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8f4cbe45a8
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8 changed files with 113 additions and 128 deletions
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Graphics/sfx/+bubblepop.bmp
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Graphics/sfx/+bubblepop.bmp
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After Width: | Height: | Size: 246 B |
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@ -157,6 +157,7 @@ fx_src := fx \
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fxbaseanim \
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fxbasetrail \
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fxbaseemitter \
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fxbubble \
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fxnrgbar \
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fxjfish \
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fxfallingtile \
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@ -163,7 +163,7 @@ SFX_GFX := +smoke.bmp \
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+Star0001.bmp +Star0002.bmp +Star0003.bmp \
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+Star20001.bmp +Star20002.bmp +Star20003.bmp \
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+fire01.bmp +fire02.bmp +fire03.bmp +fire04.bmp +fire05.bmp +fire06.bmp \
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+drip.bmp \
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+drip.bmp +bubblepop.bmp\
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+leg.bmp
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SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE))
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@ -17,6 +17,7 @@
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#include "FX\FXBaseAnim.h"
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#include "FX\FXBaseEmitter.h"
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#include "FX\FXBubble.h"
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#include "FX\FXfallingTile.h"
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#include "FX\FXSteam.h"
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@ -107,7 +108,7 @@ CFXBaseAnim::sFXAnim FXAcidDripData=
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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@ -117,7 +118,7 @@ CFXBaseAnim::sFXAnim FXLavaDripData=
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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@ -127,10 +128,52 @@ CFXBaseAnim::sFXAnim FXOilDripData=
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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// Bubble
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CFXBaseAnim::sFXAnim FXBubbleWaterData=
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{
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ONE/2,
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FRM__BUBBLE_2,FRM__BUBBLE_2,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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CFXBaseAnim::sFXAnim FXBubbleAcidData=
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{
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ONE/2,
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FRM__BUBBLE_2,FRM__BUBBLE_2,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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CFXBaseAnim::sFXAnim FXBubbleLavaData=
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{
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ONE/2,
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FRM__BUBBLE_2,FRM__BUBBLE_2,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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CFXBaseAnim::sFXAnim FXBubbleOilData=
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{
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ONE/2,
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FRM__BUBBLE_2,FRM__BUBBLE_2,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,-1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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/*****************************************************************************/
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/*
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@ -154,7 +197,7 @@ void TestFX(DVECTOR Pos)
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}
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*/
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/*****************************************************************************/
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_DROP_WATER;
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_BUBBLE_WATER;
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void TestFX(DVECTOR Pos)
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{
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CFX::Create((CFX::FX_TYPE)FXType,Pos);
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@ -217,6 +260,22 @@ CFX *NewFX;
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NewFX=new ("FXOilDrip") CFXBaseAnim();
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NewFX->setData(&FXOilDripData);
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break;
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case FX_TYPE_BUBBLE_WATER:
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NewFX=new ("FXBubbleWater") CFXBubble();
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NewFX->setData(&FXBubbleWaterData);
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break;
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case FX_TYPE_BUBBLE_ACID:
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NewFX=new ("FXBubbleAcid") CFXBubble();
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NewFX->setData(&FXBubbleAcidData);
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break;
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case FX_TYPE_BUBBLE_LAVA:
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NewFX=new ("FXBubbleLava") CFXBubble();
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NewFX->setData(&FXBubbleLavaData);
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break;
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case FX_TYPE_BUBBLE_OIL:
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NewFX=new ("FXBubbleOil") CFXBubble();
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NewFX->setData(&FXBubbleOilData);
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break;
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case FX_TYPE_NRG_BAR:
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NewFX=new ("NRG Bar") CFXNRGBar();
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@ -226,10 +285,6 @@ CFX *NewFX;
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NewFX=new ("JellyFish Legs") CFXJellyFishLegs();
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break;
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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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@ -245,7 +300,6 @@ CFX *NewFX;
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case FX_TYPE_SMOKE:
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case FX_TYPE_GAS:
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default:
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ASSERT(!"UNKNOWN FX TYPE");
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return NULL;
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@ -30,7 +30,8 @@ void CFXBaseAnim::init(DVECTOR const &_Pos)
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Life=MaxFrame;
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}
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Gravity=0;
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VelY=0;
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renderFrame=DataPtr->StartFrame;
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}
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/*****************************************************************************/
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@ -52,11 +53,14 @@ void CFXBaseAnim::think(int _frames)
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CurrentFrame=0;
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}
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Pos.vx+=DataPtr->Velocity.vx;
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Pos.vy+=DataPtr->Velocity.vy+Gravity;
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Pos.vy+=DataPtr->Velocity.vy+VelY;
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int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
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renderFrame=DataPtr->StartFrame+ThisFrame;
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if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
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{
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Gravity++;
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VelY++;
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}
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if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
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@ -96,9 +100,7 @@ DVECTOR RenderPos;
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
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POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
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POLY_FT4 *Ft4=SprBank->printFT4Scaled(renderFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
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Ft4->u1--; Ft4->u3--;
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Ft4->v2--; Ft4->v3--;
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setShadeTex(Ft4,0);
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@ -40,10 +40,10 @@ virtual void SetScale(int S) {CurrentScale=S;}
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protected:
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sFXAnim *DataPtr;
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s16 Gravity;
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s16 VelY;
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s16 MaxFrame;
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s16 CurrentFrame;
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u16 renderFrame;
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s16 CurrentScale;
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};
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@ -1,6 +1,6 @@
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/***********************/
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/*** Anim Base Class ***/
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/***********************/
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/*****************/
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/*** Bubble FX ***/
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/*****************/
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#include "system\global.h"
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#include <DStructs.h>
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@ -12,95 +12,50 @@
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#include "game\game.h"
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#include "level\layercollision.h"
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#include "FX\FXBaseAnim.h"
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#include "FX\FXBubble.h"
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/*****************************************************************************/
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void CFXBaseAnim::init(DVECTOR const &_Pos)
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void CFXBubble::init(DVECTOR const &_Pos)
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{
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CFX::init(_Pos);
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CurrentFrame=0;
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CurrentScale=DataPtr->Scale;
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MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
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if (DataPtr->Flags & FXANIM_FLAG_LOOP)
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{ // Looping Anim, so let it live forever!
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Life=-1;
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}
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else
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{
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Life=MaxFrame;
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}
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CFXBaseAnim::init(_Pos);
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Life=32+getRndRange(63);
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VelY=-getRndRange(4)-1;
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CurrentScale=getRndRange(DataPtr->Scale/2)+(DataPtr->Scale/2);
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Die=0;
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XIdx=getRnd()&15;
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Gravity=0;
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}
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/*****************************************************************************/
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void CFXBaseAnim::shutdown()
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{
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CFX::shutdown();
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}
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/*****************************************************************************/
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/*** Think *******************************************************************/
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/*****************************************************************************/
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void CFXBaseAnim::think(int _frames)
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int XT[16]={ 0,+1,+0,+1,+0, 0,-1,+0,-1,+0,0,+1,+0,+1,+0,};
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void CFXBubble::think(int _frames)
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{
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CFX::think(_frames);
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CurrentFrame+=_frames;
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if (CurrentFrame>=MaxFrame)
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if (Die)
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{
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CurrentFrame=0;
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}
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Pos.vx+=DataPtr->Velocity.vx;
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Pos.vy+=DataPtr->Velocity.vy+Gravity;
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if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
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{
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Gravity++;
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}
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if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
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{
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CLayerCollision *ColLayer=CGameScene::getCollision();
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int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
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if (DistY<=0)
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if (renderFrame!=FRM__BUBBLEPOP)
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{
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Pos.vy-=DistY;
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killFX();
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renderFrame=FRM__BUBBLEPOP;
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}
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else
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{
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setToShutdown();
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}
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}
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else
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{
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CFXBaseAnim::think(_frames);
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Pos.vx+=XT[XIdx++];
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XIdx&=15;
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}
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}
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/*****************************************************************************/
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void CFXBaseAnim::killFX()
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void CFXBubble::killFX()
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{
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setToShutdown();
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// If has follow on effect, create it now
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if (DataPtr->EndFX)
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{
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CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
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}
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Die=1;
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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void CFXBaseAnim::render()
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{
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DVECTOR RenderPos;
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getFXRenderPos(RenderPos);
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if (!canRender()) return;
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
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POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
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Ft4->u1--; Ft4->u3--;
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Ft4->v2--; Ft4->v3--;
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setShadeTex(Ft4,0);
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setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B);
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}
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@ -1,50 +1,23 @@
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/***********************/
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/*** Anim Base Class ***/
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/***********************/
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/*****************/
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/*** Bubble FX ***/
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/*****************/
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#ifndef __FX_FX_BASE_ANIM_HEADER__
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#define __FX_FX_BASE_ANIM_HEADER__
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#ifndef __FX_FX_BUBBLE_HEADER__
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#define __FX_FX_BUBBLE_HEADER__
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#include "fx/fx.h"
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#include "fx/fxbaseanim.h"
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/*****************************************************************************/
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class CFXBaseAnim : public CFX
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class CFXBubble : public CFXBaseAnim
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{
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public:
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struct sFXAnim
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{
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s16 Scale;
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s16 StartFrame,EndFrame;
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s16 FrameShift;
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u8 R,G,B;
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u8 Flags;
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DVECTOR Velocity;
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u16 EndFX;
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};
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enum FXAnim_Flags
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{
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FXANIM_FLAG_LOOP =1<<0,
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FXANIM_FLAG_COLLIDE_KILL =1<<1,
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FXANIM_FLAG_HAS_GRAVITY =1<<2,
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};
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virtual void init(DVECTOR const &Pos);
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virtual void shutdown();
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virtual void think(int _frames);
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virtual void render();
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virtual void killFX();
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void setData(void *Data) {DataPtr=(sFXAnim*)Data;}
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virtual void SetScale(int S) {CurrentScale=S;}
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protected:
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sFXAnim *DataPtr;
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s16 Gravity;
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s16 MaxFrame;
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s16 CurrentFrame;
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s16 CurrentScale;
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s8 Die;
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u16 XIdx;
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};
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#endif
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