spawn_particle.frame_length / 
-                                               vertical_frame_num;
-                                       break;
-                               }
-                               case AT_2D_ANIMATION_SHEET: {
-                                       vertical_frame_num =
-                                               event->spawn_particle.vertical_frame_num;
-                                       horizontal_frame_num =
-                                               event->spawn_particle.horizontal_frame_num;
-                                       frame_length = 
-                                               event->spawn_particle.frame_length;
-                                       break;
-                               }
-                               default:
-                                       break;
-                       }
+                               client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
 
-                       Particle* toadd = new Particle(gamedef, smgr, player, m_env,
+                       Particle* toadd = new Particle(client, smgr, player, m_env,
                                        *event->spawn_particle.pos,
                                        *event->spawn_particle.vel,
                                        *event->spawn_particle.acc,
@@ -676,12 +581,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
                                        texture,
                                        v2f(0.0, 0.0),
                                        v2f(1.0, 1.0),
-                                       material_type_param,
-                                       vertical_frame_num,
-                                       horizontal_frame_num,
-                                       event->spawn_particle.first_frame,
-                                       frame_length,
-                                       event->spawn_particle.loop_animation,
+                                       event->spawn_particle.animation,
                                        event->spawn_particle.glow);
 
                        addParticle(toadd);
@@ -697,39 +597,46 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
        }
 }
 
-void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
-               LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+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 ParticleManager::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);
 }
 
-void ParticleManager::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);
-       video::ITexture *texture = tiles[texid].texture;
+       const TileLayer &tile = f.tiles[texid].layers[0];
+       video::ITexture *texture;
+       struct TileAnimationParams anim;
+       anim.type = TAT_NONE;
 
        // Only use first frame of animated texture
-       f32 ymax = 1;
-       if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-               ymax /= tiles[texid].animation_frame_count;
+       if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
+               texture = tile.frames[0].texture;
+       else
+               texture = tile.texture;
 
        float size = rand() % 64 / 512.;
        float visual_size = BS * size;
-       v2f texsize(size * 2, ymax * size * 2);
+       v2f texsize(size * 2, size * 2);
        v2f texpos;
        texpos.X = ((rand() % 64) / 64. - texsize.X);
-       texpos.Y = ymax * ((rand() % 64) / 64. - texsize.Y);
+       texpos.Y = ((rand() % 64) / 64. - texsize.Y);
 
        // Physics
        v3f velocity((rand() % 100 / 50. - 1) / 1.5,
@@ -743,6 +650,12 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                (f32) pos.Z + rand() %100 /200. - 0.25
        );
 
+       video::SColor color;
+       if (tile.has_color)
+               color = tile.color;
+       else
+               n.getColor(f, &color);
+
        Particle* toadd = new Particle(
                gamedef,
                smgr,
@@ -759,7 +672,9 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
                texture,
                texpos,
                texsize,
-               0, 1, 1, 0, -1, true, 0);
+               anim,
+               0,
+               color);
 
        addParticle(toadd);
 }