2021-05-17 18:47:39 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* aint32 with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "saga2/std.h"
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2021-05-31 22:55:54 +00:00
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#include "saga2/objproto.h"
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2021-05-17 18:47:39 +00:00
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#include "saga2/spellbuk.h"
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2021-05-31 22:55:54 +00:00
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#include "saga2/spelshow.h"
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2021-05-17 18:47:39 +00:00
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namespace Saga2 {
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//-----------------------------------------------------------------------
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// General contents
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// This file contains the effectron sprite selection functions
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/* ===================================================================== *
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Inlines
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* ===================================================================== */
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// random sprite from primary range
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#define PRIMARY (effectron->parent->dProto->primarySpriteNo?\
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(effectron->parent->dProto->primarySpriteID + g_vm->_rnd->getRandomNumber(effectron->parent->dProto->primarySpriteNo - 1)):\
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effectron->parent->dProto->primarySpriteID)
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// random sprite from secondary range
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#define SECONDARY (effectron->parent->dProto->secondarySpriteNo?\
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(effectron->parent->dProto->secondarySpriteID + g_vm->_rnd->getRandomNumber(effectron->parent->dProto->secondarySpriteNo - 1)):\
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effectron->parent->dProto->secondarySpriteID)
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// ordered sprite from primary range
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#define SEQUENTIAL (effectron->parent->dProto->primarySpriteNo?\
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(effectron->parent->dProto->primarySpriteID + effectron->stepNo%effectron->parent->dProto->primarySpriteNo):\
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effectron->parent->dProto->primarySpriteID)
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// ordered sprite from secondary range
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#define SECUENTIAL (effectron->parent->dProto->secondarySpriteNo?\
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(effectron->parent->dProto->secondarySpriteID + effectron->stepNo%effectron->parent->dProto->secondarySpriteNo):\
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effectron->parent->dProto->secondarySpriteID)
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// ordered sprite from primary range for exchange
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#define SEMIQUENTIAL (effectron->parent->dProto->primarySpriteNo?\
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(effectron->parent->dProto->primarySpriteID + (effectron->partno/2)%effectron->parent->dProto->primarySpriteNo):\
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effectron->parent->dProto->primarySpriteID)
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/* ===================================================================== *
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Color mapping selection
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* ===================================================================== */
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// color map selection
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int16 whichColorMap(EffectID eid, const Effectron *const effectron) {
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int16 rval = 0;
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switch (eid) {
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case eAreaInvisible:
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case eAreaAura:
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case eAreaGlow:
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case eAreaProjectile:
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case eAreaExchange:
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case eAreaMissle:
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case eAreaBeam:
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case eAreaWall:
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rval = 0;
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break;
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case eAreaSquare:
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case eAreaBall:
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case eAreaStorm:
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rval = (effectron->parent->effSeq == 0) ? 0 : 1;
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break;
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case eAreaBolt:
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rval = ((effectron->partno % 3) == 1) ? 0 : 1;
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break;
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case eAreaCone:
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rval = ((effectron->partno / 9) == 0) ? 0 : 1;
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break;
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case eAreaWave:
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rval = ((effectron->partno / 17) == 0) ? 0 : 1;
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break;
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}
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return rval;
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}
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/* ===================================================================== *
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Effect specific code
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* ===================================================================== */
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SPELLSPRITATIONFUNCTION(invisibleSprites) {
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return PRIMARY;
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}
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SPELLSPRITATIONFUNCTION(auraSprites) {
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if (effectron->parent->effSeq)
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return SECUENTIAL;
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return SEQUENTIAL;
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}
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SPELLSPRITATIONFUNCTION(wallSprites) {
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return SEQUENTIAL;
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}
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SPELLSPRITATIONFUNCTION(projectileSprites) {
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return PRIMARY;
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}
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SPELLSPRITATIONFUNCTION(exchangeSprites) {
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return SEMIQUENTIAL;
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}
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SPELLSPRITATIONFUNCTION(beamSprites) {
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return PRIMARY;
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}
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SPELLSPRITATIONFUNCTION(boltSprites) {
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if ((effectron->partno % 3) == 1)
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return PRIMARY;
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return SECONDARY;
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}
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SPELLSPRITATIONFUNCTION(coneSprites) {
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if ((effectron->partno / 9) == 0)
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return PRIMARY;
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return SECONDARY;
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}
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SPELLSPRITATIONFUNCTION(ballSprites) {
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if (effectron->parent->effSeq)
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return SECONDARY;
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return PRIMARY;
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}
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SPELLSPRITATIONFUNCTION(squareSprites) {
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if (effectron->parent->effSeq)
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return SECONDARY;
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return PRIMARY;
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}
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SPELLSPRITATIONFUNCTION(waveSprites) {
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if ((effectron->partno / 17) == 0)
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return PRIMARY;
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return SECONDARY;
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}
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SPELLSPRITATIONFUNCTION(stormSprites) {
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if (effectron->parent->effSeq)
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return SECONDARY;
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return PRIMARY;
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}
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//-----------------------------------------------------------------------
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SPELLSPRITATIONFUNCTION(RandomFacing) {
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return g_vm->_rnd->getRandomNumber(255);
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}
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SPELLSPRITATIONFUNCTION(FaceOut) {
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return g_vm->_rnd->getRandomNumber(255);
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}
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} // end of namespace Saga2
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