131 lines
2.6 KiB
C++
131 lines
2.6 KiB
C++
/*******************/
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/*** Actor Stuff ***/
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/*******************/
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#ifndef __ACTOR_HEADER__
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#define __ACTOR_HEADER__
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#include "system\global.h"
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#include <dstructs.h>
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#ifndef __BigLump_H__
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#include <biglump.h>
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#endif
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struct sSlot
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{
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u16 W,H;
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};
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/*****************************************************************************/
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struct sActorPool
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{
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FileEquate Filename;
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sSpriteAnimBank *SpriteBank;
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u16 RefCount;
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u16 Clut;
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};
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/*****************************************************************************/
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class CSlotCache
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{
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public:
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enum
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{
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DYN_W =64,
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DYN_H =64,
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DYN_TPAGEW =4*256,
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DYN_TPAGEH =1*256,
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DYN_SLOTW =(DYN_TPAGEW/DYN_W),
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DYN_SLOTH =(DYN_TPAGEH/DYN_H),
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DYN_SLOTX =512+256,
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DYN_SLOTY =256,
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};
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CSlotCache(){};
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~CSlotCache(){};
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void Init();
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bool FindSlot(int SprW,int SprH,u16 &TexX,u16 &TexY,u8 &u,u8 &v);
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protected:
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bool TakeSlot(int SX,int SY,int SW,int SH);
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sSlot Cache[DYN_SLOTW][DYN_SLOTH];
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};
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/*****************************************************************************/
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class CActorGfx;
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class CActorPool
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{
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public:
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enum
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{
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MAX_ACTORS =64,
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MAX_ACTOR_SIZE= 128*128,
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};
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enum ACTOR_TYPE
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{
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ACTOR_PLAYER = 0,
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ACTOR_FRIEND_NPC = 1,
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ACTOR_ENEMY_NPC,
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ACTOR_UNKNOWN,
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};
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static void Init();
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static void AddActor(FileEquate Filename) {GetActor(Filename);}
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static CActorGfx *GetActor(FileEquate Filename);
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static void DumpActors();
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static ACTOR_TYPE getActorType( int actorNum ) {return actorType[actorNum];}
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protected:
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static int FindActorInPool(FileEquate Filename);
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static int FindFreeActor();
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static int LoadActor(FileEquate Filename);
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static u16 LoadPalette(sActorPool &ThisActor,int Idx);
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static sActorPool ActorPool[];
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static ACTOR_TYPE actorType[];
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};
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/*****************************************************************************/
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class CActorGfx
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{
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public:
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CActorGfx();
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virtual ~CActorGfx();
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void SetData(FileEquate Filename,sSpriteAnimBank *_SpriteBank,u16 _Clut);
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static void ResetCache();
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false,bool Shadow=false);
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int getFrameCount(int Anim) {return(SpriteBank->AnimList[Anim].FrameCount);}
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protected:
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void SetUpFT4(POLY_FT4 *Ft4,sSpriteFrame *ThisFrame,int X,int Y,bool XFlip,bool YFlip);
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sSpriteFrame *GetFrame(int Anim,int Frame);
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sSpriteAnimBank *SpriteBank;
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// RECT DrawRect;
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u16 Clut;
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u16 TPage,TexX,TexY;
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u8 U,V;
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static CSlotCache SlotCache;
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static u8 UnpackBuffer[CActorPool::MAX_ACTOR_SIZE];
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};
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/*****************************************************************************/
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#endif |