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Make otclient's framework flexible enough to run console apps like servers, so this mean is possible to build otclient versions without graphical interface and use it's framework to code servers
69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
/*
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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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#ifndef PARTICLEEFFECT_H
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#define PARTICLEEFFECT_H
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#include "declarations.h"
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#include "particlesystem.h"
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#include <framework/luaengine/luaobject.h>
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#include <framework/otml/otml.h>
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class ParticleEffectType : public LuaObject
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{
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public:
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ParticleEffectType();
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bool load(const OTMLNodePtr& node);
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void setName(const std::string& name) { m_name = name; }
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void setFile(const std::string& file) { m_file = file; }
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void setDescription(const std::string& description) { m_description = description; }
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std::string getName() { return m_name; }
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std::string getFile() { return m_file; }
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std::string getDescription() { return m_description; }
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OTMLNodePtr getNode() { return m_node; }
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private:
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std::string m_name;
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std::string m_file;
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std::string m_description;
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OTMLNodePtr m_node;
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};
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class ParticleEffect : public LuaObject
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{
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public:
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ParticleEffect() {}
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bool load(const ParticleEffectTypePtr& effectType);
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bool hasFinished() { return m_systems.size() == 0; }
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void render();
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void update();
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private:
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std::vector<ParticleSystemPtr> m_systems;
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};
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#endif
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