SBSPSS/source/gfx/actor.cpp

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/******************/
/*** Actor Bank ***/
/******************/
#include "system\global.h"
#include "mem\memory.h"
#include "fileio\fileio.h"
#include "utils\utils.h"
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#include "utils\pak.h"
#include "gfx\prim.h"
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#include "gfx\actor.h"
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#include <dstructs.h>
/*****************************************************************************/
CActorGfx *CActorPool::ActorList[CActorPool::MAX_ACTORS];
/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
void CActorGfx::Init(FileEquate _Filename)
{
CActorPool::GetActor(Filename);
}
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int DefTPX=512;
int DefTPY=256;
int ShadowXOfs=32;
int ShadowYOfs=32;
int TPInc=64;
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/*****************************************************************************/
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CActorGfx::CActorGfx(FileEquate _Filename,int Idx)
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{
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int i;
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Filename=_Filename;
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ActorNo=Idx;
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SpriteBank=(sSpriteAnimBank*)CFileIO::loadFile(Filename);
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SpriteBank->AnimList=(sSpriteAnim*) MakePtr(SpriteBank,(int)SpriteBank->AnimList);
SpriteBank->FrameList=(sSpriteFrame*) MakePtr(SpriteBank,(int)SpriteBank->FrameList);
SpriteBank->Palette=(u8*) MakePtr(SpriteBank,(int)SpriteBank->Palette);
// FixUp AnimList
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DAVE_DBGMSG("Anims %i\n",SpriteBank->AnimCount);
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for (i=0; i<SpriteBank->AnimCount; i++)
{
sSpriteAnim *ThisAnim=&SpriteBank->AnimList[i];
ThisAnim->Anim=(u16*) MakePtr(SpriteBank,(int)ThisAnim->Anim);
}
// FixUp FrameList
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DAVE_DBGMSG("Anims %i\n",SpriteBank->FrameCount);
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for (i=0; i<SpriteBank->FrameCount; i++)
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{
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sSpriteFrame *ThisFrame=&SpriteBank->FrameList[i];
ThisFrame->PAKSpr=(u8*) MakePtr(SpriteBank,(int)ThisFrame->PAKSpr);
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}
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TexX=DefTPX+(TPInc*ActorNo);
TexY=DefTPY+4;
ClutX=TexX;
ClutY=DefTPY;
// upload clut
RECT Rect;
Rect.x=ClutX;
Rect.y=ClutY;
Rect.w=SpriteBank->ColorCount;
Rect.h=1;
LoadImage( &Rect, (u32*)SpriteBank->Palette);
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}
/*****************************************************************************/
CActorGfx::~CActorGfx()
{
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MemFree(SpriteBank);
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}
/*****************************************************************************/
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POLY_FT4 *CActorGfx::Render(DVECTOR &Pos,int Anim,int Frame,bool XFlip,bool YFlip,bool Shadow)
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{
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sSpriteAnim &ThisAnim=SpriteBank->AnimList[Anim];
u16 FrameNo=ThisAnim.Anim[Frame];
sSpriteFrame &ThisFrame=SpriteBank->FrameList[FrameNo];
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u8 Buffer[64*64];
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PAK_doUnpak(Buffer,ThisFrame.PAKSpr);
// Gfx
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RECT Rect;
Rect.x=TexX;
Rect.y=TexY;
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Rect.w=ThisFrame.W/4;
Rect.h=ThisFrame.H;
LoadImage( &Rect, (u32*)Buffer);
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POLY_FT4 *Ft4=GetPrimFT4();
SetUpFT4(Ft4,&ThisFrame,Pos.vx,Pos.vy,XFlip,YFlip);
setRGB0(Ft4,128,128,128);
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setTPage(Ft4,0,0,TexX,TexY);
setClut(Ft4, ClutX, ClutY);
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AddPrimToList(Ft4,0);
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if (Shadow)
{
POLY_FT4 *sFt4=GetPrimFT4();
*sFt4=*Ft4;
sFt4->x0-=ShadowXOfs;
sFt4->x1-=ShadowXOfs;
sFt4->y0+=ShadowYOfs;
sFt4->y1+=ShadowYOfs;
setSemiTrans(sFt4,1);
setRGB0(sFt4,0,0,0);
AddPrimToList(sFt4,0);
}
return(Ft4);
}
/*****************************************************************************/
void CActorGfx::SetUpFT4(POLY_FT4 *Ft4,sSpriteFrame *ThisFrame,int X,int Y,bool XFlip,bool YFlip)
{
int U=0;
int V=4;
int W=ThisFrame->W;
int H=ThisFrame->H;
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if (XFlip)
{
Ft4->u0=U+W-1;
Ft4->u1=U;
Ft4->u2=U+W-1;
Ft4->u3=U;
}
else
{
Ft4->u0=U;
Ft4->u1=U+W;
Ft4->u2=U;
Ft4->u3=U+W;
}
if (YFlip)
{
Ft4->v0=V+H-1;
Ft4->v1=V+H-1;
Ft4->v2=V;
Ft4->v3=V;
}
else
{
Ft4->v0=V;
Ft4->v1=V;
Ft4->v2=V+H;
Ft4->v3=V+H;
}
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X-=ThisFrame->XOfs;
Y-=ThisFrame->YOfs;
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setXYWH(Ft4,X,Y,W,H);
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}
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/*****************************************************************************/
void CActorGfx::Dump()
{
}
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/*****************************************************************************/
int CActorGfx::getFrameWidth(int Anim,int Frame)
{
sSpriteAnim &ThisAnim=SpriteBank->AnimList[Anim];
u16 FrameNo=ThisAnim.Anim[Frame];
sSpriteFrame &ThisFrame=SpriteBank->FrameList[FrameNo];
return(ThisFrame.W);
}
/*****************************************************************************/
int CActorGfx::getFrameHeight(int Anim,int Frame)
{
sSpriteAnim &ThisAnim=SpriteBank->AnimList[Anim];
u16 FrameNo=ThisAnim.Anim[Frame];
sSpriteFrame &ThisFrame=SpriteBank->FrameList[FrameNo];
return(ThisFrame.H);
}
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CActorPool::Init()
{
for (int i=0; i<MAX_ACTORS; i++)
{
ActorList[i]=0;
}
}
/*****************************************************************************/
int CActorPool::FindIdx(FileEquate Filename)
{
for (int i=0; i<MAX_ACTORS; i++)
{
if (ActorList[i] && ActorList[i]->GetFilename()==Filename) return(i);
}
return(-1);
}
/*****************************************************************************/
int CActorPool::FindFreeIdx()
{
for (int i=0; i<MAX_ACTORS; i++)
{
if (!ActorList[i]) return(i);
}
return(-1);
}
/*****************************************************************************/
/*** Load ********************************************************************/
/*****************************************************************************/
CActorGfx *CActorPool::GetActor(FileEquate Filename)
{
CActorGfx *NewActor;
int Idx;
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// Already Loaded?
Idx=FindIdx(Filename);
if (Idx!=-1) return(ActorList[Idx]);
// Create and Load
Idx=FindFreeIdx();
ASSERT(Idx!=-1);
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NewActor=new ("ActorPool") CActorGfx(Filename,Idx);
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ActorList[Idx]=NewActor;
return(NewActor);
}
/*****************************************************************************/
/*** Dump ********************************************************************/
/*****************************************************************************/
void CActorPool::DumpActor(FileEquate Filename)
{
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CActorGfx *ThisActor;
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int Idx;
// Is Loaded?
Idx=FindIdx(Filename);
ASSERT(Idx!=-1);
ThisActor=ActorList[Idx];
ActorList[Idx]=0;
delete ThisActor;
}