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106
source/fx/fxbubble.cpp
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106
source/fx/fxbubble.cpp
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/***********************/
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/*** Anim 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 "game\game.h"
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#include "level\layercollision.h"
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#include "FX\FXBaseAnim.h"
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/*****************************************************************************/
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void CFXBaseAnim::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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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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{
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CFX::think(_frames);
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CurrentFrame+=_frames;
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if (CurrentFrame>=MaxFrame)
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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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{
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Pos.vy-=DistY;
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killFX();
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}
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}
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}
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/*****************************************************************************/
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void CFXBaseAnim::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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}
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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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50
source/fx/fxbubble.h
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50
source/fx/fxbubble.h
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@ -0,0 +1,50 @@
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/***********************/
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/*** Anim Base Class ***/
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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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#include "fx/fx.h"
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/*****************************************************************************/
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class CFXBaseAnim : public CFX
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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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};
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#endif
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