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
/*****************************************************************************/
class CActorGfx
{
public:
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CActorGfx(FileEquate Filename,int No);
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virtual ~CActorGfx();
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void Init(FileEquate _Filename);
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false,bool Shadow=false);
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void Dump();
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int getFrameCount(int Anim) {return(SpriteBank->AnimList[Anim].FrameCount);}
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FileEquate GetFilename() {return(Filename);}
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private:
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void SetUpFT4(POLY_FT4 *Ft4,sSpriteFrame *ThisFrame,int X,int Y,bool XFlip,bool YFlip);
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sSpriteFrame *GetFrame(int Anim,int Frame);
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FileEquate Filename;
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sSpriteAnimBank *SpriteBank;
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int ActorNo; // qwik bodge for mo :oP
int TexX,TexY;
int ClutX,ClutY;
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};
/*****************************************************************************/
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class CActorPool
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{
public:
enum
{
MAX_ACTORS=8,
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MAX_ACTOR_SIZE=128*128,
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};
static void Init();
static void AddActor(FileEquate Filename) {GetActor(Filename);}
static CActorGfx *GetActor(FileEquate Filename);
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static void DumpActors();
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static u8 UnpackBuffer[MAX_ACTOR_SIZE];
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private:
static int FindIdx(FileEquate Filename);
static int FindFreeIdx();
static CActorGfx *ActorList[MAX_ACTORS];
};
/*****************************************************************************/
#endif