SBSPSS/source/fx/fxfire.cpp

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/***************/
/*** Fire FX ***/
/***************/
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#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"
#include "game\game.h"
#include "level\layercollision.h"
#include "FX\FXBaseAnim.h"
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#include "FX\FXFire.h"
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/*****************************************************************************/
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void CFXFire::init(DVECTOR const &_Pos)
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{
CFXBaseAnim::init(_Pos);
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OtPos++;
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}
/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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static const int FT=3;
static const int FC=128;
static const int FO=2;
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void CFXFire::render()
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{
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if (!HasInit) return;
DVECTOR RenderPos;
getFXRenderPos(RenderPos);
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
POLY_FT4 *Ft4;
SpriteBank *SprBank=CGameScene::getSpriteBank();
sFrameHdr *Hdr=SprBank->getFrameHeader(renderFrame);
int SW=Hdr->W;
int SH=Hdr->H;
int W=SprW;
int HW=SprW/2;
int H=SprH;
int HH=SprH/2;
int FXO=0;
int FYO=0;
Frame=SprBank->printFT4(renderFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos);
setShadeTex(Frame,0);
setRGB0(Frame,FC,FC,FC);
setSemiTrans(Frame,1);
Frame->tpage|=FT<<5;
Frame->u1--; Frame->u2--;
Frame->v2--; Frame->v3--;
if (CurrentHeading<1024*1)
{ // up
RenderPos.vy+=HH;
Frame->x0=RenderPos.vx-HW; Frame->y0=RenderPos.vy-H;
Frame->x1=RenderPos.vx+HW; Frame->y1=RenderPos.vy-H;
Frame->x2=RenderPos.vx-HW; Frame->y2=RenderPos.vy;
Frame->x3=RenderPos.vx+HW; Frame->y3=RenderPos.vy;
FYO=-FO;
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}
else
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if (CurrentHeading<1024*2)
{ // Right
RenderPos.vx-=HH;
Frame->x0=RenderPos.vx-W; Frame->y0=RenderPos.vy+HW;
Frame->x1=RenderPos.vx-W; Frame->y1=RenderPos.vy-HW;
Frame->x2=RenderPos.vx; Frame->y2=RenderPos.vy+HW;
Frame->x3=RenderPos.vx; Frame->y3=RenderPos.vy-HW;
FXO=+FO;
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}
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else
if (CurrentHeading<1024*3)
{ // Down
RenderPos.vy-=HH;
Frame->x0=RenderPos.vx-HW; Frame->y0=RenderPos.vy+H;
Frame->x1=RenderPos.vx+HW; Frame->y1=RenderPos.vy+H;
Frame->x2=RenderPos.vx-HW; Frame->y2=RenderPos.vy;
Frame->x3=RenderPos.vx+HW; Frame->y3=RenderPos.vy;
FYO=+FO;
}
else
if (CurrentHeading<1024*4)
{ // Left
RenderPos.vx+=HH;
Frame->x0=RenderPos.vx-H; Frame->y0=RenderPos.vy+HW;
Frame->x1=RenderPos.vx-H; Frame->y1=RenderPos.vy-HW;
Frame->x2=RenderPos.vx; Frame->y2=RenderPos.vy+HW;
Frame->x3=RenderPos.vx; Frame->y3=RenderPos.vy-HW;
FXO=-FO;
}
Ft4=GetPrimFT4();
*Ft4=*Frame;
AddPrimToList(Ft4,OtPos);
Ft4->x0+=FXO; Ft4->y0+=FYO;
Ft4->x1+=FXO; Ft4->y1+=FYO;
Ft4->x2+=FXO; Ft4->y2+=FYO;
Ft4->x3+=FXO; Ft4->y3+=FYO;
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}
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