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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/*****************************************************************************/
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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=ONE;
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CurrentHeading = 0;
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HasInit=false;
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Life=-1;
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}
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/*****************************************************************************/
void CFXBaseAnim::setBaseData(void *Data)
{
CFX::setBaseData(Data);
BaseData=(sFXBaseData*)Data;
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}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
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void CFXBaseAnim::think(int _frames)
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{
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if (!HasInit)
{
MaxFrame=((BaseData->EndFrame-BaseData->StartFrame)<<BaseData->FrameShift)-1;
Flags|=BaseData->Flags;
renderFrame=BaseData->StartFrame;
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if(m_soundId==NOT_PLAYING)
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{
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if (BaseData->StartSnd)
{
m_soundId=CSoundMediator::playSfx((CSoundMediator::SFXID)BaseData->StartSnd,true,true);
}
}
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EndSnd=BaseData->EndSnd;
HasInit=true;
}
else
{
if ( !( Flags & FX_FLAG_HIDDEN ) )
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{
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if(m_soundId==NOT_PLAYING)
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{
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if (BaseData->MainSnd)
{
m_soundId=CSoundMediator::playSfx((CSoundMediator::SFXID)BaseData->MainSnd,true,true);
}
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}
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}
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}
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CFX::think(_frames);
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if (BaseData->StartFrame!=BaseData->EndFrame)
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{
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CurrentFrame++;
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if (CurrentFrame>MaxFrame)
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{
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if (Flags & FX_FLAG_LOOP)
{
CurrentFrame=0;
}
else
{
CurrentFrame=MaxFrame;
killFX();
}
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}
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int ThisFrame=CurrentFrame>>BaseData->FrameShift;
renderFrame=BaseData->StartFrame+ThisFrame;
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}
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if ( m_soundId != NOT_PLAYING )
{
if(!CSoundMediator::isSfxStillPlaying(m_soundId))
{
CSoundMediator::stopAndUnlockSfx(m_soundId);
m_soundId=NOT_PLAYING;
}
}
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}
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/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
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void CFXBaseAnim::render()
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{
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if (!HasInit) return;
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DVECTOR RenderPos;
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getFXRenderPos(RenderPos);
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if (!canRender() || Flags & FX_FLAG_HIDDEN) 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);
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setRGB0(Ft4,RGB.R,RGB.G,RGB.B);
setSemiTrans(Ft4,Flags & FX_FLAG_TRANS);
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Frame=Ft4;
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}
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