#ifndef PARTICLES_HEADER
#define PARTICLES_HEADER
-#define DIGGING_PARTICLES_AMOUNT 10
-
#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
#include "environment.h"
+#include "tileanimation.h"
struct ClientEvent;
class ParticleManager;
class ClientEnvironment;
+struct MapNode;
+struct ContentFeatures;
class Particle : public scene::ISceneNode
{
bool vertical,
video::ITexture *texture,
v2f texpos,
- v2f texsize
+ v2f texsize,
+ const struct TileAnimationParams &anim,
+ u8 glow,
+ video::SColor color = video::SColor(0xFFFFFFFF)
);
~Particle();
v3f m_acceleration;
LocalPlayer *m_player;
float m_size;
- u8 m_light;
+ //! Color without lighting
+ video::SColor m_base_color;
+ //! Final rendered color
+ video::SColor m_color;
bool m_collisiondetection;
bool m_collision_removal;
bool m_vertical;
v3s16 m_camera_offset;
+ struct TileAnimationParams m_animation;
+ float m_animation_time;
+ int m_animation_frame;
+ u8 m_glow;
};
class ParticleSpawner
float minsize, float maxsize,
bool collisiondetection,
bool collision_removal,
+ u16 attached_id,
bool vertical,
video::ITexture *texture,
u32 id,
+ const struct TileAnimationParams &anim, u8 glow,
ParticleManager* p_manager);
~ParticleSpawner();
bool m_collisiondetection;
bool m_collision_removal;
bool m_vertical;
-
+ u16 m_attached_id;
+ struct TileAnimationParams m_animation;
+ u8 m_glow;
};
/**
void step (float dtime);
- void handleParticleEvent(ClientEvent *event,IGameDef *gamedef,
+ void handleParticleEvent(ClientEvent *event, Client *client,
scene::ISceneManager* smgr, LocalPlayer *player);
void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
+ LocalPlayer *player, v3s16 pos, const MapNode &n,
+ const ContentFeatures &f);
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
+ LocalPlayer *player, v3s16 pos, const MapNode &n,
+ const ContentFeatures &f);
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
- LocalPlayer *player, v3s16 pos, const TileSpec tiles[]);
+ LocalPlayer *player, v3s16 pos, const MapNode &n,
+ const ContentFeatures &f);
protected:
void addParticle(Particle* toadd);