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286
Minecraft.Client/ParticleEngine.cpp
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286
Minecraft.Client/ParticleEngine.cpp
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#include "stdafx.h"
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#include "ParticleEngine.h"
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#include "Particle.h"
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#include "Textures.h"
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#include "TextureAtlas.h"
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#include "Tesselator.h"
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#include "TerrainParticle.h"
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#include "ResourceLocation.h"
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#include "Camera.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\StringHelpers.h"
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#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
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ResourceLocation ParticleEngine::PARTICLES_LOCATION = ResourceLocation(TN_PARTICLES);
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ParticleEngine::ParticleEngine(Level *level, Textures *textures)
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{
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// if (level != nullptr) // 4J - removed - we want level to be initialised to *something*
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{
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this->level = level;
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}
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this->textures = textures;
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this->random = new Random();
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}
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ParticleEngine::~ParticleEngine()
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{
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delete random;
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}
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void ParticleEngine::add(shared_ptr<Particle> p)
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{
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int t = p->getParticleTexture();
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int l = p->level->dimension->id == 0 ? 0 : ( p->level->dimension->id == -1 ? 1 : 2);
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int maxParticles;
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switch(p->GetType())
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{
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case eTYPE_DRAGONBREATHPARTICLE:
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maxParticles = MAX_DRAGON_BREATH_PARTICLES;
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break;
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case eType_FIREWORKSSPARKPARTICLE:
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maxParticles = MAX_FIREWORK_SPARK_PARTICLES;
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break;
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default:
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maxParticles = MAX_PARTICLES_PER_LAYER;
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break;
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}
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int list = p->getAlpha() != 1.0f ? TRANSLUCENT_LIST : OPAQUE_LIST; // 4J - Brought forward from Java 1.8
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if( particles[l][t][list].size() >= maxParticles)
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{
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particles[l][t][list].pop_front();
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}
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particles[l][t][list].push_back(p);
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}
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void ParticleEngine::tick()
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{
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for( int l = 0; l < 3; l++ )
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{
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for (int tt = 0; tt < TEXTURE_COUNT; tt++)
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{
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for( int list = 0; list < LIST_COUNT; list++ ) // 4J - Brought forward from Java 1.8
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{
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for (unsigned int i = 0; i < particles[l][tt][list].size(); i++)
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{
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shared_ptr<Particle> p = particles[l][tt][list][i];
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p->tick();
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if (p->removed)
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{
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particles[l][tt][list][i] = particles[l][tt][list].back();
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particles[l][tt][list].pop_back();
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i--;
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}
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}
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}
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}
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}
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}
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void ParticleEngine::render(shared_ptr<Entity> player, float a, int list)
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{
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if (player == nullptr)
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{
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return;
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}
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// 4J - change brought forward from 1.2.3
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float xa = Camera::xa;
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float za = Camera::za;
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float xa2 = Camera::xa2;
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float za2 = Camera::za2;
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float ya = Camera::ya;
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Particle::xOff = (player->xOld + (player->x - player->xOld) * a);
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Particle::yOff = (player->yOld + (player->y - player->yOld) * a);
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Particle::zOff = (player->zOld + (player->z - player->zOld) * a);
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int l = level->dimension->id == 0 ? 0 : ( level->dimension->id == -1 ? 1 : 2 );
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
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for (int tt = 0; tt < TEXTURE_COUNT; tt++)
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{
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if(tt == ENTITY_PARTICLE_TEXTURE) continue;
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if (!particles[l][tt][list].empty())
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{
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switch (list)
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{
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case TRANSLUCENT_LIST:
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glDepthMask(false);
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break;
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case OPAQUE_LIST:
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glDepthMask(true);
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break;
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}
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MemSect(31);
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if (tt == MISC_TEXTURE || tt == DRAGON_BREATH_TEXTURE) textures->bindTexture(&PARTICLES_LOCATION);
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if (tt == TERRAIN_TEXTURE) textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS);
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if (tt == ITEM_TEXTURE) textures->bindTexture(&TextureAtlas::LOCATION_ITEMS);
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MemSect(0);
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Tesselator *t = Tesselator::getInstance();
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glColor4f(1.0f, 1.0f, 1.0f, 1);
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t->begin();
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for (unsigned int i = 0; i < particles[l][tt][list].size(); i++)
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{
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if(t->hasMaxVertices())
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{
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t->end();
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t->begin();
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}
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shared_ptr<Particle> p = particles[l][tt][list][i];
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if (SharedConstants::TEXTURE_LIGHTING) // 4J - change brought forward from 1.8.2
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{
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t->tex2(p->getLightColor(a));
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}
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p->render(t, a, xa, ya, za, xa2, za2);
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}
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t->end();
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}
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}
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glDisable(GL_BLEND);
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glDepthMask(true);
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glAlphaFunc(GL_GREATER, .1f);
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}
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void ParticleEngine::renderLit(shared_ptr<Entity> player, float a, int list)
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{
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// 4J - added. We call this before ParticleEngine::render in the general render per player, so if we
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// don't set this here then the offsets will be from the previous player - a single frame lag for the
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// java game, or totally incorrect placement of things for split screen.
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Particle::xOff = (player->xOld + (player->x - player->xOld) * a);
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Particle::yOff = (player->yOld + (player->y - player->yOld) * a);
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Particle::zOff = (player->zOld + (player->z - player->zOld) * a);
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float RAD = PI / 180;
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float xa = (float) Mth::cos(player->yRot * RAD);
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float za = (float) Mth::sin(player->yRot * RAD);
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float xa2 = -za * (float) Mth::sin(player->xRot * RAD);
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float za2 = xa * (float) Mth::sin(player->xRot * RAD);
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float ya = (float) Mth::cos(player->xRot * RAD);
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int l = level->dimension->id == 0 ? 0 : ( level->dimension->id == -1 ? 1 : 2 );
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int tt = ENTITY_PARTICLE_TEXTURE;
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if( !particles[l][tt][list].empty() )
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{
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Tesselator *t = Tesselator::getInstance();
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for (unsigned int i = 0; i < particles[l][tt][list].size(); i++)
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{
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shared_ptr<Particle> p = particles[l][tt][list][i];
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if (SharedConstants::TEXTURE_LIGHTING) // 4J - change brought forward from 1.8.2
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{
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t->tex2(p->getLightColor(a));
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}
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p->render(t, a, xa, ya, za, xa2, za2);
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}
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}
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}
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void ParticleEngine::setLevel(Level *level)
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{
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this->level = level;
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// 4J - we've now got a set of particle vectors for each dimension, and only clearing them when its game over & the level is set to nullptr
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if( level == nullptr )
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{
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for( int l = 0; l < 3; l++ )
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{
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for (int tt = 0; tt < TEXTURE_COUNT; tt++)
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{
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for( int list = 0; list < LIST_COUNT; list++ )
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{
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particles[l][tt][list].clear();
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}
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}
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}
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}
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}
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void ParticleEngine::destroy(int x, int y, int z, int tid, int data)
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{
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if (tid == 0) return;
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Tile *tile = Tile::tiles[tid];
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int SD = 4;
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for (int xx = 0; xx < SD; xx++)
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for (int yy = 0; yy < SD; yy++)
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for (int zz = 0; zz < SD; zz++)
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{
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double xp = x + (xx + 0.5) / SD;
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double yp = y + (yy + 0.5) / SD;
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double zp = z + (zz + 0.5) / SD;
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int face = random->nextInt(6);
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add((std::make_shared<TerrainParticle>(level, xp, yp, zp, xp - x - 0.5f, yp - y - 0.5f, zp - z - 0.5f, tile, face, data, textures))->init(x, y, z, data));
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}
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}
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void ParticleEngine::crack(int x, int y, int z, int face)
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{
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int tid = level->getTile(x, y, z);
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if (tid == 0) return;
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Tile *tile = Tile::tiles[tid];
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float r = 0.10f;
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double xp = x + random->nextDouble() * ((tile->getShapeX1() - tile->getShapeX0()) - r * 2) + r + tile->getShapeX0();
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double yp = y + random->nextDouble() * ((tile->getShapeY1() - tile->getShapeY0()) - r * 2) + r + tile->getShapeY0();
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double zp = z + random->nextDouble() * ((tile->getShapeZ1() - tile->getShapeZ0()) - r * 2) + r + tile->getShapeZ0();
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if (face == 0) yp = y + tile->getShapeY0() - r;
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if (face == 1) yp = y + tile->getShapeY1() + r;
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if (face == 2) zp = z + tile->getShapeZ0() - r;
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if (face == 3) zp = z + tile->getShapeZ1() + r;
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if (face == 4) xp = x + tile->getShapeX0() - r;
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if (face == 5) xp = x + tile->getShapeX1() + r;
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add((std::make_shared<TerrainParticle>(level, xp, yp, zp, 0, 0, 0, tile, face, level->getData(x, y, z), textures))->init(x, y, z, level->getData(x, y, z))->setPower(0.2f)->scale(0.6f));
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}
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void ParticleEngine::markTranslucent(shared_ptr<Particle> particle)
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{
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moveParticleInList(particle, OPAQUE_LIST, TRANSLUCENT_LIST);
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}
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void ParticleEngine::markOpaque(shared_ptr<Particle> particle)
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{
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moveParticleInList(particle, TRANSLUCENT_LIST, OPAQUE_LIST);
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}
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void ParticleEngine::moveParticleInList(shared_ptr<Particle> particle, int source, int destination)
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{
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int l = particle->level->dimension->id == 0 ? 0 : ( particle->level->dimension->id == -1 ? 1 : 2);
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for (int tt = 0; tt < TEXTURE_COUNT; tt++)
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{
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auto it = find(particles[l][tt][source].begin(), particles[l][tt][source].end(), particle);
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if(it != particles[l][tt][source].end() )
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{
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(*it) = particles[l][tt][source].back();
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particles[l][tt][source].pop_back();
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particles[l][tt][destination].push_back(particle);
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}
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}
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}
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wstring ParticleEngine::countParticles()
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{
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int l = level->dimension->id == 0 ? 0 : (level->dimension->id == -1 ? 1 : 2 );
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int total = 0;
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for( int tt = 0; tt < TEXTURE_COUNT; tt++ )
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{
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for( int list = 0; list < LIST_COUNT; list++ )
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{
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total += particles[l][tt][list].size();
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}
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}
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return std::to_wstring(total);
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}
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