/***********************/ /*** Anim Base Class ***/ /***********************/ #include "system\global.h" #include #include "utils\utils.h" #include "gfx\prim.h" #include "gfx\sprbank.h" #include #include "level\level.h" #include "game\game.h" #include "level\layercollision.h" #include "FX\FXBaseAnim.h" #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif /*****************************************************************************/ void CFXBaseAnim::init(DVECTOR const &_Pos) { CFX::init(_Pos); CurrentFrame=0; CurrentScaleX=CurrentScaleY=DataPtr->Scale; CurrentHeading = 0; MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<FrameShift)-1; if (DataPtr->Flags & FXANIM_FLAG_LOOP) { // Looping Anim, so let it live forever! Life=-1; } else { Life=MaxFrame; } VelY=0; renderFrame=DataPtr->StartFrame; } /*****************************************************************************/ void CFXBaseAnim::shutdown() { CFX::shutdown(); } /*****************************************************************************/ /*** Think *******************************************************************/ /*****************************************************************************/ void CFXBaseAnim::think(int _frames) { CFX::think(_frames); CurrentFrame+=_frames; if (CurrentFrame>=MaxFrame) { CurrentFrame=0; } Pos.vx+=DataPtr->Velocity.vx; Pos.vy+=DataPtr->Velocity.vy+VelY; int ThisFrame=CurrentFrame>>DataPtr->FrameShift; renderFrame=DataPtr->StartFrame+ThisFrame; if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY) { VelY++; } if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL) { CLayerCollision *ColLayer=CGameScene::getCollision(); int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 ); if (DistY<=0) { Pos.vy-=DistY; killFX(); } } } /*****************************************************************************/ void CFXBaseAnim::killFX() { setToShutdown(); // If has follow on effect, create it now if (DataPtr->EndFX) { CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos()); } } /*****************************************************************************/ /*****************************************************************************/ /*** Render ******************************************************************/ /*****************************************************************************/ void CFXBaseAnim::render() { DVECTOR RenderPos; getFXRenderPos(RenderPos); if (!canRender() || !IsVisible) return; SpriteBank *SprBank=CGameScene::getSpriteBank(); POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(renderFrame,RenderPos.vx,RenderPos.vy,CurrentScaleX,CurrentScaleY,CurrentHeading,OtPos); setShadeTex(Ft4,0); setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B); setSemiTrans(Ft4,DataPtr->Flags & FXANIM_FLAG_TRANS); Frame=Ft4; } /*****************************************************************************/ void CFXBaseAnim::collidedWith(CThing *_thisThing) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { CPlayer *player = (CPlayer *) _thisThing; if ( !player->isRecoveringFromHit() ) { if ( DataPtr->Flags & FXANIM_FLAG_KILL_PLAYER ) { player->takeDamage( DAMAGE__KILL_OUTRIGHT ); } else if ( DataPtr->Flags & FXANIM_FLAG_INJURE_PLAYER ) { player->takeDamage( DAMAGE__HIT_ENEMY ); } } break; } default: break; } }