SBSPSS/source/fx/fxbaseanim.cpp
2001-06-19 21:19:01 +00:00

88 lines
2.2 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"
/*****************************************************************************/
void CFXBaseAnim::init(DVECTOR const &_Pos)
{
CFX::init(_Pos);
CurrentFrame=0;
CurrentScaleX=CurrentScaleY=ONE;
CurrentHeading = 0;
MaxFrame=((BaseData->EndFrame-BaseData->StartFrame)<<BaseData->FrameShift)-1;
Flags|=BaseData->Flags;
renderFrame=BaseData->StartFrame;
if (Flags & FX_FLAG_LOOP)
{
Life=-1;
}
else
{
Life=MaxFrame;
}
}
/*****************************************************************************/
void CFXBaseAnim::setBaseData(void *Data)
{
CFX::setBaseData(Data);
BaseData=(sFXBaseData*)Data;
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
void CFXBaseAnim::think(int _frames)
{
CFX::think(_frames);
if (BaseData->StartFrame!=BaseData->EndFrame)
{
// CurrentFrame+=_frames;
CurrentFrame+=1;
if (CurrentFrame>=MaxFrame)
{
CurrentFrame=0;
}
int ThisFrame=CurrentFrame>>BaseData->FrameShift;
renderFrame=BaseData->StartFrame+ThisFrame;
}
}
/*****************************************************************************/
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXBaseAnim::render()
{
DVECTOR RenderPos;
getFXRenderPos(RenderPos);
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();
POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(renderFrame,RenderPos.vx,RenderPos.vy,CurrentScaleX,CurrentScaleY,CurrentHeading,OtPos);
setShadeTex(Ft4,0);
setRGB0(Ft4,RGB.R,RGB.G,RGB.B);
setSemiTrans(Ft4,Flags & FX_FLAG_TRANS);
Frame=Ft4;
}