SBSPSS/source/gfx/actor.h

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/*******************/
/*** Actor Stuff ***/
/*******************/
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#ifndef __ACTOR_HEADER__
#define __ACTOR_HEADER__
#include "system\global.h"
#include <dstructs.h>
#ifndef __BigLump_H__
#include <biglump.h>
#endif
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/*****************************************************************************/
// Pack together Actor anim & frame for quicker check later
struct sPoolNode
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{
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u16 Actor;
u16 Anim;
u16 Frame;
u16 TPage;
u16 TexX,TexY;
u8 U,V;
sPoolNode *Prev,*Next;
};
struct sNodeList
{
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sPoolNode *Head;
sPoolNode *Tail;
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};
struct sPoolSlot
{
u16 Width,Height;
u16 RefCount;
u16 FrameCount;
sNodeList NodeList;
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u8 *ListMem;
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};
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/*****************************************************************************/
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struct sActorPool
{
FileEquate Filename;
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sSpriteAnimBank *ActorGfx;
int CacheSlot;
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sNodeList *PoolCache;
sNodeList ActorCache;
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sActorPool *Next;
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};
/*****************************************************************************/
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class CActorCache
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{
public:
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enum
{
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TPAGE_W =256,
TPAGE_H =256-4,
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CACHE_X =512,
CACHE_Y =256,
CACHE_W =8,
CACHE_H =1,
/*
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CACHE_X =512+256,
CACHE_Y =256,
CACHE_W =4,
CACHE_H =1,
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*/
CACHE_PALX =CACHE_X+64,
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CACHE_PALY =511,
CACHE_PALW =64,
CACHE_PALH =1,
CACHE_TYPE_MAX =8,
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};
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CActorCache();
~CActorCache();
int ReserveSlot(int W,int H,int FrameCount);
void AllocCache();
void Reset();
void LoadPalette(sActorPool *NewActor);
sNodeList *GetSlotList(int Slot) {return(&SlotList[Slot].NodeList);}
static sPoolNode *RemoveHeadNode(sNodeList *Root);
static void RemoveNode(sPoolNode *Node,sNodeList *Root);
static void AddNode(sPoolNode *Node,sNodeList *Root);
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static void AddNodeList(sNodeList *Src,sNodeList *Dst);
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static u8 *UnpackBuffer;
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protected:
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int GetSlot(int W,int H);
void InitCache(int Type,int Count);
int GetSizeType(int Size);
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sPoolSlot SlotList[CACHE_TYPE_MAX];
int CurrentTPX;
int CurrentPalette;
int SlotCount;
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};
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/*****************************************************************************/
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class CActorGfx;
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class CActorPool
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{
public:
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static void Init();
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static void Reset();
static void SetUpCache();
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static void AddActor(FileEquate Filename) {GetActor(Filename);}
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static CActorGfx *GetActor(FileEquate Filename);
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static void CleanUpCache();
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protected:
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static sActorPool *FindActor(FileEquate Filename);
static sActorPool *LoadActor(FileEquate Filename);
static void AddActor(sActorPool *ThisActor);
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static CActorCache Cache;
static sActorPool *ActorList,*LastActor;
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};
/*****************************************************************************/
class CActorGfx
{
public:
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enum
{
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DEF_SHADOW_OFS=32,
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};
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CActorGfx(sActorPool *ThisActor);
virtual ~CActorGfx();
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false);
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POLY_FT4 *RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale);
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int getFrameCount(int Anim) {return(PoolEntry->ActorGfx->AnimList[Anim].FrameCount);}
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int GetTotalFrameCount() {return(PoolEntry->ActorGfx->FrameCount);}
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sBBox &GetBBox() {return(BBox);}
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void SetShadow(bool f) {ShadowFlag=f;}
void SetShadowOfs(int X,int Y) {ShadowXOfs=X; ShadowYOfs=Y;}
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protected:
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void SetUpFT4(POLY_FT4 *Ft4,sSpriteFrame *Frame,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip);
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sSpriteFrame *GetFrame(int Anim,int Frame);
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sActorPool *PoolEntry;
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sSpriteFrame *CurrentFrame;
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sBBox BBox;
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bool ShadowFlag;
s16 ShadowXOfs,ShadowYOfs;
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};
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/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
class CModelGfx
{
public:
CModelGfx(){};
virtual ~CModelGfx(){};
static void SetData(sModel *Table,sTri *TList,sQuad *QList,sVtx *VList);
void SetModel(int Type);
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void Render(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0);
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protected:
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static sModel *ModelTable;
static sTri *ModelTriList;
static sQuad *ModelQuadList;
static sVtx *ModelVtxList;
sModel *Model;
};
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/*****************************************************************************/
#endif