You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

74 lines
2.4 KiB

/*
* Copyright (c) 2010-2013 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "particleeffect.h"
ParticleEffectType::ParticleEffectType()
{
}
void ParticleEffectType::load(const OTMLNodePtr& node)
{
m_node = node->clone();
for(const OTMLNodePtr& childNode : node->children()) {
if(childNode->tag() == "name")
m_name = childNode->value();
else if(childNode->tag() == "description")
m_description = childNode->value();
}
}
void ParticleEffect::load(const ParticleEffectTypePtr& effectType)
{
if(!effectType)
stdext::throw_exception("effect type not found");
for(const OTMLNodePtr& childNode : effectType->getNode()->children()) {
if(childNode->tag() == "System") {
ParticleSystemPtr system = ParticleSystemPtr(new ParticleSystem);
system->load(childNode);
m_systems.push_back(system);
}
}
}
void ParticleEffect::render()
{
for(auto it = m_systems.begin(), end = m_systems.end(); it != end; ++it)
(*it)->render();
}
void ParticleEffect::update()
{
for(auto it = m_systems.begin(); it != m_systems.end();) {
const ParticleSystemPtr& system = *it;
if(system->hasFinished()) {
it = m_systems.erase(it);
} else {
system->update();
++it;
}
}
}