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