SBSPSS/source/fx/fxbaseanim.cpp
2001-06-11 20:36:53 +00:00

141 lines
3.4 KiB
C++

/***********************/
/*** Anim Base Class ***/
/***********************/
#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"
#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)<<DataPtr->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);
}
/*****************************************************************************/
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;
}
}