SBSPSS/source/gfx/actor.h
2001-08-04 16:13:47 +00:00

200 lines
4.7 KiB
C++

/*******************/
/*** Actor Stuff ***/
/*******************/
#ifndef __ACTOR_HEADER__
#define __ACTOR_HEADER__
#include "system\global.h"
#include <dstructs.h>
#ifndef __BigLump_H__
#include <biglump.h>
#endif
/*****************************************************************************/
struct sPoolNode
{
sSpriteFrameGfx *Frame;
RECT DstRect;
u16 TPage;
u8 U,V;
sPoolNode *Prev,*Next;
};
struct sNodeList
{
sPoolNode *Head;
sPoolNode *Tail;
};
struct sPoolSlot
{
u16 Width,Height;
// u16 RefCount;
// u16 FrameCount;
sNodeList NodeList;
u8 *ListMem;
u16 SlotCount;
};
/*****************************************************************************/
struct sActorPool
{
FileEquate Filename;
s16 CacheSlot;
sSpriteAnimBank *ActorGfx;
sNodeList *GlobalCache;
sNodeList LocalCache;
sNodeList LastCache;
sActorPool *Next;
};
/*****************************************************************************/
class CActorCache
{
public:
enum
{
TPAGE_W =256,
TPAGE_H =256-2, // (allow for 2 lines of palettes)
CACHE_X =512,
CACHE_Y =256,
CACHE_W =8,
CACHE_H =1,
CACHE_PALX =CACHE_X,
CACHE_PALY =510,
CACHE_PALW =64,
CACHE_PALH =1,
CACHE_TYPE_MAX =8,
};
CActorCache();
~CActorCache();
int ReserveSlot(int W,int H,int FrameCount);
void AllocCache();
void Reset();
void LoadPalette(sActorPool *NewActor);
sPoolSlot &GetSlot(int Slot) {return(SlotList[Slot]);}
sNodeList *GetSlotList(int Slot) {return(&SlotList[Slot].NodeList);}
int GetSlotCount() {return(SlotCount);}
static sPoolNode *RemoveHeadNode(sNodeList *Root);
static void RemoveNode(sPoolNode *Node,sNodeList *Root);
static void AddNode(sPoolNode *Node,sNodeList *Root);
static void AddNodeList(sNodeList *Src,sNodeList *Dst);
protected:
int ReAllocSlot(int W,int H);
int GetSlot(int W,int H);
void InitCache(int Type,int Count);
int GetSizeType(int Size) {return((Size+15)&-16);}
sPoolSlot SlotList[CACHE_TYPE_MAX];
int CurrentTPX;
int CurrentPalette;
int SlotCount;
};
/*****************************************************************************/
class CActorGfx;
class CActorPool
{
public:
static void Init();
static void Reset();
static void SetUpCache();
static void AddActor(FileEquate Filename) {GetActor(Filename);}
static CActorGfx *GetActor(FileEquate Filename);
static void CleanUpCache();
protected:
static sActorPool *FindActor(FileEquate Filename);
static sActorPool *LoadActor(FileEquate Filename);
static void AddActor(sActorPool *ThisActor);
static CActorCache Cache;
static sActorPool *ActorList,*LastActor;
};
/*****************************************************************************/
class CActorGfx
{
public:
CActorGfx(sActorPool *ThisActor);
virtual ~CActorGfx();
void setActor(sActorPool *ThisActor);
POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false);
POLY_FT4 *RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale);
void getFrameOffsets(int _anim,int _frame,int *_x,int *_y);
int getFrameCount(int Anim) {return(PoolEntry->ActorGfx->AnimList[Anim].FrameCount);}
int GetTotalFrameCount() {return(PoolEntry->ActorGfx->FrameCount);}
sBBox &GetBBox() {return(BBox);}
void SetOtPos(int Ot) {OtPos=Ot;}
protected:
sPoolNode *CacheFrame(int Anim,int Frame);
void SetUpFT4(POLY_FT4 *Ft4,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip);
sActorPool *PoolEntry;
sSpriteFrame *CurrentFrame;
sSpriteFrameGfx *CurrentFrameGfx;
sBBox BBox;
u32 OtPos;
};
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
class CModelGfx
{
public:
CModelGfx(){};
virtual ~CModelGfx(){};
static void SetData(sLevelHdr *LevelHdr);
void SetModel(int Type);
static void RenderTile(DVECTOR &Pos,int TileID);
static void RenderElem(sElem3d *Elem,DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0,s32 ClipFlag=0xffffffff,u32 *TransBuffer=(u32*)SCRATCH_RAM);
void Render(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0,s32 ClipFlag=0) {RenderElem(Elem,Pos,Angle,Scale,ClipFlag);}
void RenderNoClip(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0) {Render(Pos,Angle,Scale,0xffffffff);}
sBBox &GetBBox() {return(Model->BBox);}
protected:
void CacheModelVtx();
static sModel *ModelTable;
static sElem3d *ElemBank;
static sTri *TriList;
static sQuad *QuadList;
static sVtx *VtxList;
static u16 *VtxIdxList;
sModel *Model;
sElem3d *Elem;
};
/*****************************************************************************/
#endif