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Copy patheffects.c
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205 lines (194 loc) · 8.26 KB
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#include "allocator.h"
#include "effects.h"
#include "bonuses.h"
#include "display.h"
#include "sound.h"
#include "startup.h"
#include <stdlib.h>
DxBallInt dxball_hit_dx, dxball_hit_dy;
DxBallSurface dxball_effect_surface;
static void restore_effect_bounds(DxBallInt left, DxBallInt top,
DxBallInt right, DxBallInt bottom)
{
DxBallRect rect;
rect.left = left;
rect.top = top;
rect.right = right;
rect.bottom = bottom;
dxball_restore_effect_region(rect);
}
DxBallEffectOps dxball_effect_ops = {
dxball_runtime_delete, dxball_generate_bonus, dxball_draw_keyed_sprite, dxball_draw_reduced_sprite, restore_effect_bounds
};
void dxball_deallocate_node(void *node)
{
dxball_effect_ops.deallocate_node(node);
}
void dxball_spawn_explosion_effect(DxBallInt x, DxBallInt y)
{
dxball_append_brick_effect(&dxball_brick_effects);
dxball_brick_effects.current->kind = 1;
dxball_brick_effects.current->sprite = 22;
dxball_brick_effects.current->x = x * 30 + 20;
dxball_brick_effects.current->y = y * 15 + 50;
dxball_brick_effects.current->frames = 8;
dxball_brick_effects.current->period = 0;
dxball_brick_effects.current->ticks = 0;
dxball_board_aux[x + y * DXBALL_BOARD_WIDTH] = 1;
return;
}
void dxball_spawn_brick_effect(DxBallInt x, DxBallInt y, DxBallByte tile, DxBallInt mode)
{
dxball_append_brick_effect(&dxball_brick_effects);
if (mode == 0) {
dxball_brick_effects.current->kind = 2;
dxball_brick_effects.current->x = x;
dxball_brick_effects.current->y = y;
dxball_brick_effects.current->tile = tile;
dxball_brick_effects.current->frames = 3;
dxball_brick_effects.current->sprite = 20;
dxball_brick_effects.current->period = 2;
dxball_brick_effects.current->ticks = 2;
dxball_generate_bonus(x, y, dxball_hit_dx, dxball_hit_dy);
} else {
dxball_brick_effects.current->kind = 2;
dxball_brick_effects.current->x = x;
dxball_brick_effects.current->y = y;
dxball_brick_effects.current->tile = tile;
dxball_brick_effects.current->frames = 2;
dxball_brick_effects.current->sprite = 19;
dxball_brick_effects.current->period = 2;
dxball_brick_effects.current->ticks = 2;
}
return;
}
void dxball_step_explosion_effect(void)
{
++dxball_brick_effects.current->ticks;
if (dxball_brick_effects.current->period <= dxball_brick_effects.current->ticks) {
--dxball_brick_effects.current->frames;
if (dxball_brick_effects.current->frames == 5) {
DxBallInt x, y;
x = (dxball_brick_effects.current->x - 20) / 30;
y = (dxball_brick_effects.current->y - 50) / 15;
if ((signed char)dxball_board_tiles[x + y * DXBALL_BOARD_WIDTH] == 8) {
if (y - 1 >= 0) {
dxball_queue_explosion_at(x, y - 1);
if (x - 1 >= 0) dxball_queue_explosion_at(x - 1, y - 1);
if (x + 1 < DXBALL_BOARD_WIDTH) dxball_queue_explosion_at(x + 1, y - 1);
}
if (y + 1 < DXBALL_BOARD_HEIGHT) {
dxball_queue_explosion_at(x, y + 1);
if (x - 1 >= 0) dxball_queue_explosion_at(x - 1, y + 1);
if (x + 1 < DXBALL_BOARD_WIDTH) dxball_queue_explosion_at(x + 1, y + 1);
}
if (x - 1 >= 0) dxball_queue_explosion_at(x - 1, y);
if (x + 1 < DXBALL_BOARD_WIDTH) dxball_queue_explosion_at(x + 1, y);
}
if ((signed char)dxball_board_tiles[x + y * DXBALL_BOARD_WIDTH] != 0 &&
(signed char)dxball_board_tiles[x + y * DXBALL_BOARD_WIDTH] != 2) {
--dxball_remaining_bricks;
}
dxball_board_tiles[x + y * DXBALL_BOARD_WIDTH] = 0;
}
{
DxBallInt cleanup_y;
if (dxball_brick_effects.current->frames <= 0) {
DxBallRect rect;
DxBallInt cleanup_x;
rect.left = dxball_brick_effects.current->x;
rect.top = dxball_brick_effects.current->y;
rect.right = dxball_brick_effects.current->x + 30;
rect.bottom = dxball_brick_effects.current->y + 15;
((DxBallDDSurface *)dxball_board_surface)->vtable->blt_fast(
(DxBallDDSurface *)dxball_board_surface,
dxball_brick_effects.current->x, dxball_brick_effects.current->y,
(DxBallDDSurface *)dxball_background_surface, &rect, 0x10);
dxball_restore_effect_region(rect);
cleanup_x = (dxball_brick_effects.current->x - 20) / 30;
cleanup_y = (dxball_brick_effects.current->y - 50) / 15;
dxball_board_aux[cleanup_x + cleanup_y * DXBALL_BOARD_WIDTH] = 0;
dxball_remove_brick_effect(&dxball_brick_effects);
} else {
dxball_select_surface(dxball_effect_surface);
if (dxball_reduced_particles != 0) {
dxball_draw_reduced_sprite(dxball_brick_effects.current->sprite,
dxball_brick_effects.current->x,
dxball_brick_effects.current->y);
} else {
dxball_draw_sprite(dxball_brick_effects.current->sprite,
dxball_brick_effects.current->x,
dxball_brick_effects.current->y);
}
++dxball_brick_effects.current->sprite;
dxball_brick_effects.current->ticks = 0;
}
}
}
return;
}
void dxball_step_brick_effect(void)
{
DxBallRect rect;
DxBallInt x, y;
x = dxball_brick_effects.current->x * 30 + 20;
y = dxball_brick_effects.current->y * 15 + 50;
++dxball_brick_effects.current->ticks;
rect.left = x;
rect.top = y;
rect.right = x + 30;
rect.bottom = y + 15;
if (dxball_brick_effects.current->period <= dxball_brick_effects.current->ticks) {
--dxball_brick_effects.current->frames;
if (dxball_brick_effects.current->frames <= 0) {
dxball_select_surface((DxBallSurface)dxball_board_surface);
dxball_draw_board_tile(dxball_brick_effects.current->x, dxball_brick_effects.current->y, 0);
dxball_remove_brick_effect(&dxball_brick_effects);
} else {
dxball_select_surface((DxBallSurface)dxball_board_surface);
dxball_draw_board_tile(dxball_brick_effects.current->x, dxball_brick_effects.current->y, 0);
dxball_draw_keyed_sprite(dxball_brick_effects.current->sprite, x, y);
++dxball_brick_effects.current->sprite;
dxball_brick_effects.current->ticks = 0;
}
dxball_restore_effect_region(rect);
}
return;
}
void dxball_process_brick_effects(void)
{
if (dxball_begin_brick_effects(&dxball_brick_effects)) {
do {
switch (dxball_brick_effects.current->kind) {
case 1: dxball_step_explosion_effect(); break;
case 2: dxball_step_brick_effect(); break;
}
} while (dxball_advance_brick_effect(&dxball_brick_effects));
}
return;
}
void dxball_apply_explosion_requests(void)
{
DxBallInt present, sound, dx;
present = dxball_begin_explosions(&dxball_explosions);
while (present != 0) {
if (dxball_explosions.current->kind == 1 &&
dxball_board_aux[dxball_explosions.current->x +
dxball_explosions.current->y * DXBALL_BOARD_WIDTH] == 0) {
dxball_spawn_explosion_effect(dxball_explosions.current->x,
dxball_explosions.current->y);
dxball_score += 4;
dx = dxball_random_range(5) - 2;
dxball_generate_bonus(dxball_explosions.current->x,
dxball_explosions.current->y, dx, -2);
}
dxball_remove_explosion(&dxball_explosions);
present = dxball_advance_explosion(&dxball_explosions);
}
if (dxball_explosion_pending == 1) {
sound = dxball_random_range(3) + 30;
dxball_stop_sound(sound);
dxball_play_sound(sound, 0, 0, 0);
dxball_explosion_pending = 0;
}
}