SBSPSS/source/fx/fxsteam.cpp

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/*************/
/*** Steam ***/
/*************/
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#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
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#include "FX\FXBaseTrail.h"
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#include "FX\FXSteam.h"
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static const int DefSize=4*ONE;
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static const int DefAngleInc=999;
static const int DefShadeBase=255;
static const int DefShadeDec=8;
static const int DefShadeDieDec=24;
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CFXSteam::init(DVECTOR const &_Pos)
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{
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CFXBaseTrail::init(_Pos);
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Trans=3;
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ShadeDec=DefShadeDec;
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DieOut=false;
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SetSize(DefSize);
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IsHorizontal=false;
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}
/*****************************************************************************/
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void CFXSteam::SetSize(int Size)
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{
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Size>>=12;
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ScaleInc=(4096/LIST_SIZE)*Size;
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BaseVel.vx=0;
BaseVel.vy=-Size;
}
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/*****************************************************************************/
void CFXSteam::SetVel(DVECTOR const &Velocity)
{
BaseVel.vx=Velocity.vx;
BaseVel.vy=Velocity.vy;
}
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/*****************************************************************************/
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void CFXSteam::killFX()
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{
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DieOut=true;
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for (int i=0; i<LIST_SIZE; i++)
{ // Set drift off
sList &ThisElem=List[i];
ThisElem.Vel.vx+=getRndRange(9)-4; // give it x motion
}
ShadeDec=DefShadeDieDec;
ScaleInc=0;
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if( m_soundId != NOT_PLAYING )
{
CSoundMediator::stopAndUnlockSfx(m_soundId);
m_soundId=NOT_PLAYING;
}
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}
/*****************************************************************************/
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/*** Think *******************************************************************/
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/*****************************************************************************/
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void CFXSteam::think(int _frames)
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{
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CFX::think(_frames);
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if (!DieOut)
{ // Replace Head
DVECTOR Vel=BaseVel;
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if ( IsHorizontal )
{
Vel.vy+=getRndRange(3)-1;
}
else
{
Vel.vx+=getRndRange(3)-1;
}
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sList &Head=moveHead();
Head.Ofs=Vel;
Head.Vel=Vel;
Head.Frame=FRM__SMOKE;
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Head.Shade=DefShadeBase;
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Head.Scale=ScaleInc;
Head.Angle=getRndRange(ONE);
}
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// Move em all
int Head=HeadIdx;
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int TotalLife=0;
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for (int i=0; i<ListCount; i++)
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{
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sList &ThisElem=List[Head];
Head++;
Head&=LIST_SIZE-1;
ThisElem.Ofs.vx+=ThisElem.Vel.vx;
ThisElem.Ofs.vy+=ThisElem.Vel.vy;
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ThisElem.Angle+=DefAngleInc;
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ThisElem.Angle&=4095;
ThisElem.Scale+=ScaleInc;
ThisElem.Shade-=ShadeDec;
if (ThisElem.Shade<0) ThisElem.Shade=0;
TotalLife+=ThisElem.Shade;
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}
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if(m_soundId==NOT_PLAYING)
{
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m_soundId=CSoundMediator::playSfx( CSoundMediator::SFX_HAZARD__STEAM,true,true);
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}
else
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{
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if(!CSoundMediator::isSfxStillPlaying(m_soundId))
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{
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CSoundMediator::stopAndUnlockSfx(m_soundId);
m_soundId=NOT_PLAYING;
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}
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}
if (DieOut && TotalLife==0)
{
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setToShutdown();
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}
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}
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