SBSPSS/source/fx/fxbaseanim.cpp

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/***********************/
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/*** Anim Base Class ***/
/***********************/
#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
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#include "game\game.h"
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#include "level\layercollision.h"
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#include "FX\FXBaseAnim.h"
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#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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/*****************************************************************************/
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void CFXBaseAnim::init(DVECTOR const &_Pos)
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{
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CFX::init(_Pos);
CurrentFrame=0;
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CurrentScaleX=CurrentScaleY=DataPtr->Scale;
CurrentHeading = 0;
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MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
if (DataPtr->Flags & FXANIM_FLAG_LOOP)
{ // Looping Anim, so let it live forever!
Life=-1;
}
else
{
Life=MaxFrame;
}
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VelY=0;
renderFrame=DataPtr->StartFrame;
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}
/*****************************************************************************/
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void CFXBaseAnim::shutdown()
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{
CFX::shutdown();
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
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void CFXBaseAnim::think(int _frames)
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{
CFX::think(_frames);
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CurrentFrame+=_frames;
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if (CurrentFrame>=MaxFrame)
{
CurrentFrame=0;
}
Pos.vx+=DataPtr->Velocity.vx;
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Pos.vy+=DataPtr->Velocity.vy+VelY;
int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
renderFrame=DataPtr->StartFrame+ThisFrame;
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if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
{
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VelY++;
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}
if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
{
CLayerCollision *ColLayer=CGameScene::getCollision();
int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
if (DistY<=0)
{
Pos.vy-=DistY;
killFX();
}
}
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}
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/*****************************************************************************/
void CFXBaseAnim::killFX()
{
setToShutdown();
// If has follow on effect, create it now
if (DataPtr->EndFX)
{
CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
}
}
/*****************************************************************************/
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/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
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void CFXBaseAnim::render()
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{
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DVECTOR RenderPos;
getFXRenderPos(RenderPos);
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if (!canRender() || !IsVisible) return;
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(renderFrame,RenderPos.vx,RenderPos.vy,CurrentScaleX,CurrentScaleY,CurrentHeading,OtPos);
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setShadeTex(Ft4,0);
setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B);
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setSemiTrans(Ft4,DataPtr->Flags & FXANIM_FLAG_TRANS);
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}
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/*****************************************************************************/
void CFXBaseAnim::collidedWith(CThing *_thisThing)
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
if ( !player->isRecoveringFromHit() )
{
if ( DataPtr->Flags & FXANIM_FLAG_KILL_PLAYER )
{
player->takeDamage( DAMAGE__KILL_OUTRIGHT );
}
else if ( DataPtr->Flags & FXANIM_FLAG_INJURE_PLAYER )
{
player->takeDamage( DAMAGE__HIT_ENEMY );
}
}
break;
}
default:
break;
}
}