/*************************/ /*** Shade Layer Class ***/ /*************************/ #include "system\global.h" #include #include "utils\utils.h" #include "gfx\prim.h" #include "gfx\sprbank.h" #include "LayerTile.h" #include "LayerBack.h" #include sBackRGBTable CLayerBack::BackRGBTable[]= { {255, 0, 0,0}, {255,255, 0,0}, { 0,255, 0,0}, { 0,255,255,0}, { 0, 0,255,0}, {255, 0,255,0}, {255,255,255,0}, {128, 0, 0,0}, {128,128, 0,0}, { 0,128, 0,0}, { 0,128,128,0}, { 0, 0,128,0}, {128, 0,128,0}, {128,128,128,0}, }; #define BackRGBTableSize sizeof(BackRGBTable)/sizeof(sBackRGBTable) sBackSpriteInfo CLayerBack::InfoTab[]= { {FRM_FLOWER,0,0}, {FRM_GHOST,0,3}, {FRM_PUMPKIN,0,3}, {FRM_BUBBLE,NO_SPIN | NO_SCALE | NO_COLOR,3 }, {FRM_BUBBLESMALL,NO_SPIN | NO_SCALE | NO_COLOR,3}, }; /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ CLayerBack::CLayerBack(sLayerHdr *Hdr,sTile *TileBank) : CLayerTile(Hdr,TileBank) { Data=(sLayerShadeHdr*)MakePtr(Hdr,sizeof(sLayerHdr)); ASSERT(Data->Count<=LAYER_SHADE_RGB_MAX); BandCount=Data->Count-1; Sprites=new ("BackGfx Sprites") SpriteBank(); Sprites->load(LEVELS_LEVELBACKGFX_SPR); } /*****************************************************************************/ CLayerBack::~CLayerBack() { Sprites->dump(); delete Sprites; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLayerBack::init(DVECTOR &MapPos,int Shift) { MapXYShift=Shift; BandHeight=(MapHeight*16)/(BandCount); if (BandHeight>=512) BandHeight=511; for (int i=0; iData[i+0].RGB[0],Data->Data[i+0].RGB[1],Data->Data[i+0].RGB[2]); setRGB1(&Band[i],Data->Data[i+0].RGB[0],Data->Data[i+0].RGB[1],Data->Data[i+0].RGB[2]); setRGB2(&Band[i],Data->Data[i+1].RGB[0],Data->Data[i+1].RGB[1],Data->Data[i+1].RGB[2]); setRGB3(&Band[i],Data->Data[i+1].RGB[0],Data->Data[i+1].RGB[1],Data->Data[i+1].RGB[2]); } PosDx=0; PosDy=0; XOfs=MapPos.vy; YOfs=MapPos.vy; } /*****************************************************************************/ void CLayerBack::SetFrames(int Spr0,int Spr1) { int Spr[2]; Spr[0]=Spr0; Spr[1]=Spr1; for (int i=0; igetFrameHeader(InfoTab[Type].Frame); SpriteList[i].Type=Type; Sprites->prepareGT4(Gt4,Frm,0,0,0,0); SpriteList[i].W=Frm->W; SpriteList[i].H=Frm->W; setSemiTrans(Gt4,1); Gt4->tpage|=InfoTab[Type].Trans<<5; if (Frm->Rotated) { Gt4->u2++; Gt4->u3++; Gt4->v2++; Gt4->v3++; } else { Gt4->u1--; Gt4->u3--; Gt4->v2--; Gt4->v3--; } // Init all setRGB0(Gt4,255,255,255); setRGB1(Gt4,255,255,255); setRGB2(Gt4,255,255,255); setRGB3(Gt4,255,255,255); SpriteList[i].Angle=0; SpriteList[i].AngleInc=0; SpriteList[i].PosInc.vx=0; SpriteList[i].PosInc.vy=0; SpriteList[i].Scale.vx=1024; SpriteList[i].Scale.vy=1024; SpriteList[i].ScaleInc.vx=0; SpriteList[i].ScaleInc.vy=0; InitSprite(&SpriteList[i]); SpriteList[i].Pos.vx=getRndRange(512<Type].Flags & NO_MOVE)) { switch(StartPos&3) { case 0: // Left SpritePtr->Pos.vx=-63; SpritePtr->Pos.vy=(Pos%(256+128))-63; SpritePtr->PosInc.vx=XInc; if (XInc&1) SpritePtr->PosInc.vy=+YInc; else SpritePtr->PosInc.vy=-YInc; break; case 1: // Right SpritePtr->Pos.vx=512+63; SpritePtr->Pos.vy=(Pos%(256+128))-63; SpritePtr->PosInc.vx=-XInc; if (XInc&1) SpritePtr->PosInc.vy=+YInc; else SpritePtr->PosInc.vy=-YInc; break; case 2: // Top SpritePtr->Pos.vx=(Pos%(512+128))-63; SpritePtr->Pos.vy=-63; if (YInc&1) SpritePtr->PosInc.vx=+XInc; else SpritePtr->PosInc.vx=-XInc; SpritePtr->PosInc.vy=YInc; break; case 3: // Bottom SpritePtr->Pos.vx=(Pos%(512+128))-63; SpritePtr->Pos.vy=256+63; if (YInc&1) SpritePtr->PosInc.vx=+XInc; else SpritePtr->PosInc.vx=-XInc; SpritePtr->PosInc.vy=-YInc; break; } SpritePtr->Pos.vx<<=MOVE_SHIFT; SpritePtr->Pos.vy<<=MOVE_SHIFT; } if (!(InfoTab[SpritePtr->Type].Flags & NO_SCALE)) { SpritePtr->Scale.vx=getRndRange(4095); SpritePtr->Scale.vy=getRndRange(4095); SpritePtr->ScaleInc.vx=getRndRange(31)+31; if (SpritePtr->ScaleInc.vx&1) SpritePtr->ScaleInc.vx=-SpritePtr->ScaleInc.vx; SpritePtr->ScaleInc.vy=getRndRange(31)+31; if (SpritePtr->ScaleInc.vy&1) SpritePtr->ScaleInc.vy=-SpritePtr->ScaleInc.vy; } if (!(InfoTab[SpritePtr->Type].Flags & NO_SPIN)) { SpritePtr->AngleInc=getRndRange(31)+31; if (SpritePtr->AngleInc&1) SpritePtr->AngleInc=-SpritePtr->AngleInc; } if (!(InfoTab[SpritePtr->Type].Flags & NO_COLOR)) { int i; i=getRndRange(BackRGBTableSize-1); SpritePtr->Poly.r0=BackRGBTable[i].R; SpritePtr->Poly.g0=BackRGBTable[i].G; SpritePtr->Poly.b0=BackRGBTable[i].B; i=getRndRange(BackRGBTableSize-1); SpritePtr->Poly.r1=BackRGBTable[i].R; SpritePtr->Poly.g1=BackRGBTable[i].G; SpritePtr->Poly.b1=BackRGBTable[i].B; i=getRndRange(BackRGBTableSize-1); SpritePtr->Poly.r2=BackRGBTable[i].R; SpritePtr->Poly.g2=BackRGBTable[i].G; SpritePtr->Poly.b2=BackRGBTable[i].B; i=getRndRange(BackRGBTableSize-1); SpritePtr->Poly.r3=BackRGBTable[i].R; SpritePtr->Poly.g3=BackRGBTable[i].G; SpritePtr->Poly.b3=BackRGBTable[i].B; } } /*****************************************************************************/ extern DVECTOR TileMapOfs; void CLayerBack::think(DVECTOR &MapPos) { int _XOfs=MapPos.vx>>MapXYShift; int _YOfs=MapPos.vy>>MapXYShift; _YOfs+=TileMapOfs.vy; PosDx=(_XOfs-XOfs)<Pos.vx+=SpritePtr->PosInc.vx; SpritePtr->Pos.vy+=SpritePtr->PosInc.vy; SpritePtr->Pos.vx-=PosDx; SpritePtr->Pos.vy-=PosDy; SpritePtr->Angle+=SpritePtr->AngleInc; SpritePtr->Angle&=4095; SpritePtr->Scale.vx+=SpritePtr->ScaleInc.vx; SpritePtr->Scale.vx&=4095; SpritePtr->Scale.vy+=SpritePtr->ScaleInc.vy; SpritePtr->Scale.vy&=4095; int X=(SpritePtr->Pos.vx>>MOVE_SHIFT); int Y=(SpritePtr->Pos.vy>>MOVE_SHIFT); if (X<-64 || X>512+64 || Y<-64 || Y>256+64) { InitSprite(SpritePtr); } POLY_GT4 *Gt4=&SpriteList[i].Poly; int ScaleX=msin(SpritePtr->Scale.vx); int ScaleY=msin(SpritePtr->Scale.vy); Gt4->tpage|=Tran<<5; sBox Box; Sprites->RotateBox(&Box,SpritePtr->W,SpritePtr->W,ScaleX,ScaleY,SpritePtr->Angle); Gt4->x0=X+Box.x0; Gt4->y0=Y+Box.y0; Gt4->x1=X+Box.x1; Gt4->y1=Y+Box.y1; Gt4->x2=X+Box.x2; Gt4->y2=Y+Box.y2; Gt4->x3=X+Box.x3; Gt4->y3=Y+Box.y3; AddPrim(ThisOT,Gt4); SpritePtr++; } // Render Back Shade for (i=0; i