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Some particle stuff, far from done
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79
src/framework/graphics/particleeffect.cpp
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79
src/framework/graphics/particleeffect.cpp
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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "particleeffect.h"
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ParticleEffectType::ParticleEffectType()
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{
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}
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bool ParticleEffectType::load(const OTMLNodePtr& node)
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{
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m_node = node;
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for(const OTMLNodePtr& childNode : node->children()) {
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if(childNode->tag() == "name") {
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setName(childNode->value());
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}
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else if(childNode->tag() == "description") {
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setDescription(childNode->value());
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}
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}
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return !m_name.empty();
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}
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bool ParticleEffect::load(const ParticleEffectTypePtr& effectType)
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{
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if(!effectType)
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return false;
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for(const OTMLNodePtr& childNode : effectType->getNode()->children()) {
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if(childNode->tag() == "System") {
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ParticleSystemPtr system = ParticleSystemPtr(new ParticleSystem);
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if(system->load(childNode)) {
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m_systems.push_back(system);
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}
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}
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}
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return true;
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}
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void ParticleEffect::render()
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{
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for(auto it = m_systems.begin(), end = m_systems.end(); it != end; ++it)
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(*it)->render();
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}
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void ParticleEffect::update()
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{
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for(auto it = m_systems.begin(), end = m_systems.end(); it != end;) {
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const ParticleSystemPtr& system = *it;
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if(system->hasFinished()) {
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it = m_systems.erase(it);
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continue;
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}
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system->update();
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++it;
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}
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}
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