SBSPSS/source/fx/fxjfish.cpp

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/**********************/
/*** JellyFish Legs ***/
/**********************/
#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 "FX\FXjfish.h"
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static const int LegCount=3;
static const int LegWInc=32/LegCount;
static const int LegHInc=-4;
static const int LegAngleInc=7;
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CFXJellyFishLegs::init(DVECTOR const &_Pos)
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{
CFX::init();
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Pos=_Pos;
Ofs.vx=0; Ofs.vy=0;
Angle=getRnd();
AngleInc=LegAngleInc+getRndRange(3);
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Scale = ONE;
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}
/*****************************************************************************/
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void CFXJellyFishLegs::Setup(int XOfs,int YOfs,bool XFlip)
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{
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Ofs.vx=XOfs;
Ofs.vy=YOfs;
this->XFlip=XFlip;
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}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
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void CFXJellyFishLegs::think(int _frames)
{
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Pos=getParent()->getPos();
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CFX::think(_frames);
Angle++; Angle&=CIRCLE_TAB_MASK;
AngleInc=LegAngleInc;
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}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXJellyFishLegs::render()
{
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CFX::render();
if (!canRender()) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();;
DVECTOR RenderPos=getRenderPos();
int WOfs=0;
int H;
int ThisAngle=Angle;
int LegHeight=SprBank->getFrameHeight(FRM__LEG)-4;
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int ScaleWInc=(Scale*LegWInc)>>12;
int ScaleHInc=(Scale*LegHInc)>>12;
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RenderPos.vx+=Ofs.vx;
RenderPos.vy+=Ofs.vy;
for (int i=0; i<LegCount; i++)
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{
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ThisAngle+=AngleInc;
ThisAngle&=CIRCLE_TAB_MASK;
H=LegHeight+(CircleTable[ThisAngle]>>5);
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int spriteWidth = ( Scale * CGameScene::getSpriteBank()->getFrameWidth(FRM__LEG) ) >> 12;
POLY_FT4 *Ft4;
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//Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx,RenderPos.vy,XFlip,0,OtPos,Scale>>4);
if ( !XFlip )
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{
Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx + 6 + ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
}
else
{
Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx - 6 - ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
}
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if (!XFlip)
{
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// Ft4->x1-=WOfs;
// Ft4->x3-=WOfs;
Ft4->x0+=WOfs/2;
Ft4->x2+=WOfs/2;
Ft4->x1-=WOfs/2;
Ft4->x3-=WOfs/2;
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}
else
{
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// Ft4->x0+=WOfs;
// Ft4->x2+=WOfs;
Ft4->x0+=WOfs/2;
Ft4->x2+=WOfs/2;
Ft4->x1-=WOfs/2;
Ft4->x3-=WOfs/2;
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}
Ft4->y2=Ft4->y0+H;
Ft4->y3=Ft4->y1+H;
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// RenderPos.vy+=H+LegHInc;
// WOfs+=LegWInc;
RenderPos.vy+=H+ScaleHInc;
WOfs+=ScaleWInc;
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}
}