142 lines
3.4 KiB
C++
142 lines
3.4 KiB
C++
/***********************/
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/*** Anim Base Class ***/
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/***********************/
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#include "system\global.h"
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#include <DStructs.h>
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#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "gfx\sprbank.h"
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#include <sprites.h>
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#include "level\level.h"
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#include "game\game.h"
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#include "level\layercollision.h"
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#include "FX\FXBaseAnim.h"
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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/*****************************************************************************/
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void CFXBaseAnim::init(DVECTOR const &_Pos)
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{
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CFX::init(_Pos);
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CurrentFrame=0;
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CurrentScaleX=CurrentScaleY=DataPtr->Scale;
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CurrentHeading = 0;
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MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
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if (DataPtr->Flags & FXANIM_FLAG_LOOP)
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{ // Looping Anim, so let it live forever!
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Life=-1;
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}
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else
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{
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Life=MaxFrame;
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}
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VelY=0;
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renderFrame=DataPtr->StartFrame;
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}
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/*****************************************************************************/
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void CFXBaseAnim::shutdown()
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{
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CFX::shutdown();
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}
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/*****************************************************************************/
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/*** Think *******************************************************************/
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/*****************************************************************************/
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void CFXBaseAnim::think(int _frames)
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{
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CFX::think(_frames);
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CurrentFrame+=_frames;
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if (CurrentFrame>=MaxFrame)
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{
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CurrentFrame=0;
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}
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Pos.vx+=DataPtr->Velocity.vx;
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Pos.vy+=DataPtr->Velocity.vy+VelY;
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int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
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renderFrame=DataPtr->StartFrame+ThisFrame;
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if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
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{
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VelY++;
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}
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if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
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{
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CLayerCollision *ColLayer=CGameScene::getCollision();
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int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
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if (DistY<=0)
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{
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Pos.vy-=DistY;
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killFX();
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}
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}
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}
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/*****************************************************************************/
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void CFXBaseAnim::killFX()
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{
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setToShutdown();
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// If has follow on effect, create it now
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if (DataPtr->EndFX)
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{
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CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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void CFXBaseAnim::render()
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{
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DVECTOR RenderPos;
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getFXRenderPos(RenderPos);
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if (!canRender() || !IsVisible) return;
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(renderFrame,RenderPos.vx,RenderPos.vy,CurrentScaleX,CurrentScaleY,CurrentHeading,OtPos);
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setShadeTex(Ft4,0);
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setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B);
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setSemiTrans(Ft4,DataPtr->Flags & FXANIM_FLAG_TRANS);
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Frame=Ft4;
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}
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/*****************************************************************************/
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void CFXBaseAnim::collidedWith(CThing *_thisThing)
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
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{
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CPlayer *player = (CPlayer *) _thisThing;
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if ( !player->isRecoveringFromHit() )
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{
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if ( DataPtr->Flags & FXANIM_FLAG_KILL_PLAYER )
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{
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player->takeDamage( DAMAGE__KILL_OUTRIGHT );
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}
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else if ( DataPtr->Flags & FXANIM_FLAG_INJURE_PLAYER )
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{
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player->takeDamage( DAMAGE__HIT_ENEMY );
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}
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}
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break;
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}
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default:
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break;
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}
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}
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