//**************************************************************************** // "Those Funny Funguloids!" // http://funguloids.sourceforge.net // Copyright (c) 2006-2007, Mika Halttunen // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //***************************************************************************/ #ifndef EFFECTS_H #define EFFECTS_H #include <Ogre.h> #include "movingobject.h" using namespace Ogre; // Object type const int OTYPE_EFFECT = OTYPE_MOVING_BASIC + 6; // Effect types enum { EFFECT_MUSHROOM_CATCH = 0, EFFECT_PLAYER_DEATH, EFFECT_WHIRLER_CATCH }; class Effect : public MovingObject { private: Real mEffectDuration; // Duration of the effect Real mEffectTime; // How long has it been active? int mEffectType; // Effect type ParticleSystem *mParticleSystem; // Particle system for the effect Light *mLight; // Light ColourValue mLightColor; // Light color public: Effect(int effectType, const String &name, SceneManager *sceneMgr, const String &mesh, const Vector3 &pos, bool managed=true); ~Effect(); void move(Real delta); void createParticles(const String &script); void createLight(const ColourValue &col); void setDuration(Real d) { mEffectDuration = d; } }; void createEffectLights(SceneManager *sceneMgr); void destroyEffectLights(SceneManager *sceneMgr); #endif