- added some particles to load game logic

This commit is contained in:
Mark Vejvoda 2012-03-14 07:23:41 +00:00
parent 3b964ebbd2
commit 8d5de12d42
6 changed files with 477 additions and 40 deletions

View File

@ -960,12 +960,17 @@ void Game::init(bool initForPreviewOnly) {
else if(world.getTileset()->getWeather() == wRainy) {
world.getTileset()->setWeather(wSunny);
}
renderer.manageDeferredParticleSystems();
}
//init renderer state
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s] Initializing renderer\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__);
logger.add(Lang::getInstance().get("LogScreenGameLoadingInitRenderer","",true), true);
//printf("Before renderer.initGame\n");
renderer.initGame(this,this->getGameCameraPtr());
//printf("After renderer.initGame\n");
for(int i=0; i < world.getFactionCount(); ++i) {
Faction *faction= world.getFaction(i);

View File

@ -459,6 +459,50 @@ void Renderer::initGame(const Game *game, GameCamera *gameCamera) {
init3dList();
}
void Renderer::manageDeferredParticleSystems() {
//std::vector<std::pair<ParticleSystem *, ResourceScope> > deferredParticleSystems
//printf("Before deferredParticleSystems.size() = %d\n",deferredParticleSystems.size());
for(unsigned int i = 0; i < deferredParticleSystems.size(); ++i) {
std::pair<ParticleSystem *, ResourceScope> &deferredParticleSystem = deferredParticleSystems[i];
ParticleSystem *ps = deferredParticleSystem.first;
ResourceScope rs = deferredParticleSystem.second;
if(ps->getTextureFileLoadDeferred() != "" && ps->getTexture() == NULL) {
Texture2D *texture= newTexture2D(rsGame);
if(texture) {
// if(textureNode->getAttribute("luminance")->getBoolValue()){
// texture->setFormat(Texture::fAlpha);
// texture->getPixmap()->init(1);
// }
// else{
texture->getPixmap()->init(4);
// }
}
// string currentPath = dir;
// endPathWithSlash(currentPath);
if(texture) {
texture->load(ps->getTextureFileLoadDeferred());
ps->setTexture(texture);
}
// loadedFileList[textureNode->getAttribute("path")->getRestrictedValue(currentPath)].push_back(make_pair(parentLoader,textureNode->getAttribute("path")->getRestrictedValue()));
}
if(dynamic_cast<GameParticleSystem *>(ps) != NULL) {
GameParticleSystem *gps = dynamic_cast<GameParticleSystem *>(ps);
if(gps->getModelFileLoadDeferred() != "" && gps->getModel() == NULL) {
Model *model= newModel(rsGame);
if(model) {
std::map<string,vector<pair<string, string> > > loadedFileList;
model->load(gps->getModelFileLoadDeferred(), false, &loadedFileList, NULL);
gps->setModel(model);
}
//loadedFileList[path].push_back(make_pair(parentLoader,modelNode->getAttribute("path")->getRestrictedValue()));
}
}
manageParticleSystem(deferredParticleSystem.first, deferredParticleSystem.second);
}
deferredParticleSystems.clear();
//printf("After deferredParticleSystems.size() = %d\n",deferredParticleSystems.size());
}
void Renderer::initMenu(const MainMenu *mm) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@ -783,6 +827,10 @@ void Renderer::resetFontManager(ResourceScope rs) {
fontManager[rsGlobal]->init();
}
void Renderer::addToDeferredParticleSystemList(std::pair<ParticleSystem *, ResourceScope> deferredParticleSystem) {
deferredParticleSystems.push_back(deferredParticleSystem);
}
void Renderer::manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs){
particleManager[rs]->manage(particleSystem);
}

View File

@ -299,6 +299,8 @@ private:
float smoothedRenderFps;
bool shadowsOffDueToMinRender;
std::vector<std::pair<ParticleSystem *, ResourceScope> > deferredParticleSystems;
SimpleTaskThread *saveScreenShotThread;
Mutex saveScreenShotThreadAccessor;
std::list<std::pair<string,Pixmap2D *> > saveScreenQueue;
@ -387,6 +389,9 @@ public:
static bool isEnded();
//bool isMasterserverMode() const { return masterserverMode; }
void addToDeferredParticleSystemList(std::pair<ParticleSystem *, ResourceScope> deferredParticleSystem);
void manageDeferredParticleSystems();
void reinitAll();
//init

View File

@ -3551,51 +3551,70 @@ void Unit::saveGame(XmlNode *rootNode) {
//}
// vector<UnitParticleSystem*> unitParticleSystems;
for(unsigned int i = 0; i < unitParticleSystems.size(); ++i) {
UnitParticleSystem *ups= unitParticleSystems[i];
if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
ups->saveGame(unitNode);
if(unitParticleSystems.size() > 0) {
XmlNode *unitParticleSystemsNode = rootNode->addChild("unitParticleSystems");
for(unsigned int i = 0; i < unitParticleSystems.size(); ++i) {
UnitParticleSystem *ups= unitParticleSystems[i];
if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
ups->saveGame(unitParticleSystemsNode);
}
}
}
// vector<UnitParticleSystemType*> queuedUnitParticleSystemTypes;
for(unsigned int i = 0; i < queuedUnitParticleSystemTypes.size(); ++i) {
UnitParticleSystemType *upst= queuedUnitParticleSystemTypes[i];
if(upst != NULL) {
upst->saveGame(unitNode);
if(queuedUnitParticleSystemTypes.size() > 0) {
XmlNode *queuedUnitParticleSystemTypesNode = rootNode->addChild("queuedUnitParticleSystemTypes");
for(unsigned int i = 0; i < queuedUnitParticleSystemTypes.size(); ++i) {
UnitParticleSystemType *upst= queuedUnitParticleSystemTypes[i];
if(upst != NULL) {
upst->saveGame(queuedUnitParticleSystemTypesNode);
}
}
}
// UnitParticleSystems damageParticleSystems;
for(unsigned int i = 0; i < damageParticleSystems.size(); ++i) {
UnitParticleSystem *ups= damageParticleSystems[i];
if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
ups->saveGame(unitNode);
if(damageParticleSystems.size() > 0) {
XmlNode *damageParticleSystemsNode = rootNode->addChild("damageParticleSystems");
for(unsigned int i = 0; i < damageParticleSystems.size(); ++i) {
UnitParticleSystem *ups= damageParticleSystems[i];
if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
ups->saveGame(damageParticleSystemsNode);
}
}
}
// std::map<int, UnitParticleSystem *> damageParticleSystemsInUse;
for(std::map<int, UnitParticleSystem *>::const_iterator iterMap = damageParticleSystemsInUse.begin();
iterMap != damageParticleSystemsInUse.end(); ++iterMap) {
if(iterMap->second != NULL && Renderer::getInstance().validateParticleSystemStillExists(iterMap->second,rsGame) == true) {
XmlNode *damageParticleSystemsInUseNode = unitNode->addChild("damageParticleSystemsInUse");
if(damageParticleSystemsInUse.size() > 0) {
XmlNode *damageParticleSystemsInUseNode = rootNode->addChild("damageParticleSystemsInUse");
damageParticleSystemsInUseNode->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
iterMap->second->saveGame(damageParticleSystemsInUseNode);
for(std::map<int, UnitParticleSystem *>::const_iterator iterMap = damageParticleSystemsInUse.begin();
iterMap != damageParticleSystemsInUse.end(); ++iterMap) {
if(iterMap->second != NULL && Renderer::getInstance().validateParticleSystemStillExists(iterMap->second,rsGame) == true) {
XmlNode *damageParticleSystemsInUseNode2 = damageParticleSystemsInUseNode->addChild("damageParticleSystemsInUse");
damageParticleSystemsInUseNode2->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
iterMap->second->saveGame(damageParticleSystemsInUseNode2);
}
}
}
// vector<ParticleSystem*> fireParticleSystems;
for(unsigned int i = 0; i < fireParticleSystems.size(); ++i) {
ParticleSystem *ps= fireParticleSystems[i];
if(ps != NULL && Renderer::getInstance().validateParticleSystemStillExists(ps,rsGame) == true) {
ps->saveGame(unitNode);
if(fireParticleSystems.size() > 0) {
XmlNode *fireParticleSystemsNode = rootNode->addChild("fireParticleSystems");
for(unsigned int i = 0; i < fireParticleSystems.size(); ++i) {
ParticleSystem *ps= fireParticleSystems[i];
if(ps != NULL && Renderer::getInstance().validateParticleSystemStillExists(ps,rsGame) == true) {
ps->saveGame(fireParticleSystemsNode);
}
}
}
// vector<UnitParticleSystem*> smokeParticleSystems;
for(unsigned int i = 0; i < smokeParticleSystems.size(); ++i) {
UnitParticleSystem *ups= smokeParticleSystems[i];
if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
ups->saveGame(unitNode);
if(smokeParticleSystems.size() > 0) {
XmlNode *smokeParticleSystemsNode = rootNode->addChild("smokeParticleSystems");
for(unsigned int i = 0; i < smokeParticleSystems.size(); ++i) {
UnitParticleSystem *ups= smokeParticleSystems[i];
if(ups != NULL && Renderer::getInstance().validateParticleSystemStillExists(ups,rsGame) == true) {
ups->saveGame(smokeParticleSystemsNode);
}
}
}
@ -3815,6 +3834,16 @@ Unit * Unit::loadGame(const XmlNode *rootNode, GameSettings *settings, Faction *
// if(fire != NULL) {
// fire->saveGame(unitNode);
// }
if(unitNode->hasChild("FireParticleSystem") == true) {
XmlNode *fireNode = unitNode->getChild("FireParticleSystem");
result->fire = new FireParticleSystem();
result->fire->loadGame(fireNode);
result->fireParticleSystems.push_back(result->fire);
//Renderer::getInstance().manageParticleSystem(result->fire, rsGame);
Renderer::getInstance().addToDeferredParticleSystemList(make_pair(result->fire, rsGame));
}
// TotalUpgrade totalUpgrade;
result->totalUpgrade.loadGame(unitNode);
// Map *map;
@ -3847,6 +3876,20 @@ Unit * Unit::loadGame(const XmlNode *rootNode, GameSettings *settings, Faction *
// UnitParticleSystem *ups= unitParticleSystems[i];
// ups->saveGame(unitNode);
// }
if(unitNode->hasChild("unitParticleSystems") == true) {
XmlNode *unitParticleSystemsNode = unitNode->getChild("unitParticleSystems");
vector<XmlNode *> unitParticleSystemNodeList = unitParticleSystemsNode->getChildList("UnitParticleSystem");
for(unsigned int i = 0; i < unitParticleSystemNodeList.size(); ++i) {
XmlNode *node = unitParticleSystemNodeList[i];
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
result->unitParticleSystems.push_back(ups);
//Renderer::getInstance().manageParticleSystem(result->fire, rsGame);
Renderer::getInstance().addToDeferredParticleSystemList(make_pair(ups, rsGame));
}
}
// vector<UnitParticleSystemType*> queuedUnitParticleSystemTypes;
// for(unsigned int i = 0; i < queuedUnitParticleSystemTypes.size(); ++i) {
@ -3859,6 +3902,21 @@ Unit * Unit::loadGame(const XmlNode *rootNode, GameSettings *settings, Faction *
// UnitParticleSystem *ups= damageParticleSystems[i];
// ups->saveGame(unitNode);
// }
if(unitNode->hasChild("damageParticleSystems") == true) {
XmlNode *damageParticleSystemsNode = unitNode->getChild("damageParticleSystems");
vector<XmlNode *> unitParticleSystemNodeList = damageParticleSystemsNode->getChildList("UnitParticleSystem");
for(unsigned int i = 0; i < unitParticleSystemNodeList.size(); ++i) {
XmlNode *node = unitParticleSystemNodeList[i];
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
result->damageParticleSystems.push_back(ups);
result->damageParticleSystemsInUse[i]=ups;
//Renderer::getInstance().manageParticleSystem(result->fire, rsGame);
Renderer::getInstance().addToDeferredParticleSystemList(make_pair(ups, rsGame));
}
}
// std::map<int, UnitParticleSystem *> damageParticleSystemsInUse;
// for(std::map<int, UnitParticleSystem *>::const_iterator iterMap = damageParticleSystemsInUse.begin();
@ -3868,17 +3926,65 @@ Unit * Unit::loadGame(const XmlNode *rootNode, GameSettings *settings, Faction *
// damageParticleSystemsInUseNode->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
// iterMap->second->saveGame(damageParticleSystemsInUseNode);
// }
// if(unitNode->hasChild("damageParticleSystemsInUse") == true) {
// XmlNode *damageParticleSystemsInUseNode = unitNode->getChild("damageParticleSystemsInUse");
// vector<XmlNode *> damageParticleSystemsInUseNode2 = damageParticleSystemsInUseNode->getChildList("damageParticleSystemsInUse");
// for(unsigned int i = 0; i < damageParticleSystemsInUseNode2.size(); ++i) {
// XmlNode *d2Node = damageParticleSystemsInUseNode2[i];
//
// vector<XmlNode *> unitParticleSystemNodeList = damageParticleSystemsInUseNode->getChildList("UnitParticleSystem");
// for(unsigned int i = 0; i < unitParticleSystemNodeList.size(); ++i) {
// XmlNode *node = unitParticleSystemNodeList[i];
//
// UnitParticleSystem *ups = new UnitParticleSystem();
// ups->loadGame(node);
// result->unitParticleSystems.push_back(ups);
//
// //Renderer::getInstance().manageParticleSystem(result->fire, rsGame);
// Renderer::getInstance().addToDeferredParticleSystemList(make_pair(ups, rsGame));
// }
//
// }
// vector<ParticleSystem*> fireParticleSystems;
// for(unsigned int i = 0; i < fireParticleSystems.size(); ++i) {
// ParticleSystem *ps= fireParticleSystems[i];
// ps->saveGame(unitNode);
// }
if(unitNode->hasChild("fireParticleSystems") == true) {
XmlNode *fireParticleSystemsNode = unitNode->getChild("fireParticleSystems");
vector<XmlNode *> unitParticleSystemNodeList = fireParticleSystemsNode->getChildList("FireParticleSystem");
for(unsigned int i = 0; i < unitParticleSystemNodeList.size(); ++i) {
XmlNode *node = unitParticleSystemNodeList[i];
FireParticleSystem *ups = new FireParticleSystem();
ups->loadGame(node);
result->fireParticleSystems.push_back(ups);
//Renderer::getInstance().manageParticleSystem(result->fire, rsGame);
Renderer::getInstance().addToDeferredParticleSystemList(make_pair(ups, rsGame));
}
}
// vector<UnitParticleSystem*> smokeParticleSystems;
// for(unsigned int i = 0; i < smokeParticleSystems.size(); ++i) {
// UnitParticleSystem *ups= smokeParticleSystems[i];
// ups->saveGame(unitNode);
// }
if(unitNode->hasChild("smokeParticleSystems") == true) {
XmlNode *smokeParticleSystemsNode = unitNode->getChild("smokeParticleSystems");
vector<XmlNode *> unitParticleSystemNodeList = smokeParticleSystemsNode->getChildList("UnitParticleSystem");
for(unsigned int i = 0; i < unitParticleSystemNodeList.size(); ++i) {
XmlNode *node = unitParticleSystemNodeList[i];
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
result->smokeParticleSystems.push_back(ups);
//Renderer::getInstance().manageParticleSystem(result->fire, rsGame);
Renderer::getInstance().addToDeferredParticleSystemList(make_pair(ups, rsGame));
}
}
// CardinalDir modelFacing;
// unitNode->addAttribute("modelFacing",intToStr(modelFacing), mapTagReplacements);

View File

@ -124,7 +124,7 @@ protected:
int aliveParticleCount;
int particleCount;
string textureFileLoadDeferred;
Texture *texture;
Vec3f pos;
Vec4f color;
@ -163,6 +163,7 @@ public:
bool getActive() const {return active;}
virtual bool getVisible() const {return visible;}
virtual string getTextureFileLoadDeferred();
//set
virtual void setState(State state);
void setTexture(Texture *texture);
@ -259,6 +260,8 @@ public:
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
float getTween() { return tween; } // 0.0 -> 1.0 for animation of model
Model *getModel() const {return model;}
virtual string getModelFileLoadDeferred();
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
Vec3f getDirection() const {return direction;}
void setModelCycle(float modelCycle) {this->modelCycle= modelCycle;}
@ -270,6 +273,8 @@ protected:
typedef std::vector<UnitParticleSystem*> Children;
Children children;
Primitive primitive;
string modelFileLoadDeferred;
Model *model;
float modelCycle;
Vec3f offset;
@ -375,7 +380,6 @@ public:
virtual void saveGame(XmlNode *rootNode);
virtual void loadGame(const XmlNode *rootNode);
};
// =====================================================
@ -428,7 +432,7 @@ public:
/// Base class for Projectiles and Splashes
// ===========================================================================
class AttackParticleSystem: public GameParticleSystem{
class AttackParticleSystem: public GameParticleSystem {
protected:
float sizeNoEnergy;
@ -442,6 +446,9 @@ public:
void setGravity(float gravity) {this->gravity= gravity;}
virtual void initParticleSystem() {} // opportunity to do any initialization when the system has been created and all settings set
virtual void saveGame(XmlNode *rootNode);
virtual void loadGame(const XmlNode *rootNode);
};
// =====================================================
@ -499,6 +506,9 @@ public:
void setPath(Vec3f startPos, Vec3f endPos);
static Trajectory strToTrajectory(const string &str);
virtual void saveGame(XmlNode *rootNode);
virtual void loadGame(const XmlNode *rootNode);
};
// =====================================================
@ -535,6 +545,9 @@ public:
void setVerticalSpreadB(float verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
void setHorizontalSpreadA(float horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}
void setHorizontalSpreadB(float horizontalSpreadB) {this->horizontalSpreadB= horizontalSpreadB;}
virtual void saveGame(XmlNode *rootNode);
virtual void loadGame(const XmlNode *rootNode);
};

View File

@ -282,6 +282,9 @@ void ParticleSystem::saveGame(XmlNode *rootNode) {
particleSystemNode->addAttribute("particleCount",intToStr(particleCount), mapTagReplacements);
//
// Texture *texture;
if(texture != NULL) {
particleSystemNode->addAttribute("texture",texture->getPath(), mapTagReplacements);
}
// Vec3f pos;
particleSystemNode->addAttribute("pos",pos.getString(), mapTagReplacements);
// Vec4f color;
@ -316,6 +319,10 @@ void ParticleSystem::saveGame(XmlNode *rootNode) {
}
}
string ParticleSystem::getTextureFileLoadDeferred() {
return textureFileLoadDeferred;
}
void ParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *particleSystemNode = rootNode->getChild("ParticleSystem");
@ -350,6 +357,10 @@ void ParticleSystem::loadGame(const XmlNode *rootNode) {
particleCount = particleSystemNode->getAttribute("particleCount")->getIntValue();
//
// Texture *texture;
if(particleSystemNode->hasAttribute("texture") == true) {
textureFileLoadDeferred = particleSystemNode->getAttribute("texture")->getValue();
}
// Vec3f pos;
pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
// Vec4f color;
@ -719,6 +730,10 @@ void GameParticleSystem::setTween(float relative,float absolute) {
(*it)->setTween(relative,absolute);
}
string GameParticleSystem::getModelFileLoadDeferred() {
return modelFileLoadDeferred;
}
void GameParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
@ -751,8 +766,6 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
ParticleSystem::loadGame(gameParticleSystemNode);
//radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Children children;
// for(unsigned int i = 0; i < children.size(); ++i) {
// children[i]->saveGame(gameParticleSystemNode);
@ -764,7 +777,8 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
children.push_back(ups);
//children.push_back(ups);
addChild(ups);
}
// Primitive primitive;
@ -773,6 +787,10 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
//if(model != NULL) {
// gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
//}
if(gameParticleSystemNode->hasAttribute("model") == true) {
modelFileLoadDeferred = gameParticleSystemNode->getAttribute("model")->getValue();
}
// float modelCycle;
//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
@ -790,9 +808,8 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
bool UnitParticleSystem::isNight= false;
Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
UnitParticleSystem::UnitParticleSystem(int particleCount):
GameParticleSystem(particleCount),
parent(NULL){
UnitParticleSystem::UnitParticleSystem(int particleCount) :
GameParticleSystem(particleCount), parent(NULL) {
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
@ -1052,40 +1069,129 @@ void UnitParticleSystem::saveGame(XmlNode *rootNode) {
GameParticleSystem::saveGame(unitParticleSystemNode);
//unitParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// float radius;
unitParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// float minRadius;
unitParticleSystemNode->addAttribute("minRadius",floatToStr(minRadius), mapTagReplacements);
// Vec3f windSpeed;
unitParticleSystemNode->addAttribute("windSpeed",windSpeed.getString(), mapTagReplacements);
// Vec3f cRotation;
unitParticleSystemNode->addAttribute("cRotation",cRotation.getString(), mapTagReplacements);
// Vec3f fixedAddition;
unitParticleSystemNode->addAttribute("fixedAddition",fixedAddition.getString(), mapTagReplacements);
// Vec3f oldPosition;
unitParticleSystemNode->addAttribute("oldPosition",oldPosition.getString(), mapTagReplacements);
// bool energyUp;
unitParticleSystemNode->addAttribute("energyUp",intToStr(energyUp), mapTagReplacements);
// float startTime;
unitParticleSystemNode->addAttribute("startTime",floatToStr(startTime), mapTagReplacements);
// float endTime;
unitParticleSystemNode->addAttribute("endTime",floatToStr(endTime), mapTagReplacements);
// bool relative;
unitParticleSystemNode->addAttribute("relative",intToStr(relative), mapTagReplacements);
// bool relativeDirection;
unitParticleSystemNode->addAttribute("relativeDirection",intToStr(relativeDirection), mapTagReplacements);
// bool fixed;
unitParticleSystemNode->addAttribute("fixed",intToStr(fixed), mapTagReplacements);
// Shape shape;
unitParticleSystemNode->addAttribute("shape",intToStr(shape), mapTagReplacements);
// float angle;
unitParticleSystemNode->addAttribute("angle",floatToStr(angle), mapTagReplacements);
// float sizeNoEnergy;
unitParticleSystemNode->addAttribute("sizeNoEnergy",floatToStr(sizeNoEnergy), mapTagReplacements);
// float gravity;
unitParticleSystemNode->addAttribute("gravity",floatToStr(gravity), mapTagReplacements);
// float rotation;
unitParticleSystemNode->addAttribute("rotation",floatToStr(rotation), mapTagReplacements);
// bool isVisibleAtNight;
unitParticleSystemNode->addAttribute("isVisibleAtNight",intToStr(isVisibleAtNight), mapTagReplacements);
// bool isVisibleAtDay;
unitParticleSystemNode->addAttribute("isVisibleAtDay",intToStr(isVisibleAtDay), mapTagReplacements);
// bool isDaylightAffected;
unitParticleSystemNode->addAttribute("isDaylightAffected",intToStr(isDaylightAffected), mapTagReplacements);
// bool radiusBasedStartenergy;
unitParticleSystemNode->addAttribute("radiusBasedStartenergy",intToStr(radiusBasedStartenergy), mapTagReplacements);
// int staticParticleCount;
unitParticleSystemNode->addAttribute("staticParticleCount",intToStr(staticParticleCount), mapTagReplacements);
// int delay;
unitParticleSystemNode->addAttribute("delay",intToStr(delay), mapTagReplacements);
// int lifetime;
unitParticleSystemNode->addAttribute("lifetime",intToStr(lifetime), mapTagReplacements);
// float emissionRateFade;
unitParticleSystemNode->addAttribute("emissionRateFade",floatToStr(emissionRateFade), mapTagReplacements);
// GameParticleSystem* parent;
//if(parent != NULL) {
// parent->saveGame(unitParticleSystemNode);
//}
}
void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *unitParticleSystemNode = rootNode;
GameParticleSystem::loadGame(unitParticleSystemNode);
// float radius;
radius = unitParticleSystemNode->getAttribute("radius")->getFloatValue();
// float minRadius;
minRadius = unitParticleSystemNode->getAttribute("minRadius")->getFloatValue();
// Vec3f windSpeed;
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
// Vec3f cRotation;
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
// Vec3f fixedAddition;
fixedAddition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("fixedAddition")->getValue());
// Vec3f oldPosition;
oldPosition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("oldPosition")->getValue());
// bool energyUp;
energyUp = unitParticleSystemNode->getAttribute("energyUp")->getIntValue();
// float startTime;
startTime = unitParticleSystemNode->getAttribute("startTime")->getFloatValue();
// float endTime;
endTime = unitParticleSystemNode->getAttribute("endTime")->getFloatValue();
// bool relative;
relative = unitParticleSystemNode->getAttribute("relative")->getIntValue();
// bool relativeDirection;
relativeDirection = unitParticleSystemNode->getAttribute("relativeDirection")->getIntValue();
// bool fixed;
fixed = unitParticleSystemNode->getAttribute("fixed")->getIntValue();
// Shape shape;
shape = static_cast<Shape>(unitParticleSystemNode->getAttribute("shape")->getIntValue());
// float angle;
angle = unitParticleSystemNode->getAttribute("angle")->getFloatValue();
// float sizeNoEnergy;
sizeNoEnergy = unitParticleSystemNode->getAttribute("sizeNoEnergy")->getFloatValue();
// float gravity;
gravity = unitParticleSystemNode->getAttribute("gravity")->getFloatValue();
// float rotation;
rotation = unitParticleSystemNode->getAttribute("rotation")->getFloatValue();
// bool isVisibleAtNight;
isVisibleAtNight = unitParticleSystemNode->getAttribute("isVisibleAtNight")->getIntValue();
// bool isVisibleAtDay;
isVisibleAtDay = unitParticleSystemNode->getAttribute("isVisibleAtDay")->getIntValue();
// bool isDaylightAffected;
isDaylightAffected = unitParticleSystemNode->getAttribute("isDaylightAffected")->getIntValue();
// bool radiusBasedStartenergy;
radiusBasedStartenergy = unitParticleSystemNode->getAttribute("radiusBasedStartenergy")->getIntValue();
// int staticParticleCount;
staticParticleCount = unitParticleSystemNode->getAttribute("staticParticleCount")->getIntValue();
// int delay;
delay = unitParticleSystemNode->getAttribute("delay")->getIntValue();
// int lifetime;
lifetime = unitParticleSystemNode->getAttribute("lifetime")->getIntValue();
// float emissionRateFade;
emissionRateFade = unitParticleSystemNode->getAttribute("emissionRateFade")->getFloatValue();
// GameParticleSystem* parent;
//if(parent != NULL) {
// parent->saveGame(unitParticleSystemNode);
//}
//if(unitParticleSystemNode->hasChild("GameParticleSystem") == true) {
// void GameParticleSystem::saveGame(XmlNode *rootNode)
// std::map<string,string> mapTagReplacements;
// XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
XmlNode *gameParticleSystemNode = unitParticleSystemNode->getChild("GameParticleSystem");
//!!!
//}
}
// ===========================================================================
@ -1204,6 +1310,29 @@ AttackParticleSystem::AttackParticleSystem(int particleCount) :
gravity= 0.0f;
}
void AttackParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *attackParticleSystemNode = rootNode->addChild("AttackParticleSystem");
GameParticleSystem::saveGame(attackParticleSystemNode);
// float sizeNoEnergy;
attackParticleSystemNode->addAttribute("sizeNoEnergy",floatToStr(sizeNoEnergy), mapTagReplacements);
// float gravity;
attackParticleSystemNode->addAttribute("gravity",floatToStr(gravity), mapTagReplacements);
}
void AttackParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *attackParticleSystemNode = rootNode;
GameParticleSystem::loadGame(attackParticleSystemNode);
// float sizeNoEnergy;
sizeNoEnergy = attackParticleSystemNode->getAttribute("sizeNoEnergy")->getFloatValue();
// float gravity;
gravity = attackParticleSystemNode->getAttribute("gravity")->getFloatValue();
}
// ===========================================================================
// ProjectileParticleSystem
// ===========================================================================
@ -1400,6 +1529,82 @@ ProjectileParticleSystem::Trajectory ProjectileParticleSystem::strToTrajectory(c
}
}
void ProjectileParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *projectileParticleSystemNode = rootNode->addChild("ProjectileParticleSystem");
AttackParticleSystem::saveGame(projectileParticleSystemNode);
// SplashParticleSystem *nextParticleSystem;
if(nextParticleSystem != NULL) {
nextParticleSystem->saveGame(projectileParticleSystemNode);
}
// Vec3f lastPos;
projectileParticleSystemNode->addAttribute("lastPos",lastPos.getString(), mapTagReplacements);
// Vec3f startPos;
projectileParticleSystemNode->addAttribute("startPos",startPos.getString(), mapTagReplacements);
// Vec3f endPos;
projectileParticleSystemNode->addAttribute("endPos",endPos.getString(), mapTagReplacements);
// Vec3f flatPos;
projectileParticleSystemNode->addAttribute("flatPos",flatPos.getString(), mapTagReplacements);
//
// Vec3f xVector;
projectileParticleSystemNode->addAttribute("xVector",xVector.getString(), mapTagReplacements);
// Vec3f yVector;
projectileParticleSystemNode->addAttribute("yVector",yVector.getString(), mapTagReplacements);
// Vec3f zVector;
projectileParticleSystemNode->addAttribute("zVector",zVector.getString(), mapTagReplacements);
// Trajectory trajectory;
projectileParticleSystemNode->addAttribute("trajectory",intToStr(trajectory), mapTagReplacements);
// float trajectorySpeed;
projectileParticleSystemNode->addAttribute("trajectorySpeed",floatToStr(trajectorySpeed), mapTagReplacements);
// //parabolic
// float trajectoryScale;
projectileParticleSystemNode->addAttribute("trajectoryScale",floatToStr(trajectoryScale), mapTagReplacements);
// float trajectoryFrequency;
projectileParticleSystemNode->addAttribute("trajectoryFrequency",floatToStr(trajectoryFrequency), mapTagReplacements);
}
void ProjectileParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *projectileParticleSystemNode = rootNode;
AttackParticleSystem::loadGame(projectileParticleSystemNode);
// SplashParticleSystem *nextParticleSystem;
// if(nextParticleSystem != NULL) {
// nextParticleSystem->saveGame(projectileParticleSystemNode);
// }
if(projectileParticleSystemNode->hasChild("SplashParticleSystem") == true) {
XmlNode *splashParticleSystemNode = projectileParticleSystemNode->getChild("SplashParticleSystem");
nextParticleSystem = new SplashParticleSystem();
nextParticleSystem->loadGame(splashParticleSystemNode);
}
// Vec3f lastPos;
lastPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("lastPos")->getValue());
// Vec3f startPos;
startPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("startPos")->getValue());
// Vec3f endPos;
endPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("endPos")->getValue());
// Vec3f flatPos;
flatPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("flatPos")->getValue());
//
// Vec3f xVector;
xVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("xVector")->getValue());
// Vec3f yVector;
yVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("yVector")->getValue());
// Vec3f zVector;
zVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("zVector")->getValue());
// Trajectory trajectory;
trajectory = static_cast<Trajectory>(projectileParticleSystemNode->getAttribute("trajectory")->getIntValue());
// float trajectorySpeed;
trajectorySpeed = projectileParticleSystemNode->getAttribute("trajectorySpeed")->getFloatValue();
// //parabolic
// float trajectoryScale;
trajectoryScale = projectileParticleSystemNode->getAttribute("trajectoryScale")->getFloatValue();
// float trajectoryFrequency;
trajectoryFrequency = projectileParticleSystemNode->getAttribute("trajectoryFrequency")->getFloatValue();
}
// ===========================================================================
// SplashParticleSystem
// ===========================================================================
@ -1473,6 +1678,61 @@ void SplashParticleSystem::updateParticle(Particle *p){
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
}
void SplashParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *splashParticleSystemNode = rootNode->addChild("SplashParticleSystem");
AttackParticleSystem::saveGame(splashParticleSystemNode);
// ProjectileParticleSystem *prevParticleSystem;
if(prevParticleSystem != NULL) {
prevParticleSystem->saveGame(splashParticleSystemNode);
}
// float emissionRateFade;
splashParticleSystemNode->addAttribute("emissionRateFade",floatToStr(emissionRateFade), mapTagReplacements);
// float verticalSpreadA;
splashParticleSystemNode->addAttribute("verticalSpreadA",floatToStr(verticalSpreadA), mapTagReplacements);
// float verticalSpreadB;
splashParticleSystemNode->addAttribute("verticalSpreadB",floatToStr(verticalSpreadB), mapTagReplacements);
// float horizontalSpreadA;
splashParticleSystemNode->addAttribute("horizontalSpreadA",floatToStr(horizontalSpreadA), mapTagReplacements);
// float horizontalSpreadB;
splashParticleSystemNode->addAttribute("horizontalSpreadB",floatToStr(horizontalSpreadB), mapTagReplacements);
//
// float startEmissionRate;
splashParticleSystemNode->addAttribute("startEmissionRate",floatToStr(startEmissionRate), mapTagReplacements);
}
void SplashParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *splashParticleSystemNode = rootNode;
AttackParticleSystem::loadGame(splashParticleSystemNode);
// ProjectileParticleSystem *prevParticleSystem;
// if(nextParticleSystem != NULL) {
// nextParticleSystem->saveGame(projectileParticleSystemNode);
// }
if(splashParticleSystemNode->hasChild("ProjectileParticleSystem") == true) {
XmlNode *projectileParticleSystemNode = splashParticleSystemNode->getChild("ProjectileParticleSystem");
prevParticleSystem = new ProjectileParticleSystem();
prevParticleSystem->loadGame(projectileParticleSystemNode);
}
// float emissionRateFade;
emissionRateFade = splashParticleSystemNode->getAttribute("emissionRateFade")->getFloatValue();
// float verticalSpreadA;
verticalSpreadA = splashParticleSystemNode->getAttribute("verticalSpreadA")->getFloatValue();
// float verticalSpreadB;
verticalSpreadB = splashParticleSystemNode->getAttribute("verticalSpreadB")->getFloatValue();
// float horizontalSpreadA;
horizontalSpreadA = splashParticleSystemNode->getAttribute("horizontalSpreadA")->getFloatValue();
// float horizontalSpreadB;
horizontalSpreadB = splashParticleSystemNode->getAttribute("horizontalSpreadB")->getFloatValue();
// float startEmissionRate;
startEmissionRate = splashParticleSystemNode->getAttribute("startEmissionRate")->getFloatValue();
}
// ===========================================================================
// ParticleManager
// ===========================================================================