SBSPSS/source/fx/fx.cpp
2001-05-21 18:11:30 +00:00

191 lines
3.7 KiB
C++

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