189 lines
3.9 KiB
C++
189 lines
3.9 KiB
C++
/**************************/
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/*** Anim Texture Stuph ***/
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/**************************/
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#include "system\global.h"
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#include "mem\memory.h"
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#include "fileio\fileio.h"
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#include "gfx\animtex.h"
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#include "gfx\tpage.h"
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#include "utils\utils.h"
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#ifndef __SYSTEM_GSTATE_H__
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#include "system\gstate.h"
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#endif
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CAnimTex *AnimTexList=0;
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CMoveTex CMoveTex::MoveTexList[CMoveTex::MOVETEX_MAX];
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/*****************************************************************************/
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CAnimTex::CAnimTex()
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{
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NextTex=0;
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}
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/*****************************************************************************/
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CAnimTex::~CAnimTex()
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{
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if (TexData) MemFree(TexData);
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}
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/*****************************************************************************/
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void CAnimTex::AddAnimTex(sFrameHdr *Frame,FileEquate Filename)
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{
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int TPageX,TPageY,X,Y,W,H;
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CAnimTex *ThisTex=new ("CAnimTex::AddAnimTex") CAnimTex;
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ThisTex->NextTex=AnimTexList;
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AnimTexList=ThisTex;
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X=(u8)Frame->U;
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Y=(u8)Frame->V;
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W=(u8)Frame->W;
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H=(u8)Frame->H;
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switch (((Frame->TPage)>>7)&0x003)
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{
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case 0:
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ThisTex->PixPerWord=4;
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break;
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case 1:
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ThisTex->PixPerWord=2;
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break;
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case 2:
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ThisTex->PixPerWord=1;
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break;
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default:
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ASSERT(!"Unknown Pixel Depth");
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break;
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};
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X/=ThisTex->PixPerWord;
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W/=ThisTex->PixPerWord;
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TPageX=(Frame->TPage<<6)&0x7c0;
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TPageY=(Frame->TPage<<4)&0x100;
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TPageX+=X;
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TPageY+=Y;
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ThisTex->Rect.x=TPageX;
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ThisTex->Rect.y=TPageY;
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ThisTex->Rect.w=W;
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ThisTex->Rect.h=H;
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ThisTex->TexData=0;
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ThisTex->Count=0; ThisTex->Speed=-1;
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ThisTex->TPage=Frame->TPage;
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ThisTex->TexName=Filename;
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int Size=W*H;
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ThisTex->TexData=(u32*)MemAlloc(Size*sizeof(u16), "AnTx");
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DrawSync(0);
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StoreImage(&ThisTex->Rect,(u32*)ThisTex->TexData);
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}
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/*****************************************************************************/
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void CAnimTex::DumpThisTPage(FileEquate TexName)
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{
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CAnimTex *PrevTex, *ThisTex, *NextTex;
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PrevTex=NULL;
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ThisTex=AnimTexList;
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while(ThisTex)
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{
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NextTex=ThisTex->NextTex;
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if(ThisTex->TexName==TexName)
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{
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if (PrevTex) PrevTex->NextTex=NextTex;
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if (ThisTex==AnimTexList) AnimTexList=NextTex;
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delete ThisTex;
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}
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else
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{
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PrevTex=ThisTex;
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}
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ThisTex=NextTex;
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}
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}
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/*****************************************************************************/
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void CAnimTex::AnimateTex()
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{
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CAnimTex *ThisTex=AnimTexList;
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RECT Rect;
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int Count,CountComp;
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int H,W;
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int Time = GameState::getFramesSinceLast();
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while (ThisTex)
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{
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Rect=ThisTex->Rect;
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H=Rect.h;
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Count=((ThisTex->Count>>2)+ThisTex->Rect.h)%ThisTex->Rect.h; // Allow for backwards
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CountComp=H-Count;
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// Top Chunk
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if (Count)
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{
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int Offset = (CountComp*Rect.w)>>1;
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Rect.h=Count;
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LoadImage(&Rect,ThisTex->TexData+Offset);
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}
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// Bottom Chunk
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if (CountComp)
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{
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Rect.y+=Count;
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Rect.h=CountComp;
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LoadImage(&Rect,ThisTex->TexData);
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}
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ThisTex->Count+=(ThisTex->Speed * Time);
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ThisTex->Count%=(ThisTex->Rect.h<<2);
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ThisTex=ThisTex->NextTex;
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}
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CMoveTex::MoveTex();
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*
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void CMoveTex::Add(sTexInfo &SrcFrame,sTexInfo &DstFrame)
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{
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int Idx;
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for (Idx=0; Idx<MOVETEX_MAX && MoveTexList[Idx].Src; Idx++);
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ASSERT(Idx<MOVETEX_MAX);
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CMoveTex &ThisTex=MoveTexList[Idx];
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ThisTex.Src=&SrcFrame;
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ThisTex.Dst=&DstFrame;
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}
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*/
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/*****************************************************************************/
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void CMoveTex::MoveTex()
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{
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/*
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CMoveTex *ThisTex=MoveTexList,*NextTex;
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for (int Idx=0; Idx<MOVETEX_MAX; Idx++)
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{
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CMoveTex &ThisTex=MoveTexList[Idx];
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if (!ThisTex.Src) return;
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MoveImage((RECT*)ThisTex.Src,ThisTex.Dst->x,ThisTex.Dst->y);
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ThisTex.Src=0;
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}
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*/
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}
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/*****************************************************************************/
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