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150 lines
4.4 KiB
C++
150 lines
4.4 KiB
C++
/* 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/saga2.h"
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#include "saga2/spelshow.h"
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#include "saga2/tilevect.h"
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namespace Saga2 {
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//-----------------------------------------------------------------------
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// Spell Display positioning routines
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// For the most part these simply update the position with the
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// velocity. Cone and bolt spells though have extra code to stagger
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// rows of effectrons
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//
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/* ===================================================================== *
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Effect specific code
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* ===================================================================== */
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//-----------------------------------------------------------------------
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// null spell
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SPELLLOCATIONFUNCTION(invisibleSpellPos) {
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return effectron->finish;
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}
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// ------------------------------------------------------------------
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// aura that tracks target
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SPELLLOCATIONFUNCTION(auraSpellPos) {
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return effectron->finish;
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}
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// ------------------------------------------------------------------
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// aura that tracks target (in front)
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SPELLLOCATIONFUNCTION(glowSpellPos) {
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return effectron->finish - TilePoint(8, 8, 0);
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}
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// ------------------------------------------------------------------
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// sprites that surround target
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SPELLLOCATIONFUNCTION(wallSpellPos) {
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return effectron->parent->target->getPoint() + effectron->velocity;
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}
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// ------------------------------------------------------------------
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// projectile from caster to target
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SPELLLOCATIONFUNCTION(projectileSpellPos) {
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return effectron->current + effectron->velocity;
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}
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// ------------------------------------------------------------------
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// bi-directional beams of energy
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SPELLLOCATIONFUNCTION(exchangeSpellPos) {
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if (effectron->stepNo < effectron->partno / 2)
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return effectron->current;
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return effectron->current + effectron->velocity;
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}
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// ------------------------------------------------------------------
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// lightning bolt shaped spell
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SPELLLOCATIONFUNCTION(boltSpellPos) {
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if ((effectron->partno / 9) >= effectron->stepNo)
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return effectron->current;
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return effectron->current +
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effectron->velocity;
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}
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// ------------------------------------------------------------------
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// narrow bolt
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SPELLLOCATIONFUNCTION(beamSpellPos) {
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return effectron->start + randomVector(-effectron->velocity, effectron->velocity);
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}
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// ------------------------------------------------------------------
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// narrow cone shaped spell
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SPELLLOCATIONFUNCTION(coneSpellPos) {
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if (effectron->partno / 9 >= effectron->stepNo)
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return effectron->current;
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return effectron->current +
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effectron->velocity;
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}
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// ------------------------------------------------------------------
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// wide cone shaped spell
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SPELLLOCATIONFUNCTION(waveSpellPos) {
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if (effectron->partno / 17 >= effectron->stepNo)
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return effectron->current;
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return effectron->current +
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effectron->velocity;
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}
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// ------------------------------------------------------------------
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// small exploding ball
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SPELLLOCATIONFUNCTION(ballSpellPos) {
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return effectron->current +
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effectron->velocity;
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}
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// ------------------------------------------------------------------
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// square exploding ball
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SPELLLOCATIONFUNCTION(squareSpellPos) {
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return effectron->current +
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effectron->velocity;
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}
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// ------------------------------------------------------------------
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// large exploding ball
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SPELLLOCATIONFUNCTION(stormSpellPos) {
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return effectron->current +
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effectron->velocity;
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}
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} // end of namespace Saga2
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