The Thor summon. More...
Go to the source code of this file.
Macros | |
| #define | THOR_PARTICLES ((struct EffectStep *)(Ram_MapCellBuffer + 0xc58)) |
| 910 sparks from Ram_MapCellBuffer + 0xc58; the smoke pictures come before them. | |
| #define | THOR_SPRITES_CELLS 0x1800 |
| The particle sprites, after the light fan pictures. | |
| #define | THOR_MOTE_CELLS 0x6000 |
| The violet mote in the second part's sheet. | |
| #define | THOR_PARTICLE_COUNT 910 |
| particles in THOR_PARTICLES | |
| #define | THOR_DIMMED_DOTS 10000 |
| the darker copies of the dot pictures | |
| #define | THOR_DIMMED_DOT_BYTES MOTE_SET_BYTES |
| bytes in each darker copy | |
| #define | THOR_DUSK_FRAMES 170 |
| frames, at most, of the dusk part | |
| #define | THOR_LIGHTNING_FRAMES 192 |
| frames of the lightning part | |
| #define | THOR_BOLTS 30 |
| violet bolts after the pillar | |
| #define | THOR_BOLT_SIZE 72 |
| each of the three bolt pictures is 72x72 | |
| #define | THOR_BOLT_BYTES (THOR_BOLT_SIZE * THOR_BOLT_SIZE) |
| #define | THOR_LAUNCH_SPARKS(spark, index, px, py, angleExpr, max) |
| Launches up to max sparks from (px, py), 16.16, into the free slots (variant 0) of THOR_PARTICLES, walking them with spark and counting with index. | |
Functions | |
| void | BattleFx_RunThor (struct BattleEffectArgument *effect) |
| The scene plays in two parts on the effect canvas. | |
The Thor summon.
Part of effect.c, the battle effect object, compiled only through it.
Definition in file thor.c.
| #define THOR_PARTICLES ((struct EffectStep *)(Ram_MapCellBuffer + 0xc58)) |
910 sparks from Ram_MapCellBuffer + 0xc58; the smoke pictures come before them.
Definition at line 9 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_SPRITES_CELLS 0x1800 |
The particle sprites, after the light fan pictures.
Definition at line 12 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_MOTE_CELLS 0x6000 |
The violet mote in the second part's sheet.
Definition at line 15 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_PARTICLE_COUNT 910 |
| #define THOR_DIMMED_DOTS 10000 |
the darker copies of the dot pictures
Definition at line 18 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_DIMMED_DOT_BYTES MOTE_SET_BYTES |
| #define THOR_DUSK_FRAMES 170 |
frames, at most, of the dusk part
Definition at line 20 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_LIGHTNING_FRAMES 192 |
frames of the lightning part
Definition at line 21 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_BOLTS 30 |
violet bolts after the pillar
Definition at line 22 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_BOLT_SIZE 72 |
each of the three bolt pictures is 72x72
Definition at line 23 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_BOLT_BYTES (THOR_BOLT_SIZE * THOR_BOLT_SIZE) |
Definition at line 24 of file thor.c.
Referenced by BattleFx_RunThor().
| #define THOR_LAUNCH_SPARKS | ( | spark, | |
| index, | |||
| px, | |||
| py, | |||
| angleExpr, | |||
| max ) |
Launches up to max sparks from (px, py), 16.16, into the free slots (variant 0) of THOR_PARTICLES, walking them with spark and counting with index.
Each flies at angle at a random speed of 32 to 1054 (128ths of a pixel a frame) and lives 32 to 39 frames. Used for the pillar's 512 sparks and each bolt's 16; the mote's sparks are launched inline.
Definition at line 31 of file thor.c.
Referenced by BattleFx_RunThor().
| void BattleFx_RunThor | ( | struct BattleEffectArgument * | effect | ) |
The scene plays in two parts on the effect canvas.
Abilities: Thor (scene kind 12).
In the dusk part (THOR_DUSK_FRAMES, which A or B cuts short) a circle of 128 dots and three lines across it form over scrolling dusk clouds; the circle turns, sinks into the sky and a beam of light falls from it. In the lightning part (THOR_LIGHTNING_FRAMES) a pillar of lightning strikes the formation and throws sparks, THOR_BOLTS violet bolts follow while a violet mote sways above, and the formation is pushed back in smoke until an impact burst ends the effect. The sparks live in THOR_PARTICLES; a spark whose variant is 0 is free, and a positive variant counts the frames it has left.
Definition at line 68 of file thor.c.
Referenced by BattleFx_RunSceneEffect(), and BattleFx_RunThor().