/*********************/ /*** FX Base Class ***/ /*********************/ #ifndef __FX_FX_HEADER__ #define __FX_FX_HEADER__ #include "thing/thing.h" /*****************************************************************************/ class SpriteBank; class CFX : public CFXThing { public: enum FX_TYPE { FX_TYPE_JELLYFISH_LEGS, FX_TYPE_FALLINGTILE, FX_TYPE_BUBBLE, FX_TYPE_BUBBLE_WATER, FX_TYPE_BUBBLE_ACID, FX_TYPE_BUBBLE_LAVA, FX_TYPE_BUBBLE_OIL, FX_TYPE_LIGHTNING_BOLT, FX_TYPE_LIGHTNING_SHEET, FX_TYPE_LIGHTNING_BLAST, FX_TYPE_LIGHTNING_RADIAL, FX_TYPE_LIGHTNING_PROJECTILE, FX_TYPE_SHOCKWAVE, FX_TYPE_DAZE, FX_TYPE_DROP, FX_TYPE_DROP_WATER, FX_TYPE_DROP_ACID, FX_TYPE_DROP_LAVA, FX_TYPE_DROP_OIL, FX_TYPE_SPLASH, FX_TYPE_SPLASH_WATER, FX_TYPE_SPLASH_ACID, FX_TYPE_SPLASH_LAVA, FX_TYPE_SPLASH_OIL, FX_TYPE_CASCADE, FX_TYPE_CASCADE_SPLASH, FX_TYPE_FIREBALL, FX_TYPE_STEAM, FX_TYPE_SMOKE, FX_TYPE_GAS, FX_TYPE_FLAMES, FX_TYPE_EXPLODE, FX_TYPE_DEBRIS, }; 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 void init(); virtual void init(DVECTOR const &Pos){}; virtual void shutdown(); virtual void think(int _frames); virtual void render(); virtual int canCollide() {return false;} virtual void SetOtPos(int Ot) {OtPos=Ot;} virtual void setDie() {DieOut=true;} virtual void setLife(int L) {Life=L;} protected: SpriteBank *m_spriteBank; s32 OtPos; u8 DieOut; s16 Life; }; /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void TestFX(DVECTOR Pos); #endif