SBSPSS/source/fx/fxfallingtile.cpp

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/********************/
/*** Falling Tile ***/
/********************/
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#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 "level\layertile3d.h"
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#include "system\vid.h"
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#include "gfx\actor.h"
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#include "FX\FXfallingTile.h"
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/*****************************************************************************/
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const int FallingTile_DefVY=-2;
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const int FallingTile_DefLife=64;
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CFXFallingTile::init(DVECTOR const &_Pos)
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{
CFX::init();
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sLevelHdr *LevelHdr=CLevel::getLevelHdr();
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ElemBank3d=LevelHdr->ElemBank3d;
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TriList=LevelHdr->TriList;
QuadList=LevelHdr->QuadList;
VtxList=LevelHdr->VtxList;
Pos=_Pos;
Velocity.vx=getRndRange(7)-4;
Velocity.vy=FallingTile_DefVY;
Life=FallingTile_DefLife;
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CSoundMediator::playSfx(CSoundMediator::SFX_ANY_OBJECT_FALLING,false);
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Flags |=FX_FLAG_NO_THINK_KILL;
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}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
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void CFXFallingTile::think(int _frames)
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{
CFX::think(_frames);
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Pos.vx+=Velocity.vx;
Pos.vy+=Velocity.vy;
Velocity.vy++;
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}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
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void CFXFallingTile::render()
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{
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CFX::render();
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if (!canRender()) return;
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DVECTOR &RenderPos=getRenderPos();
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u16 TileIdx=Tile>>2;
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CModelGfx::RenderTile(RenderPos,TileIdx);
/* u16 Flip=Tile&3;
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sFlipTable *FTab=&FlipTable[Flip];
sElem3d *Elem=&ElemBank3d[TileIdx];
int TriCount=Elem->TriCount;
sTri *TList=&TriList[Elem->TriStart];
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CMX_SetTransMtxXY(&ThisRenderPos);
CMX_SetRotMatrixXY(&FTab->Mtx);
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while (TriCount--)
{
P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
gte_ldv3(P0,P1,P2);
setlen(TPrimPtr, GPU_PolyFT3Tag);
TPrimPtr->code=TList->PolyCode;
gte_rtpt_b();
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setShadeTex(TPrimPtr,1);
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
T2=*(u16*)&TList->uv2; // Get UV2
*(u32*)&TPrimPtr->u0=T0; // Set UV0
*(u32*)&TPrimPtr->u1=T1; // Set UV1
*(u16*)&TPrimPtr->u2=T2; // Set UV2
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
gte_nclip_b();
gte_stsxy3_ft3(TPrimPtr);
gte_stopz(&ClipZ);
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ClipZ^=FTab->ClipCode;
if (ClipZ<0)
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{
addPrim(ThisOT,TPrimPtr);
TPrimPtr++;
}
}
SetPrimPtr((u8*)TPrimPtr);
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*/
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}