/*********************/ /*** FX Base Class ***/ /*********************/ #include "system\global.h" #include #include "utils\utils.h" #include "gfx\prim.h" #include "gfx\sprbank.h" #include #include "level\level.h" #include "gfx\otpos.h" #include "player\player.h" #include "FX\FX.h" #include "FX\FXjfish.h" #include "FX\FXBaseTrail.h" #include "FX\FXBaseAnim.h" //#include "FX\FXBaseEmitter.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\FXSmoke.h" #include "FX\FXNrgBar.h" #include "FX\FXTVExplode.h" /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ // Anim Data CFX::sFXRGB CFX::FXRGBTable[CFX::FX_RGB_MAX]= { {127,127,255}, // Water {127,255,127}, // Acid {255, 0, 0}, // Lava { 64, 64, 64}, // Oil }; CFX::sFXRGB FXRgbWater={127,127,255}; /*****************************************************************************/ CFXBaseAnim::sFXBaseData FXDropBaseData= { FRM__DRIP,FRM__DRIP,1, FX_FLAG_LOOP | FX_FLAG_COLLIDE_KILL | FX_FLAG_HAS_GRAVITY | FX_FLAG_NO_THINK_KILL, 0,CSoundMediator::SFX_HAZARD__ACID_DROP, }; CFXBaseAnim::sFXBaseData FXSplashBaseData= { FRM__SPLASH001,FRM__SPLASH006,1, FX_FLAG_NO_THINK_KILL, 0,0, }; CFXBaseAnim::sFXBaseData FXExplodeBaseData= { FRM__EXPLOSION0001,FRM__EXPLOSION0008,1, FX_FLAG_NO_THINK_KILL, CSoundMediator::SFX_HAZARD__FIREBALL_LAND,0, }; CFXBaseAnim::sFXBaseData FXFireBaseData= { FRM__FIRE01,FRM__FIRE08,1, FX_FLAG_LOOP | FX_FLAG_TRANS, 0,0, }; CFXBaseAnim::sFXBaseData FXBubbleBaseData= { FRM__BUBBLE_2,FRM__BUBBLE_2,1, FX_FLAG_LOOP | FX_FLAG_COLLIDE_KILL | FX_FLAG_NO_THINK_KILL | FX_FLAG_HAS_LIFE, 0,0, }; /*****************************************************************************/ /* CFXLaser *TestFXPtr=0; void TestFX(DVECTOR Pos,CThing *Parent) { if (!TestFXPtr) { TestFXPtr=(CFXLaser*)CFX::Create(CFX::FX_TYPE_LASER,Parent); // TestFXPtr->setLife(32); // TestFXPtr=0; } else { TestFXPtr->killFX(); TestFXPtr=0; } } */ /*****************************************************************************/ int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_TV_EXPLODE; #include "game\game.h" void TestFX(DVECTOR Pos,CThing *Parent) { Pos.vy-=16*8; CFX::Create((CFX::FX_TYPE)FXType,Pos); // CFX::Create((CFX::FX_TYPE)FXType,Parent); } /*****************************************************************************/ CFX *CFX::Create(const FX_TYPE Type) { CFX *NewFX; NewFX = (CFX*)CThingManager::GetThing(CThing::TYPE_FX,Type); if (!NewFX) switch(Type) { case FX_TYPE_NONE: ASSERT(!"FX NONE CANT BE CREATED!"); break; case FX_TYPE_BASE_ANIM: NewFX=new ("FXBaseAnim") CFXBaseAnim(); break; case FX_TYPE_DROP_WATER: NewFX=new ("FXWaterDrip") CFXBaseAnim(); 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->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->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->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->setBaseData(&FXBubbleBaseData); NewFX->setRGB(FX_RGB_WATER); break; case FX_TYPE_BUBBLE_ACID: NewFX=new ("FXBubbleAcid") CFXBubble(); NewFX->setBaseData(&FXBubbleBaseData); NewFX->setRGB(FX_RGB_ACID); break; case FX_TYPE_BUBBLE_LAVA: NewFX=new ("FXBubbleLava") CFXBubble(); NewFX->setBaseData(&FXBubbleBaseData); NewFX->setRGB(FX_RGB_LAVA); break; case FX_TYPE_BUBBLE_OIL: NewFX=new ("FXBubbleOil") CFXBubble(); NewFX->setBaseData(&FXBubbleBaseData); NewFX->setRGB(FX_RGB_OIL); break; case FX_TYPE_GEYSER_WATER: NewFX=new ("FXWaterGEYSER") CFXGeyser(); NewFX->setRGB(FX_RGB_WATER); break; case FX_TYPE_GEYSER_ACID: NewFX=new ("FXAcidGEYSER") CFXGeyser(); NewFX->setRGB(FX_RGB_ACID); break; case FX_TYPE_GEYSER_LAVA: NewFX=new ("FXLavaGEYSER") CFXGeyser(); NewFX->setRGB(FX_RGB_LAVA); break; 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_LIGHTNING_BOLT: ASSERT(!"FX_TYPE_LIGHTNING_BOLT"); break; case FX_TYPE_STEAM: NewFX=new ("FXSteam") CFXSteam(); 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_SMOKE: NewFX=new ("FXSmoke") CFXSmoke(); break; case FX_TYPE_SMOKE_PUFF: NewFX=new ("FXSmokePuff") CFXSmokePuff(); 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_TV_EXPLODE: NewFX=new ("FX TVExplode") CFXTVExplode(); break; default: ASSERT(!"UNKNOWN FX TYPE"); return NULL; } NewFX->setThingSubType(Type); return NewFX; } /*****************************************************************************/ CFX *CFX::Create(const FX_TYPE Type,CThing *Parent) { CFX *NewFX=CFX::Create(Type); NewFX->init(Parent->getPos()); ASSERT(Parent); Parent->addChild(NewFX); return NewFX; } /*****************************************************************************/ CFX *CFX::Create(const FX_TYPE Type,DVECTOR const &Pos) { CFX *NewFX=CFX::Create(Type); NewFX->init(Pos); return NewFX; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CFX::init() { CFXThing::init(); OtPos=OTPOS__ACTOR_POS; Flags=0; Velocity.vx=Velocity.vy=0; m_soundId = NOT_PLAYING; EndSnd=0; } /*****************************************************************************/ void CFX::init(DVECTOR const &_Pos) { init(); Pos=_Pos; } /*****************************************************************************/ void CFX::setBaseData(void *Data) { setRGB(127,127,127); AfterEffect=FX_TYPE_NONE; } /*****************************************************************************/ void CFX::shutdown() { CFXThing::shutdown(); } /*****************************************************************************/ void CFX::think(int _frames) { CThing *Parent=getParent(); if (Parent) { Pos=Parent->getPos(); } CFXThing::think(_frames); if (Flags & FX_FLAG_HAS_LIFE) { Life-=_frames; if (Life<=0) { killFX(); } } if (Flags & FX_FLAG_HAS_GRAVITY) { Velocity.vy++; } Pos.vx+=Velocity.vx; Pos.vy+=Velocity.vy; if (Velocity.vy) if (Flags & FX_FLAG_COLLIDE_KILL || Flags ) { CLayerCollision *ColLayer=CGameScene::getCollision(); int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 ); if (DistY<=0) { Pos.vy+=DistY; if (Flags & FX_FLAG_COLLIDE_KILL) { killFX(); } else { Velocity.vx/=2; Velocity.vy=-(Velocity.vy/2); if (Velocity.vy) { CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_BLINK,false); } } } } } /*****************************************************************************/ 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()); } if (EndSnd) { CSoundMediator::playSfx( (CSoundMediator::SFXID)EndSnd,false); } if( m_soundId != NOT_PLAYING ) { CSoundMediator::stopAndUnlockSfx(m_soundId ); } } /*****************************************************************************/ void CFX::render() { CFXThing::render(); } /*****************************************************************************/ bool CFX::getFXParentPos(DVECTOR &Pos) { CThing *Parent=getParent(); if (!Parent) return(false); if (Flags & FX_FLAG_SCREEN_FX) { Pos=getPos(); } else { Pos=Parent->getPos(); } return(true); } /*****************************************************************************/ void CFX::getFXRenderPos(DVECTOR &Pos) { if (Flags & FX_FLAG_SCREEN_FX) { Pos=getPos(); } else { 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; } }