SBSPSS/source/fx/fxbubble.cpp
2001-06-01 14:05:21 +00:00

107 lines
2.6 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;
CurrentScale=DataPtr->Scale;
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;
}
Gravity=0;
}
/*****************************************************************************/
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+Gravity;
if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
{
Gravity++;
}
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()) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();
int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
Ft4->u1--; Ft4->u3--;
Ft4->v2--; Ft4->v3--;
setShadeTex(Ft4,0);
setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B);
}