This commit is contained in:
Daveo 2001-06-19 21:19:01 +00:00
parent 662cc8b305
commit abd972b38a
17 changed files with 341 additions and 426 deletions

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@ -169,14 +169,14 @@ fx_src := fx \
fxbaseanim \
fxbasetrail \
fxbaseemitter \
fxattachanim \
fxbubble \
fxthwack \
fxnrgbar \
fxjfish \
fxfallingtile \
fxsteam \
fxlaser
fxlaser \
fxgeyser
projectl_src := projectl \
prnpc \

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@ -162,7 +162,7 @@ SFX_GFX := +smoke.bmp \
+splash001.bmp +splash002.bmp +splash003.bmp +splash004.bmp +splash005.bmp +splash006.bmp \
+fire01.bmp +fire02.bmp +fire03.bmp +fire04.bmp +fire05.bmp +fire06.bmp +fire07.bmp +fire08.bmp\
+drip.bmp +bubblepop.bmp \
+Gush000.bmp +Gush001.bmp +Gush002.bmp +Gush003.bmp \
+Gush000.bmp +Gush001.bmp +Gush002.bmp +Gush003.bmp +GushBase.bmp \
+leg.bmp +thwack.bmp +lightning1.bmp +lightning2.bmp
SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE))

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@ -10,6 +10,8 @@
#include <sprites.h>
#include "level\level.h"
#include "gfx\otpos.h"
#include "player\player.h"
#include "FX\FX.h"
#include "FX\FXjfish.h"
@ -17,13 +19,13 @@
#include "FX\FXBaseAnim.h"
#include "FX\FXBaseEmitter.h"
#include "FX\FXAttachAnim.h"
#include "FX\FXLaser.h"
#include "FX\FXThwack.h"
#include "FX\FXBubble.h"
#include "FX\FXfallingTile.h"
#include "FX\FXSteam.h"
#include "FX\FXGeyser.h"
#include "FX\FXNrgBar.h"
@ -32,197 +34,49 @@
/*****************************************************************************/
// Anim Data
CFXBaseAnim::sFXAnim FXWaterSplashData=
CFX::sFXRGB CFX::FXRGBTable[CFX::FX_RGB_MAX]=
{
ONE,
FRM__SPLASH001,FRM__SPLASH006,
1,
127,127,255,
0,
{0,0},
CFX::FX_TYPE_NONE
{127,127,255}, // Water
{127,255,127}, // Acid
{255, 0, 0}, // Lava
{ 64, 64, 64}, // Oil
};
CFXBaseAnim::sFXAnim FXAcidSplashData=
CFX::sFXRGB FXRgbWater={127,127,255};
/*****************************************************************************/
CFXBaseAnim::sFXBaseData FXDropBaseData=
{
ONE,
FRM__SPLASH001,FRM__SPLASH006,
1,
127,255,127,
0,
{0,0},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXLavaSplashData=
{
ONE,
FRM__SPLASH001,FRM__SPLASH006,
1,
255,0,0,
0,
{0,0},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXOilSplashData=
{
ONE,
FRM__SPLASH001,FRM__SPLASH006,
1,
64,64,64,
0,
{0,0},
CFX::FX_TYPE_EXPLODE,
FRM__DRIP,FRM__DRIP,1,
FX_FLAG_LOOP | FX_FLAG_COLLIDE_KILL | FX_FLAG_HAS_GRAVITY | FX_FLAG_NO_THINK_KILL,
};
CFXBaseAnim::sFXAnim FXExplodeData=
CFXBaseAnim::sFXBaseData FXSplashBaseData=
{
ONE,
FRM__EXPLOSION0001,FRM__EXPLOSION0006,
1,
127,127,127,
0,
{0,0},
CFX::FX_TYPE_NONE
FRM__SPLASH001,FRM__SPLASH006,1,
FX_FLAG_NO_THINK_KILL,
};
CFXBaseAnim::sFXAnim FXFireData=
CFXBaseAnim::sFXBaseData FXExplodeBaseData=
{
ONE,
FRM__FIRE01,FRM__FIRE08,
1,
127,127,127,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_TRANS,
{0,0},
CFX::FX_TYPE_NONE
FRM__EXPLOSION0001,FRM__EXPLOSION0006,1,
FX_FLAG_NO_THINK_KILL,
};
CFXBaseAnim::sFXAnim FXWaterDripData=
CFXBaseAnim::sFXBaseData FXFireBaseData=
{
ONE,
FRM__DRIP,FRM__DRIP,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
{0,1},
CFX::FX_TYPE_SPLASH_WATER
FRM__FIRE01,FRM__FIRE08,1,
FX_FLAG_LOOP | FX_FLAG_TRANS,
};
CFXBaseAnim::sFXAnim FXAcidDripData=
CFXBaseAnim::sFXBaseData FXBubbleBaseData=
{
ONE,
FRM__DRIP,FRM__DRIP,
1,
127,255,127,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY | CFXBaseAnim::FXANIM_FLAG_INJURE_PLAYER,
{0,1},
CFX::FX_TYPE_SPLASH_ACID
};
CFXBaseAnim::sFXAnim FXLavaDripData=
{
ONE,
FRM__DRIP,FRM__DRIP,
1,
255,127,127,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY | CFXBaseAnim::FXANIM_FLAG_INJURE_PLAYER,
{0,1},
CFX::FX_TYPE_SPLASH_LAVA
};
CFXBaseAnim::sFXAnim FXOilDripData=
{
ONE,
FRM__DRIP,FRM__DRIP,
1,
64,64,64,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY | CFXBaseAnim::FXANIM_FLAG_INJURE_PLAYER,
{0,1},
CFX::FX_TYPE_SPLASH_OIL
};
// Bubble
CFXBaseAnim::sFXAnim FXBubbleWaterData=
{
ONE,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXBubbleAcidData=
{
ONE,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
0,255,0,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXBubbleLavaData=
{
ONE,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
255,0,0,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXBubbleOilData=
{
ONE,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
32,32,32,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXWaterFountainData=
{
ONE,
FRM__GUSH000,FRM__GUSH003,
3,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP,
{0,0},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXAcidFountainData=
{
ONE,
FRM__GUSH000,FRM__GUSH002,
3,
0,255,0,
CFXBaseAnim::FXANIM_FLAG_LOOP,
{0,0},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXLavaFountainData=
{
ONE,
FRM__GUSH000,FRM__GUSH002,
3,
255,0,0,
CFXBaseAnim::FXANIM_FLAG_LOOP,
{0,0},
CFX::FX_TYPE_NONE
};
CFXBaseAnim::sFXAnim FXOilFountainData=
{
ONE,
FRM__GUSH000,FRM__GUSH002,
3,
32,32,32,
CFXBaseAnim::FXANIM_FLAG_LOOP,
{0,0},
CFX::FX_TYPE_NONE
FRM__BUBBLE_2,FRM__BUBBLE_2,1,
FX_FLAG_LOOP | FX_FLAG_COLLIDE_KILL | FX_FLAG_NO_THINK_KILL,
};
/*****************************************************************************/
/*
CFXLaser *TestFXPtr=0;
void TestFX(DVECTOR Pos,CThing *Parent)
{
@ -230,7 +84,6 @@ void TestFX(DVECTOR Pos,CThing *Parent)
{
TestFXPtr=(CFXLaser*)CFX::Create(CFX::FX_TYPE_LASER,Parent);
// TestFXPtr->setLife(32);
// TestFXPtr->setRelativeToMap(false);
// TestFXPtr=0;
}
else
@ -239,27 +92,18 @@ void TestFX(DVECTOR Pos,CThing *Parent)
TestFXPtr=0;
}
}
*/
/*****************************************************************************/
/*
int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_LASER;
int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_GEYSER_WATER;
#include "game\game.h"
int OX=32;
int OY=32;
void TestFX(DVECTOR Pos,CThing *Parent)
{
CFXLaser *FX=(CFXLaser*)CFX::Create((CFX::FX_TYPE)FXType,Pos);
CFX::Create((CFX::FX_TYPE)FXType,Pos);
// FX->setOrigin(Pos);
Pos.vx+=OX;
Pos.vy+=OY;
FX->setTarget(Pos);
// Parent->addChild(FX);
// TestFXPtr->setLife(32);
// CGameScene::dropHealth(Pos,0,0);
}
*/
/*****************************************************************************/
CFX *CFX::Create(const FX_TYPE Type)
{
@ -272,115 +116,137 @@ CFX *NewFX;
case FX_TYPE_NONE:
ASSERT(!"FX NONE CANT BE CREATED!");
break;
case FX_TYPE_FALLINGTILE:
NewFX=new ("FXFalling Tile") CFXFallingTile();
break;
case FX_TYPE_STEAM:
NewFX=new ("FXSteam") CFXSteam();
break;
case FX_TYPE_SPLASH_WATER:
NewFX=new ("FXWaterSplash") CFXBaseAnim();
NewFX->setData(&FXWaterSplashData);
break;
case FX_TYPE_SPLASH_ACID:
NewFX=new ("FXAcidSplash") CFXBaseAnim();
NewFX->setData(&FXAcidSplashData);
break;
case FX_TYPE_SPLASH_LAVA:
NewFX=new ("FXLavaSplash") CFXBaseAnim();
NewFX->setData(&FXLavaSplashData);
break;
case FX_TYPE_SPLASH_OIL:
NewFX=new ("FXOilSplash") CFXBaseAnim();
NewFX->setData(&FXOilSplashData);
break;
case FX_TYPE_EXPLODE:
NewFX=new ("FXExplode") CFXBaseAnim();
NewFX->setData(&FXExplodeData);
break;
case FX_TYPE_FLAMES:
NewFX=new ("FXFlames") CFXBaseAnim();
NewFX->setData(&FXFireData);
break;
case FX_TYPE_DROP_WATER:
NewFX=new ("FXWaterDrip") CFXBaseAnim();
NewFX->setData(&FXWaterDripData);
NewFX->setBaseData(&FXDropBaseData);
NewFX->setRGB(FX_RGB_WATER);
NewFX->setAfterEffect(CFX::FX_TYPE_SPLASH_WATER);
break;
case FX_TYPE_DROP_ACID:
NewFX=new ("FXAcidDrip") CFXBaseAnim();
NewFX->setData(&FXAcidDripData);
NewFX->setBaseData(&FXDropBaseData);
NewFX->setRGB(FX_RGB_ACID);
NewFX->setAfterEffect(CFX::FX_TYPE_SPLASH_ACID);
break;
case FX_TYPE_DROP_LAVA:
NewFX=new ("FXLavaDrip") CFXBaseAnim();
NewFX->setData(&FXLavaDripData);
NewFX->setBaseData(&FXDropBaseData);
NewFX->setRGB(FX_RGB_LAVA);
NewFX->setAfterEffect(CFX::FX_TYPE_SPLASH_LAVA);
break;
case FX_TYPE_DROP_OIL:
NewFX=new ("FXOilDrip") CFXBaseAnim();
NewFX->setData(&FXOilDripData);
NewFX->setBaseData(&FXDropBaseData);
NewFX->setRGB(FX_RGB_OIL);
NewFX->setAfterEffect(CFX::FX_TYPE_SPLASH_OIL);
break;
case FX_TYPE_SPLASH_WATER:
NewFX=new ("FXWaterSplash") CFXBaseAnim();
NewFX->setBaseData(&FXSplashBaseData);
NewFX->setRGB(FX_RGB_WATER);
break;
case FX_TYPE_SPLASH_ACID:
NewFX=new ("FXAcidSplash") CFXBaseAnim();
NewFX->setBaseData(&FXSplashBaseData);
NewFX->setRGB(FX_RGB_ACID);
break;
case FX_TYPE_SPLASH_LAVA:
NewFX=new ("FXLavaSplash") CFXBaseAnim();
NewFX->setBaseData(&FXSplashBaseData);
NewFX->setRGB(FX_RGB_LAVA);
break;
case FX_TYPE_SPLASH_OIL:
NewFX=new ("FXOilSplash") CFXBaseAnim();
NewFX->setBaseData(&FXSplashBaseData);
NewFX->setRGB(FX_RGB_OIL);
NewFX->setAfterEffect(CFX::FX_TYPE_EXPLODE);
break;
case FX_TYPE_BUBBLE_WATER:
NewFX=new ("FXBubbleWater") CFXBubble();
NewFX->setData(&FXBubbleWaterData);
NewFX->setBaseData(&FXBubbleBaseData);
NewFX->setRGB(FX_RGB_WATER);
break;
case FX_TYPE_BUBBLE_ACID:
NewFX=new ("FXBubbleAcid") CFXBubble();
NewFX->setData(&FXBubbleAcidData);
NewFX->setBaseData(&FXBubbleBaseData);
NewFX->setRGB(FX_RGB_ACID);
break;
case FX_TYPE_BUBBLE_LAVA:
NewFX=new ("FXBubbleLava") CFXBubble();
NewFX->setData(&FXBubbleLavaData);
NewFX->setBaseData(&FXBubbleBaseData);
NewFX->setRGB(FX_RGB_LAVA);
break;
case FX_TYPE_BUBBLE_OIL:
NewFX=new ("FXBubbleOil") CFXBubble();
NewFX->setData(&FXBubbleOilData);
NewFX->setBaseData(&FXBubbleBaseData);
NewFX->setRGB(FX_RGB_OIL);
break;
case FX_TYPE_FOUNTAIN_WATER:
NewFX=new ("FXWaterFountain") CFXAttachAnim();
NewFX->setData(&FXWaterFountainData);
case FX_TYPE_GEYSER_WATER:
NewFX=new ("FXWaterGEYSER") CFXGeyser();
NewFX->setRGB(FX_RGB_WATER);
break;
case FX_TYPE_FOUNTAIN_ACID:
NewFX=new ("FXAcidFountain") CFXAttachAnim();
NewFX->setData(&FXAcidFountainData);
case FX_TYPE_GEYSER_ACID:
NewFX=new ("FXAcidGEYSER") CFXGeyser();
NewFX->setRGB(FX_RGB_ACID);
break;
case FX_TYPE_FOUNTAIN_LAVA:
NewFX=new ("FXLavaFountain") CFXAttachAnim();
NewFX->setData(&FXLavaFountainData);
case FX_TYPE_GEYSER_LAVA:
NewFX=new ("FXLavaGEYSER") CFXGeyser();
NewFX->setRGB(FX_RGB_LAVA);
break;
case FX_TYPE_FOUNTAIN_OIL:
NewFX=new ("FXOilFountain") CFXAttachAnim();
NewFX->setData(&FXOilFountainData);
case FX_TYPE_GEYSER_OIL:
NewFX=new ("FXOilGEYSER") CFXGeyser();
NewFX->setRGB(FX_RGB_OIL);
break;
case FX_TYPE_THWACK:
NewFX=new ("FXThwack") CFXThwack();
break;
case FX_TYPE_NRG_BAR:
NewFX=new ("NRG Bar") CFXNRGBar();
case FX_TYPE_LIGHTNING_BOLT:
ASSERT(!"FX_TYPE_LIGHTNING_BOLT");
break;
case FX_TYPE_STEAM:
NewFX=new ("FXSteam") CFXSteam();
break;
case FX_TYPE_SMOKE:
ASSERT(!"FX_TYPE_SMOKE");
break;
case FX_TYPE_GAS:
ASSERT(!"FX_TYPE_GAS");
break;
case FX_TYPE_FLAMES:
NewFX=new ("FXFlames") CFXBaseAnim();
NewFX->setBaseData(&FXFireBaseData);
break;
case FX_TYPE_JELLYFISH_LEGS:
NewFX=new ("JellyFish Legs") CFXJellyFishLegs();
break;
case FX_TYPE_FALLINGTILE:
NewFX=new ("FXFalling Tile") CFXFallingTile();
break;
case FX_TYPE_EXPLODE:
NewFX=new ("FXExplode") CFXBaseAnim();
NewFX->setBaseData(&FXExplodeBaseData);
break;
case FX_TYPE_NRG_BAR:
NewFX=new ("NRG Bar") CFXNRGBar();
break;
case FX_TYPE_LASER:
NewFX=new ("FX Laser") CFXLaser();
break;
case FX_TYPE_LIGHTNING_BOLT:
case FX_TYPE_DAZE:
case FX_TYPE_SMOKE:
case FX_TYPE_GAS:
default:
ASSERT(!"UNKNOWN FX TYPE");
return NULL;
}
NewFX->setThingSubType(Type);
return NewFX;
}
NewFX->setThingSubType(Type);
return NewFX;
}
/*****************************************************************************/
@ -412,9 +278,8 @@ void CFX::init()
{
CFXThing::init();
OtPos=OTPOS__ACTOR_POS;
RelativeToMap=true;
Life=-1; // Set to immortal
IsVisible=true;
Flags=0;
Velocity.vx=Velocity.vy=0;
}
/*****************************************************************************/
@ -424,6 +289,13 @@ void CFX::init(DVECTOR const &_Pos)
Pos=_Pos;
}
/*****************************************************************************/
void CFX::setBaseData(void *Data)
{
setRGB(127,127,127);
AfterEffect=FX_TYPE_NONE;
}
/*****************************************************************************/
void CFX::shutdown()
{
@ -444,8 +316,40 @@ void CFX::think(int _frames)
}
}
if (Flags & FX_FLAG_HAS_GRAVITY)
{
Velocity.vy++;
}
Pos.vx+=Velocity.vx;
Pos.vy+=Velocity.vy;
if (Flags & FX_FLAG_COLLIDE_KILL)
{
CLayerCollision *ColLayer=CGameScene::getCollision();
int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
if (DistY<=0)
{
Pos.vy-=DistY;
killFX();
}
}
}
/*****************************************************************************/
void CFX::killFX()
{
setToShutdown();
// If has follow on effect, create it now
if (AfterEffect!=CFX::FX_TYPE_NONE && canThink())
{
CFX::Create((CFX::FX_TYPE)AfterEffect,getPos());
}
}
/*****************************************************************************/
void CFX::render()
{
@ -458,13 +362,13 @@ bool CFX::getFXParentPos(DVECTOR &Pos)
CThing *Parent=getParent();
if (!Parent) return(false);
if (RelativeToMap)
if (Flags & FX_FLAG_SCREEN_FX)
{
Pos=Parent->getPos();
Pos=getPos();
}
else
{
Pos=getPos();
Pos=Parent->getPos();
}
return(true);
}
@ -472,18 +376,36 @@ CThing *Parent=getParent();
/*****************************************************************************/
void CFX::getFXRenderPos(DVECTOR &Pos)
{
if (RelativeToMap)
if (Flags & FX_FLAG_SCREEN_FX)
{
CFX::render();
Pos=getRenderPos();
Pos=getPos();
}
else
{
Pos=getPos();
CFX::render();
Pos=getRenderPos();
}
}
/*****************************************************************************/
void CFX::collidedWith(CThing *_thisThing)
{
ASSERT(canCollide());
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
if ( !player->isRecoveringFromHit() )
{
player->takeDamage( DAMAGE__HIT_ENEMY );
}
break;
}
default:
break;
}
}

View File

@ -8,6 +8,19 @@
#include "thing/thing.h"
/*****************************************************************************/
enum FX_FLAG
{
FX_FLAG_LOOP =1<<0,
FX_FLAG_COLLIDE_KILL =1<<1,
FX_FLAG_HAS_GRAVITY =1<<2,
FX_FLAG_INJURE_PLAYER =1<<3,
FX_FLAG_TRANS =1<<4,
FX_FLAG_NO_THINK_KILL =1<<13,
FX_FLAG_HIDDEN =1<<14,
FX_FLAG_SCREEN_FX =1<<15,
};
class CFX : public CFXThing
{
public:
@ -15,6 +28,11 @@ public:
{
FX_TYPE_NONE=0,
FX_TYPE_DROP_WATER,
FX_TYPE_DROP_ACID,
FX_TYPE_DROP_LAVA,
FX_TYPE_DROP_OIL,
FX_TYPE_SPLASH_WATER,
FX_TYPE_SPLASH_ACID,
FX_TYPE_SPLASH_LAVA,
@ -25,22 +43,14 @@ public:
FX_TYPE_BUBBLE_LAVA,
FX_TYPE_BUBBLE_OIL,
FX_TYPE_DROP_WATER,
FX_TYPE_DROP_ACID,
FX_TYPE_DROP_LAVA,
FX_TYPE_DROP_OIL,
FX_TYPE_FOUNTAIN_WATER,
FX_TYPE_FOUNTAIN_ACID,
FX_TYPE_FOUNTAIN_LAVA,
FX_TYPE_FOUNTAIN_OIL,
FX_TYPE_GEYSER_WATER,
FX_TYPE_GEYSER_ACID,
FX_TYPE_GEYSER_LAVA,
FX_TYPE_GEYSER_OIL,
FX_TYPE_THWACK,
FX_TYPE_LIGHTNING_BOLT,
FX_TYPE_SHOCKWAVE,
FX_TYPE_DAZE,
FX_TYPE_STEAM,
FX_TYPE_SMOKE,
FX_TYPE_GAS,
@ -58,36 +68,65 @@ public:
MAX_SUBTYPE =FX_TYPE_MAX,
};
struct sFXRGB
{
u8 R,G,B;
};
enum FX_RGB
{
FX_RGB_WATER,
FX_RGB_ACID,
FX_RGB_LAVA,
FX_RGB_OIL,
FX_RGB_MAX
};
static CFX *Create(const FX_TYPE Type);
static CFX *Create(const FX_TYPE Type,CThing *Parent);
static CFX *Create(const FX_TYPE Type,DVECTOR const &Pos);
virtual bool alwaysThink() {return(!RelativeToMap);}
virtual void leftThinkZone(int _frames) {killFX();}
virtual bool alwaysThink() {return(Flags & FX_FLAG_SCREEN_FX);}
virtual void leftThinkZone(int _frames) {if (Flags & FX_FLAG_NO_THINK_KILL) killFX();}
virtual void init();
virtual void init(DVECTOR const &Pos);
virtual void shutdown();
virtual void think(int _frames);
virtual void render();
virtual void setData(void *Data){};
virtual int canCollide() {return false;}
virtual int canCollide() {return(Flags & FX_FLAG_INJURE_PLAYER);}
virtual void SetOtPos(int Ot) {OtPos=Ot;}
virtual void setLife(int L) {Life=L;}
virtual void setRelativeToMap(bool f) {RelativeToMap=f;}
virtual void getFXRenderPos(DVECTOR &Pos);
virtual bool getFXParentPos(DVECTOR &Pos);
virtual void killFX() {setToShutdown();}
virtual void toggleVisible() {IsVisible = !IsVisible;}
virtual void killFX();
virtual void toggleVisible() {Flags ^=FX_FLAG_HIDDEN;}
protected:
virtual void collidedWith(CThing *_thisThing);
s32 OtPos;
s16 Life;
void collidedWith(CThing *_thisThing);
// Def Data
public:
virtual void setData(void *Data){}
virtual void setBaseData(void *Data);
void setRGB(u8 R,u8 G,u8 B) {RGB.R=R; RGB.G=G; RGB.B=B;}
void setRGB(sFXRGB &rgb) {setRGB(rgb.R,rgb.G,rgb.B);}
void setRGB(FX_RGB T) {setRGB(FXRGBTable[T]);}
void setAfterEffect(FX_TYPE Type) {AfterEffect=Type;}
//protected:
s16 Life;
u16 Flags;
sFXRGB RGB;
FX_TYPE AfterEffect;
DVECTOR Velocity;
s32 OtPos;
static sFXRGB FXRGBTable[FX_RGB_MAX];
bool RelativeToMap;
bool IsVisible;
};
/*****************************************************************************/

View File

@ -13,30 +13,34 @@
#include "level\layercollision.h"
#include "FX\FXBaseAnim.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
/*****************************************************************************/
void CFXBaseAnim::init(DVECTOR const &_Pos)
{
CFX::init(_Pos);
CurrentFrame=0;
CurrentScaleX=CurrentScaleY=DataPtr->Scale;
CurrentScaleX=CurrentScaleY=ONE;
CurrentHeading = 0;
MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
if (DataPtr->Flags & FXANIM_FLAG_LOOP)
{ // Looping Anim, so let it live forever!
MaxFrame=((BaseData->EndFrame-BaseData->StartFrame)<<BaseData->FrameShift)-1;
Flags|=BaseData->Flags;
renderFrame=BaseData->StartFrame;
if (Flags & FX_FLAG_LOOP)
{
Life=-1;
}
else
{
Life=MaxFrame;
}
}
VelY=0;
renderFrame=DataPtr->StartFrame;
/*****************************************************************************/
void CFXBaseAnim::setBaseData(void *Data)
{
CFX::setBaseData(Data);
BaseData=(sFXBaseData*)Data;
}
/*****************************************************************************/
@ -45,45 +49,20 @@ void CFXBaseAnim::init(DVECTOR const &_Pos)
void CFXBaseAnim::think(int _frames)
{
CFX::think(_frames);
CurrentFrame+=_frames;
if (CurrentFrame>=MaxFrame)
if (BaseData->StartFrame!=BaseData->EndFrame)
{
CurrentFrame=0;
}
Pos.vx+=DataPtr->Velocity.vx;
Pos.vy+=DataPtr->Velocity.vy+VelY;
// CurrentFrame+=_frames;
CurrentFrame+=1;
int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
renderFrame=DataPtr->StartFrame+ThisFrame;
if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
{
VelY++;
}
if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
{
CLayerCollision *ColLayer=CGameScene::getCollision();
int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
if (DistY<=0)
if (CurrentFrame>=MaxFrame)
{
Pos.vy-=DistY;
killFX();
CurrentFrame=0;
}
int ThisFrame=CurrentFrame>>BaseData->FrameShift;
renderFrame=BaseData->StartFrame+ThisFrame;
}
}
/*****************************************************************************/
void CFXBaseAnim::killFX()
{
setToShutdown();
// If has follow on effect, create it now
if (DataPtr->EndFX!=CFX::FX_TYPE_NONE && canThink())
{
CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
}
}
/*****************************************************************************/
@ -95,41 +74,14 @@ void CFXBaseAnim::render()
DVECTOR RenderPos;
getFXRenderPos(RenderPos);
if (!canRender() || !IsVisible) return;
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();
POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(renderFrame,RenderPos.vx,RenderPos.vy,CurrentScaleX,CurrentScaleY,CurrentHeading,OtPos);
setShadeTex(Ft4,0);
setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B);
setSemiTrans(Ft4,DataPtr->Flags & FXANIM_FLAG_TRANS);
setRGB0(Ft4,RGB.R,RGB.G,RGB.B);
setSemiTrans(Ft4,Flags & FX_FLAG_TRANS);
Frame=Ft4;
}
/*****************************************************************************/
void CFXBaseAnim::collidedWith(CThing *_thisThing)
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
if ( !player->isRecoveringFromHit() )
{
if ( DataPtr->Flags & FXANIM_FLAG_KILL_PLAYER )
{
player->takeDamage( DAMAGE__KILL_OUTRIGHT );
}
else if ( DataPtr->Flags & FXANIM_FLAG_INJURE_PLAYER )
{
player->takeDamage( DAMAGE__HIT_ENEMY );
}
}
break;
}
default:
break;
}
}

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@ -11,33 +11,17 @@
class CFXBaseAnim : public CFX
{
public:
struct sFXAnim
struct sFXBaseData
{
s16 Scale;
s16 StartFrame,EndFrame;
s16 FrameShift;
u8 R,G,B;
u8 Flags;
DVECTOR Velocity;
u16 EndFX;
};
enum FXAnim_Flags
{
FXANIM_FLAG_LOOP =1<<0,
FXANIM_FLAG_COLLIDE_KILL =1<<1,
FXANIM_FLAG_HAS_GRAVITY =1<<2,
FXANIM_FLAG_INJURE_PLAYER =1<<3,
FXANIM_FLAG_KILL_PLAYER =1<<4,
FXANIM_FLAG_TRANS =1<<5,
s16 StartFrame,EndFrame,FrameShift;
u16 Flags;
};
virtual void init(DVECTOR const &Pos);
virtual void think(int _frames);
virtual void render();
virtual void killFX();
virtual int canCollide() {return true;}
void setData(void *Data) {DataPtr=(sFXAnim*)Data;}
void setBaseData(void *Data);
virtual void SetScale(int S) {CurrentScaleX=CurrentScaleY=S;}
virtual void SetScaleX(int S) {CurrentScaleX=S;}
@ -45,11 +29,10 @@ virtual void SetScaleY(int S) {CurrentScaleY=S;}
virtual void SetHeading(int H) {CurrentHeading=H;}
protected:
virtual void collidedWith(CThing *_thisThing);
sFXAnim *DataPtr;
sFXBaseData *BaseData;
POLY_FT4 *Frame;
s16 VelY;
s16 MaxFrame;
s16 CurrentFrame;
u16 renderFrame;

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@ -42,7 +42,7 @@ bool hasParent=getFXParentPos(Pos);
/*****************************************************************************/
CFXBaseTrail::sList &CFXBaseTrail::moveHead()
{
if ( IsVisible )
if ( Flags & FX_FLAG_HIDDEN )
{
HeadIdx--;
if (HeadIdx<0) HeadIdx+=LIST_SIZE;

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@ -20,11 +20,10 @@ void CFXBubble::init(DVECTOR const &_Pos)
{
CFXBaseAnim::init(_Pos);
Life=32+getRndRange(63);
VelY=-getRndRange(4)-1;
CurrentScaleX=CurrentScaleY=getRndRange(DataPtr->Scale/2)+(DataPtr->Scale/2);
Velocity.vy=-(getRndRange(4)+1);
CurrentScaleX=CurrentScaleY=getRndRange(ONE/2)+(ONE/2);
Die=0;
XIdx=getRnd()&15;
}
/*****************************************************************************/
@ -55,7 +54,6 @@ void CFXBubble::think(int _frames)
/*****************************************************************************/
void CFXBubble::killFX()
{
Die=1;
}

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@ -11,56 +11,75 @@
#include "level\level.h"
#include "game\game.h"
#include "FX\FXBaseAnim.h"
#include "FX\FXAttachAnim.h"
#include "FX\FXGeyser.h"
int MaxHeight=128;
int GeyserSpeed=4;
/*****************************************************************************/
void CFXAttachAnim::init(DVECTOR const &_Pos)
void CFXGeyser::init(DVECTOR const &_Pos)
{
CFXBaseAnim::init(_Pos);
CFX::init(_Pos);
Height=TargetHeight=8;
currentFrame=FRM__GUSH000;
}
/*****************************************************************************/
void CFXAttachAnim::thing(int Frames)
void CFXGeyser::think(int Frames)
{
CFXBaseAnim::think(Frames);
CThing *Parent=getParent();
CFX::think(Frames);
int HDiff=TargetHeight-Height;
Height+=(HDiff+1)/2;
if (Parent)
currentFrame++;
if (currentFrame>FRM__GUSH003)
{
Pos2=Parent->getRenderPos();
currentFrame=FRM__GUSH000;
}
else
{
}
TargetHeight=MaxHeight;
}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXAttachAnim::render()
void CFXGeyser::render()
{
CFXBaseAnim::render();
DVECTOR RenderPos;
POLY_FT4 *Ft4;
SpriteBank *SprBank=CGameScene::getSpriteBank();
CThing *Parent=getParent();
getFXRenderPos(RenderPos);
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
int FrameW=Frame->x1-Frame->x0;
int HalfW=FrameW>>1;
// is it attached to a platform?
if (Parent)
{ // yes, so get pos, and return
Height=RenderPos.vy-Parent->getRenderPos().vy;
}
else
{
int HDiff=TargetHeight-Height;
Height+=(HDiff+(GeyserSpeed-1))/GeyserSpeed;
}
Frame->x0=Pos2.vx-HalfW;
Frame->y0=Pos2.vy;
Frame->x1=Pos2.vx+HalfW;
Frame->y1=Pos2.vy;
// top
Ft4=SprBank->printFT4(currentFrame,RenderPos.vx,RenderPos.vy-Height,0,0,OtPos);
setShadeTex(Ft4,0);
setRGB0(Ft4,RGB.R,RGB.G,RGB.B);
setSemiTrans(Ft4,Flags & FX_FLAG_TRANS);
int BY=Frame->y2-Frame->y0;
// setCollisionCentreOffset(0,BY>>1);
setCollisionSize(FrameW,BY*2);
int FrameW=Ft4->x1-Ft4->x0;
setCollisionCentreOffset(FrameW>>1,-Height/2);
setCollisionCentreOffset(0,-Height/2);
setCollisionSize(FrameW,Height);
// Base
Ft4=SprBank->printFT4(FRM__GUSHBASE,RenderPos.vx,RenderPos.vy,0,0,OtPos);
setShadeTex(Ft4,0);
setRGB0(Ft4,RGB.R,RGB.G,RGB.B);
setSemiTrans(Ft4,Flags & FX_FLAG_TRANS);
Ft4->y0=Ft4->y2-Height;
Ft4->y1=Ft4->y3-Height;
Ft4->v2--; Ft4->v3--;
}

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@ -2,22 +2,23 @@
/*** Anim Base Class ***/
/***********************/
#ifndef __FX_FX_ATTACH_ANIM_HEADER__
#define __FX_FX_ATTACH_ANIM_HEADER__
#ifndef __FX_FX_GEYSER_HEADER__
#define __FX_FX_GEYSER_HEADER__
#include "fx/fx.h"
#include "fx/fxbaseAnim.h"
/*****************************************************************************/
class CFXAttachAnim : public CFXBaseAnim
class CFXGeyser : public CFX
{
public:
virtual void init(DVECTOR const &Pos);
virtual void thing(int Frames);
virtual void think(int Frames);
virtual void render();
protected:
DVECTOR Pos2;
s16 TargetHeight,Height;
u16 currentFrame;
};
#endif

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@ -61,7 +61,7 @@ DVECTOR renderPos0,renderPos1;
sOT *ThisOT=OtPtr+OtPos;
getFXRenderPos(renderPos0);
if (!canRender() || !IsVisible) return;
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
calcRenderPos(Target,renderPos1);
renderPos0.vx+=Offset.vx;

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@ -35,7 +35,7 @@ void CFXThwack::render()
DVECTOR RenderPos;
getFXRenderPos(RenderPos);
if (!canRender() || !IsVisible) return;
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();
POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(FRM__THWACK,RenderPos.vx,RenderPos.vy,Scale,Scale,Angle,OtPos);

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@ -19,7 +19,7 @@
#include "utils\utils.h"
#endif
#include "fx\fxattachAnim.h"
#include "fx\fxgeyser.h"
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const int DodgyFXOffset=16;
@ -30,11 +30,12 @@ void CNpcGeyserPlatform::postInit()
m_isFiring = false;
m_state = GEYSER_READY;
// Add fountain stuff
// Add GEYSER stuff
DVECTOR Pos=getPos();
Pos.vy+=DodgyFXOffset;
CThing *FX=CFX::Create(CFX::FX_TYPE_FOUNTAIN_OIL,Pos);
addChild(FX);
CThing *FX=CFX::Create(CFX::FX_TYPE_GEYSER_OIL,Pos);
addChild(FX);
}