SBSPSS/source/fx/fxlaser.cpp

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/*************/
/*** Laser ***/
/*************/
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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"
#include "game\game.h"
#include "gfx\otpos.h"
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#include "FX\FXLaser.h"
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int LaserWidth=1;
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/*****************************************************************************/
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void CFXLaser::init(DVECTOR const &_Pos)
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{
CFX::init(_Pos);
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Life=-1;
R=G=B=255;
Offset.vx=Offset.vy=0;
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}
/*****************************************************************************/
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void CFXLaser::setOffset(DVECTOR &Pos)
{
Offset=Pos;
}
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/*****************************************************************************/
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void CFXLaser::setTarget(DVECTOR &Pos)
{
Target=Pos;
}
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/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
void CFXLaser::think(int _frames)
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{
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CThing *Parent=getParent();
ASSERT(Parent);
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Pos=Parent->getPos();
}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXLaser::render()
{
DVECTOR renderPos0,renderPos1;
sOT *ThisOT=OtPtr+OtPos;
getFXRenderPos(renderPos0);
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if (!canRender() || !IsVisible) return;
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calcRenderPos(Target,renderPos1);
renderPos0.vx+=Offset.vx;
renderPos0.vy+=Offset.vy;
// Main Beam
LINE_F2 *L=GetPrimLF2();
L->x0=renderPos0.vx; L->y0=renderPos0.vy;
L->x1=renderPos1.vx; L->y1=renderPos1.vy;
setRGB0(L,R,G,B); addPrim(ThisOT,L);
// Surround
POLY_F4 *P=GetPrimF4();
P->x0=renderPos0.vx-LaserWidth; P->y0=renderPos0.vy-LaserWidth;
P->x1=renderPos0.vx+LaserWidth; P->y1=renderPos0.vy+LaserWidth;
P->x2=renderPos1.vx-LaserWidth; P->y2=renderPos1.vy-LaserWidth;
P->x3=renderPos1.vx+LaserWidth; P->y3=renderPos1.vy+LaserWidth;
setRGB0(P,R>>1,G>>1,B>>1); addPrim(ThisOT,P);
//
int W=renderPos1.vx-renderPos0.vx;
int H=renderPos1.vy-renderPos0.vy;
if (W<0) W=-W;
if (H<0) H=-H;
setCollisionCentreOffset(W>>1,H>>1);
setCollisionSize(W,H);
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}