GeezerVisonThe World Wide Web, restored to 800 pixels of glory. |
| Home|About|Gaming cabinet|Archives|How it works|Starter sites |
GeezerVison is showing github.com — NXEngine/caret.cpp at master · EXL/NXEngine Expand file tree/ Copy pathcaret.cppMore file actions 440 lines (342 loc) · 8.26 KB / Copy pathcaret.cppFile metadata and controls440 lines (342 loc) · 8.26 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 // handle carets; a simplified type of objects used for visual effects. // carets have no interaction with real objects, and are always drawn // on top of all other objects and in front even of map foreground tiles. #include "nx.h" #include <math.h> #include "common/llist.h" #include "caret.fdh" Caret *firstcaret = NULL; Caret *lastcaret = NULL; static int _effecttype = EFFECT_NONE; bool Carets::init(void) { firstcaret = NULL; lastcaret = NULL; return 0; } void Carets::close(void) { Carets::DestroyAll(); } /* void c------------------------------() {} */ Caret *CreateCaret(int x, int y, int sprite, void (*ontick)(Caret *c), \ int xinertia, int yinertia) { Caret *c = new Caret; memset(c, 0, sizeof(Caret)); c->x = x; c->y = y; c->xinertia = xinertia; c->yinertia = yinertia; c->sprite = sprite; c->OnTick = ontick; c->effecttype = _effecttype; LL_ADD_END(c, prev, next, firstcaret, lastcaret); return c; } void Caret::Delete() { this->deleted = true; } void Caret::Destroy() { LL_REMOVE(this, prev, next, firstcaret, lastcaret); delete this; } void Caret::MoveAtDir(int dir, int speed) { this->xinertia = 0; this->yinertia = 0; switch(dir) { case LEFT: this->xinertia = -speed; break; case RIGHT: this->xinertia = speed; break; case UP: this->yinertia = -speed; break; case DOWN: this->yinertia = speed; break; } } /* void c------------------------------() {} */ void Carets::DrawAll(void) { Caret *c = firstcaret; Caret *next; int scr_x, scr_y; while(c) { next = c->next; if (c->deleted) { c->Destroy(); } else { // do caret ai (*c->OnTick)(c); // move caret c->x += c->xinertia; c->y += c->yinertia; // get caret's onscreen position // since caret's are all short-lived we just assume it's still onscreen // and let SDL's clipping handle it if not. if (!c->invisible && !c->deleted) // must check deleted again in case handler_function set it { scr_x = (c->x >> CSF) - (map.displayed_xscroll >> CSF); scr_y = (c->y >> CSF) - (map.displayed_yscroll >> CSF); scr_x -= sprites[c->sprite].frame[c->frame].dir[0].drawpoint.x; scr_y -= sprites[c->sprite].frame[c->frame].dir[0].drawpoint.y; draw_sprite(scr_x, scr_y, c->sprite, c->frame, RIGHT); } } c = next; } } int Carets::CountByEffectType(int type) { int count = 0; Caret *c = firstcaret; while(c) { if (c->effecttype == type) count++; c = c->next; } return count; } int Carets::DeleteByEffectType(int type) { int count = 0; Caret *c = firstcaret; while(c) { if (c->effecttype == type) c->Delete(); c = c->next; } return count; } void Carets::DestroyAll(void) { while(firstcaret) firstcaret->Destroy(); } /* void c------------------------------() {} */ // generates a caret-based effect at x, y. Most sprites used for carets have the // drawpoint at their center so the effect is generally centered at that position. // // an effect can be just a convenience function for creating a caret // with a particular sprite/ai combo, or it can produce a group of carets // which are always seen together (e.g. bonkplus or bloodspatter). Caret *effect(int x, int y, int effectno) { Caret *c; int i; // tell CreateCaret what kind of effect we're spawning _effecttype = effectno; switch(effectno) { case EFFECT_STARSOLID: c = CreateCaret(x, y, SPR_STAR_SOLID, caret_animate3); break; case EFFECT_STARPOOF: c = CreateCaret(x, y, SPR_STAR_POOF, caret_animate3); break; case EFFECT_FISHY: c = CreateCaret(x, y, SPR_FISHY, caret_fishy); break; case EFFECT_BOOMFLASH: c = CreateCaret(x, y, SPR_BOOMFLASH, caret_animate3); break; case EFFECT_BUBBLE_BURST: c = CreateCaret(x, y, SPR_BUBBLE_BURST, caret_animate3); break; case EFFECT_SPUR_HIT: c = CreateCaret(x, y, SPR_SPUR_HIT, caret_spur_hit); break; case EFFECT_ZZZZ: c = CreateCaret(x, y, SPR_ZZZZ, caret_zzzz); break; case EFFECT_LEVELUP: c = CreateCaret(x, y, SPR_LEVELUP, caret_playertext); break; case EFFECT_LEVELDOWN: c = CreateCaret(x, y, SPR_LEVELDOWN, caret_playertext); break; case EFFECT_BONUSFLASH: c = CreateCaret(x, y, SPR_SMOKE_CLOUD, caret_bonusflash); break; case EFFECT_HEY: c = CreateCaret(x, y, SPR_HEY, caret_hey); break; case EFFECT_EMPTY: c = CreateCaret(x, y, SPR_EMPTY, caret_playertext); break; case EFFECT_SMOKETRAIL: c = CreateCaret(x, y, SPR_SMOKETRAIL, caret_animate2); break; case EFFECT_SMOKETRAIL_SLOW: c = CreateCaret(x, y, SPR_SMOKETRAIL, caret_animate3); break; case EFFECT_GUNFISH_BUBBLE: { c = CreateCaret(x-(3<<CSF), y-(3<<CSF), SPR_GUNFISH_BUBBLE, caret_gunfish_bubble); break; } break; case EFFECT_LAVA_SPLASH: { c = CreateCaret(x-(3<<CSF), y-(3<<CSF), SPR_LAVA_DRIP_SPLASH, caret_gunfish_bubble); break; } break; case EFFECT_GHOST_SPARKLE: { c = CreateCaret(x, y, SPR_GHOST_SPARKLE, caret_ghost_sparkle); c->yinertia = random(-0x600, -0x200); } break; // "blood" spatters from shot hitting enemy case EFFECT_BLOODSPLATTER: { for(i=0;i<3;i++) { c = CreateCaret(x, y, SPR_BLOODHIT, caret_animate3); vector_from_angle(random(0, 255), (2<<CSF), &c->xinertia, &c->yinertia); } } break; // two little blinky stars when player bonks his head on the ceiling case EFFECT_BONKPLUS: { for(i=0;i<2;i++) { c = CreateCaret(x, y, SPR_BONKHEADPLUS, caret_bonkplus); c->xinertia = random(-0x600, 0x600); c->yinertia = random(-0x200, 0x200); //uint8_t angle = random(-14, 14); //if (random(0, 1)) angle += 128; //vector_from_angle(angle, random(0x200, 0x384), &c->xinertia, &c->yinertia); } } break; case EFFECT_QMARK: { // only 1 question mark is ever shown at a time DeleteEffectsOfType(EFFECT_QMARK); c = CreateCaret(x, y, SPR_QMARK, caret_qmark); } break; default: staterr("effect: invalid effect type %d", effectno); return NULL; } _effecttype = EFFECT_NONE; return c; } /* void c------------------------------() {} */ void caret_animate1(Caret *c) { c->animdie(0); } void caret_animate2(Caret *c) { c->animdie(1); } void caret_animate3(Caret *c) { c->animdie(2); } void Caret::anim(int speed) { Caret * const &c = this; if (++c->animtimer > speed) { c->animtimer = 0; if (++c->frame >= sprites[c->sprite].nframes) c->frame = 0; } } void Caret::animdie(int speed) { Caret * const &c = this; if (++c->animtimer > speed) { c->animtimer = 0; if (++c->frame >= sprites[c->sprite].nframes) c->Delete(); } } /* void c------------------------------() {} */ // flickers rapidly and decels at exponential speed. // used for the "bonkplus" effect when you bonk your head void caret_bonkplus(Caret *c) { c->xinertia *= 4; c->xinertia /= 5; c->yinertia *= 4; c->yinertia /= 5; c->invisible = (++c->timer & 2); if (c->timer > 20) c->Delete(); } void caret_fishy(Caret *c) { c->yinertia -= 16; c->animdie(4); } void caret_spur_hit(Caret *c) { c->timer++; c->frame = (c->timer / 2) % 3; if (c->timer > 24) c->Delete(); } // "Level Up", "Level Down", and "Empty" texts void caret_playertext(Caret *c) { int spd, stop; c->anim(1); // "EMPTY" text goes twice as fast as "Level" text if (c->sprite == SPR_EMPTY) { spd = 2; stop = 18; } else { spd = 1; stop = 20; } c->timer += spd; if (c->timer < 80) { if (c->timer < stop) { c->y -= (spd << CSF); } } else { c->Delete(); } } // ? effect when you press down with no object around to activate void caret_qmark(Caret *c) { if (++c->timer < 40) { if (c->timer < 7) { c->y -= (3 << CSF); } } else { c->Delete(); } } void caret_bonusflash(Caret *c) { if (++c->timer == 4) c->Delete(); } void caret_hey(Caret *c) { if (++c->timer > 30) c->Delete(); if (c->timer < 5) c->y -= (1<<CSF); } void caret_gunfish_bubble(Caret *c) { c->animdie(5); c->yinertia += 0x40; if (c->yinertia >= 0x5ff) c->yinertia = 0x5ff; } void caret_ghost_sparkle(Caret *c) { c->invisible = (++c->timer & 2); if (c->timer > 20) c->Delete(); } void caret_zzzz(Caret *c) { c->animdie(5); c->x += 0x80; c->y -= 0x80; } |
| You are visitor 01402520 — GeezerVison does not store the pages you look up. Best viewed with Netscape Navigator 4.7 or Internet Explorer 6 at 800×600. No cookies required. |