217 lines
4.2 KiB
C++
217 lines
4.2 KiB
C++
/*********************/
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/*** FX Base Class ***/
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/*********************/
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#include "system\global.h"
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#include <DStructs.h>
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#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "gfx\sprbank.h"
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#include <sprites.h>
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#include "level\level.h"
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#include "gfx\otpos.h"
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#include "FX\FX.h"
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#include "FX\FXjfish.h"
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#include "FX\FXBaseTrail.h"
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#include "FX\FXBaseAnim.h"
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#include "FX\FXfallingTile.h"
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#include "FX\FXSteam.h"
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#include "FX\FXSplash.h"
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/* FX
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Jellyfish legs
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Bubbles (inc acid)
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Electricity lightning bolt
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Electricity sheet lightning
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Electricity Blast
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Electricity Radial?
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Electricity projectile
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Shockwave - From falling items
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Daze stars
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water/acid/lava/oil
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drip
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splashes
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water/acid/lava.oil
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drops
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waterfall
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waterfall end (splash)
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fireballs
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steam
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smoke
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flames
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marsh gas
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explosions (implode!!)
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Coral debris
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***************************
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Level Effect Emitters
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Bubble
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Acid drip
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Acid Flow
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steam
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smoke
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fireballs
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flames
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gas
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*/
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/*****************************************************************************/
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/*
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CFXSteam *TestFXPtr=0;
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void TestFX(DVECTOR Pos)
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{
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if (!TestFXPtr)
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{
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TestFXPtr=(CFXSteam*)CFX::Create(CFX::FX_TYPE_STEAM,Pos);
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TestFXPtr->setLife(32);
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TestFXPtr=0;
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}
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else
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{
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TestFXPtr->setDie();
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TestFXPtr=0;
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}
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}
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*/
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/*****************************************************************************/
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void TestFX(DVECTOR Pos)
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{
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CFX::Create(CFX::FX_TYPE_SPLASH,Pos);
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// TestFXPtr->setLife(32);
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}
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/*****************************************************************************/
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CFX *CFX::Create(const FX_TYPE Type)
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{
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CFX *NewFX;
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switch(Type)
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{
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case FX_TYPE_FALLINGTILE:
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NewFX=new ("FXFalling Tile") CFXFallingTile();
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break;
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case FX_TYPE_STEAM:
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NewFX=new ("FXSteam") CFXSteam();
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break;
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case FX_TYPE_SPLASH:
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NewFX=new ("FXSplash") CFXSplash();
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break;
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case FX_TYPE_JELLYFISH_LEGS:
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// NewFX=new ("JellyFish Legs") CFXJellyFishLegs();
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ASSERT(!"FISH LEGS OUT OF STOCK\n");
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case FX_TYPE_BUBBLE:
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case FX_TYPE_BUBBLE_WATER:
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case FX_TYPE_BUBBLE_ACID:
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case FX_TYPE_BUBBLE_LAVA:
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case FX_TYPE_BUBBLE_OIL:
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case FX_TYPE_LIGHTNING_BOLT:
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case FX_TYPE_LIGHTNING_SHEET:
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case FX_TYPE_LIGHTNING_BLAST:
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case FX_TYPE_LIGHTNING_RADIAL:
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case FX_TYPE_LIGHTNING_PROJECTILE:
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case FX_TYPE_SHOCKWAVE:
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case FX_TYPE_DAZE:
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case FX_TYPE_DROP:
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case FX_TYPE_DROP_WATER:
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case FX_TYPE_DROP_ACID:
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case FX_TYPE_DROP_LAVA:
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case FX_TYPE_DROP_OIL:
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case FX_TYPE_SPLASH_WATER:
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case FX_TYPE_SPLASH_ACID:
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case FX_TYPE_SPLASH_LAVA:
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case FX_TYPE_SPLASH_OIL:
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case FX_TYPE_CASCADE:
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case FX_TYPE_CASCADE_SPLASH:
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case FX_TYPE_FIREBALL:
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case FX_TYPE_SMOKE:
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case FX_TYPE_GAS:
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case FX_TYPE_FLAMES:
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case FX_TYPE_EXPLODE:
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case FX_TYPE_DEBRIS:
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default:
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ASSERT(!"UNKNOWN FX TYPE");
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return NULL;
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}
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return NewFX;
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}
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/*****************************************************************************/
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CFX *CFX::Create(const FX_TYPE Type,CThing *Parent)
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{
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CFX *NewFX=CFX::Create(Type);
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ASSERT(Parent);
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NewFX->init(Parent->getPos());
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Parent->addChild(NewFX);
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return NewFX;
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}
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/*****************************************************************************/
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CFX *CFX::Create(const FX_TYPE Type,DVECTOR const &Pos)
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{
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CFX *NewFX=CFX::Create(Type);
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NewFX->init(Pos);
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return NewFX;
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CFX::init()
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{
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CFXThing::init();
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m_spriteBank=new ("FX Sprite") SpriteBank();
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m_spriteBank->load(SPRITES_SPRITES_SPR);
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OtPos=OTPOS__ACTOR_POS;
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Life=-1;
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}
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/*****************************************************************************/
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void CFX::shutdown()
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{
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m_spriteBank->dump(); delete m_spriteBank;
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CFXThing::shutdown();
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}
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/*****************************************************************************/
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void CFX::think(int _frames)
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{
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CFXThing::think(_frames);
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if (Life>0)
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{
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Life--;
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if (Life==0 && !DieOut)
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{
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setDie();
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}
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}
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}
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/*****************************************************************************/
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void CFX::render()
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{
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CFXThing::render();
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}
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