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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: nGenEx.lib
+ FILE: Sprite.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Sprite (Polygon) Object
+*/
+
+#include "MemDebug.h"
+#include "Sprite.h"
+#include "Bitmap.h"
+#include "Camera.h"
+#include "Polygon.h"
+#include "Video.h"
+#include "Game.h"
+
+// +--------------------------------------------------------------------+
+
+Sprite::Sprite()
+: w(0), h(0), nframes(0), own_frames(0),
+frames(0), frame_index(0), frame_time(100), loop(0), shade(1.0),
+angle(0.0), blend_mode(4), filter(1), vset(4), poly(0)
+{
+ trans = true;
+
+ vset.space = VertexSet::WORLD_SPACE;
+ for (int i = 0; i < 4; i++) {
+ vset.diffuse[i] = Color::White.Value();
+ }
+
+ vset.tu[0] = 0.0f;
+ vset.tv[0] = 0.0f;
+ vset.tu[1] = 1.0f;
+ vset.tv[1] = 0.0f;
+ vset.tu[2] = 1.0f;
+ vset.tv[2] = 1.0f;
+ vset.tu[3] = 0.0f;
+ vset.tv[3] = 1.0f;
+
+ poly.nverts = 4;
+ poly.vertex_set = &vset;
+ poly.material = &mtl;
+ poly.verts[0] = 0;
+ poly.verts[1] = 1;
+ poly.verts[2] = 2;
+ poly.verts[3] = 3;
+}
+
+// +--------------------------------------------------------------------+
+
+Sprite::Sprite(Bitmap* animation, int length, int repeat, int share)
+: w(0), h(0), nframes(0), own_frames(0),
+frames(0), frame_index(0), frame_time(67), loop(0), shade(1.0),
+angle(0.0), blend_mode(4), filter(1), vset(4), poly(0)
+{
+ trans = true;
+ SetAnimation(animation, length, repeat, share);
+
+ vset.space = VertexSet::WORLD_SPACE;
+ for (int i = 0; i < 4; i++) {
+ vset.diffuse[i] = Color::White.Value();
+ }
+
+ vset.tu[0] = 0.0f;
+ vset.tv[0] = 0.0f;
+ vset.tu[1] = 1.0f;
+ vset.tv[1] = 0.0f;
+ vset.tu[2] = 1.0f;
+ vset.tv[2] = 1.0f;
+ vset.tu[3] = 0.0f;
+ vset.tv[3] = 1.0f;
+
+ poly.nverts = 4;
+ poly.vertex_set = &vset;
+ poly.material = &mtl;
+ poly.verts[0] = 0;
+ poly.verts[1] = 1;
+ poly.verts[2] = 2;
+ poly.verts[3] = 3;}
+
+// +--------------------------------------------------------------------+
+
+Sprite::~Sprite()
+{
+ if (own_frames) {
+ if (nframes == 1)
+ delete frames;
+ else
+ delete [] frames;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::Scale(double scale)
+{
+ if (scale >= 0) {
+ w = (int) (scale * w);
+ h = (int) (scale * h);
+
+ radius = (float) ((w>h) ? w : h) / 2.0f;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::Rescale(double scale)
+{
+ if (scale >= 0 && Frame()) {
+ w = (int) (scale * Frame()->Width());
+ h = (int) (scale * Frame()->Height());
+
+ radius = (float) ((w>h) ? w : h) / 2.0f;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::Reshape(int w1, int h1)
+{
+ if (w1 >= 0 && h1 >= 0 && Frame()) {
+ w = w1;
+ h = h1;
+
+ radius = (float) ((w>h) ? w : h) / 2.0f;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::SetAnimation(Bitmap* animation, int length, int repeat, int share)
+{
+ if (animation) {
+ strncpy_s(name, animation->GetFilename(), 31);
+ name[31] = 0;
+
+ if (own_frames) {
+ if (nframes == 1)
+ delete frames;
+ else
+ delete [] frames;
+ }
+
+ w = animation->Width();
+ h = animation->Height();
+
+ radius = (float) ((w>h) ? w : h) / 2.0f;
+
+ own_frames = !share;
+ nframes = length;
+ frames = animation;
+ frame_index = 0;
+
+ if (repeat) {
+ loop = 1;
+ life = -1;
+ }
+ else {
+ loop = 0;
+ life = nframes;
+ }
+
+ last_time = Game::RealTime() - frame_time;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::SetTexCoords(const double* uv_interleaved)
+{
+ if (uv_interleaved) {
+ vset.tu[0] = (float) uv_interleaved[0];
+ vset.tv[0] = (float) uv_interleaved[1];
+ vset.tu[1] = (float) uv_interleaved[2];
+ vset.tv[1] = (float) uv_interleaved[3];
+ vset.tu[2] = (float) uv_interleaved[4];
+ vset.tv[2] = (float) uv_interleaved[5];
+ vset.tu[3] = (float) uv_interleaved[6];
+ vset.tv[3] = (float) uv_interleaved[7];
+ }
+ else {
+ vset.tu[0] = 0.0f;
+ vset.tv[0] = 0.0f;
+ vset.tu[1] = 1.0f;
+ vset.tv[1] = 0.0f;
+ vset.tu[2] = 1.0f;
+ vset.tv[2] = 1.0f;
+ vset.tu[3] = 0.0f;
+ vset.tv[3] = 1.0f;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+double
+Sprite::FrameRate() const
+{
+ return 1000.0 / (double) frame_time;
+}
+
+void
+Sprite::SetFrameRate(double rate)
+{
+ if (rate > 0.001 && rate < 100) {
+ frame_time = (int) (1000.0 / rate);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::SetFrameIndex(int n)
+{
+ if (n >= 0 && n < nframes)
+ frame_index = n;
+}
+
+// +--------------------------------------------------------------------+
+
+Bitmap*
+Sprite::Frame() const
+{
+ return frames + frame_index;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::Render(Video* video, DWORD flags)
+{
+ if (shade < 0.001 || hidden || !visible || !video)
+ return;
+
+ if (blend_mode == 2 && !(flags & Graphic::RENDER_ALPHA))
+ return;
+
+ if (blend_mode == 4 && !(flags & Graphic::RENDER_ADDITIVE))
+ return;
+
+ if (life > 0 || loop) {
+ const Camera* camera = video->GetCamera();
+ Matrix orient(camera->Orientation());
+ Vec3 nrm(camera->vpn() * -1);
+ ColorValue white((float) shade, (float) shade, (float) shade, (float) shade);
+ DWORD diff = white.ToColor().Value();
+
+ orient.Roll(angle);
+
+ Vec3 vx = Vec3((float) orient(0,0),
+ (float) orient(0,1),
+ (float) orient(0,2)) * (float) (w/2.0f);
+
+ Vec3 vy = Vec3((float) orient(1,0),
+ (float) orient(1,1),
+ (float) orient(1,2)) * (float) (h/2.0f);
+
+ vset.loc[0] = loc - vx + vy;
+ vset.nrm[0] = nrm;
+ vset.diffuse[0] = diff;
+
+ vset.loc[1] = loc + vx + vy;
+ vset.nrm[1] = nrm;
+ vset.diffuse[1] = diff;
+
+ vset.loc[2] = loc + vx - vy;
+ vset.nrm[2] = nrm;
+ vset.diffuse[2] = diff;
+
+ vset.loc[3] = loc - vx - vy;
+ vset.nrm[3] = nrm;
+ vset.diffuse[3] = diff;
+
+ if (luminous) {
+ mtl.Ka = Color::Black;
+ mtl.Kd = Color::Black;
+ mtl.Ks = Color::Black;
+ mtl.Ke = white;
+ mtl.tex_diffuse = Frame();
+ mtl.tex_emissive = Frame();
+ mtl.blend = blend_mode;
+ mtl.luminous = luminous;
+ }
+
+ else {
+ mtl.Ka = white;
+ mtl.Kd = white;
+ mtl.Ks = Color::Black;
+ mtl.Ke = Color::Black;
+ mtl.tex_diffuse = Frame();
+ mtl.tex_emissive = 0;
+ mtl.blend = blend_mode;
+ mtl.luminous = luminous;
+ }
+
+ video->DrawPolys(1, &poly);
+ }
+
+ memset(&screen_rect, 0, sizeof(Rect));
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::Render2D(Video* video)
+{
+ if (shade < 0.001 || hidden || !visible || !video)
+ return;
+
+ ColorValue white((float) shade, (float) shade, (float) shade, (float) shade);
+ DWORD diff = white.ToColor().Value();
+
+ double ca = cos(Angle());
+ double sa = sin(Angle());
+
+ double w2 = Width() / 2.0;
+ double h2 = Height() / 2.0;
+
+ vset.s_loc[0].x = (float) (loc.x + (-w2*ca - -h2*sa) - 0.5);
+ vset.s_loc[0].y = (float) (loc.y + (-w2*sa + -h2*ca) - 0.5);
+ vset.s_loc[0].z = 0.0f;
+ vset.rw[0] = 1.0f;
+ vset.diffuse[0] = diff;
+
+ vset.s_loc[1].x = (float) (loc.x + ( w2*ca - -h2*sa) - 0.5);
+ vset.s_loc[1].y = (float) (loc.y + ( w2*sa + -h2*ca) - 0.5);
+ vset.s_loc[1].z = 0.0f;
+ vset.rw[1] = 1.0f;
+ vset.diffuse[1] = diff;
+
+ vset.s_loc[2].x = (float) (loc.x + ( w2*ca - h2*sa) - 0.5);
+ vset.s_loc[2].y = (float) (loc.y + ( w2*sa + h2*ca) - 0.5);
+ vset.s_loc[2].z = 0.0f;
+ vset.rw[2] = 1.0f;
+ vset.diffuse[2] = diff;
+
+ vset.s_loc[3].x = (float) (loc.x + (-w2*ca - h2*sa) - 0.5);
+ vset.s_loc[3].y = (float) (loc.y + (-w2*sa + h2*ca) - 0.5);
+ vset.s_loc[3].z = 0.0f;
+ vset.rw[3] = 1.0f;
+ vset.diffuse[3] = diff;
+
+ mtl.Kd = white;
+ mtl.tex_diffuse = Frame();
+ mtl.blend = blend_mode;
+
+ video->DrawScreenPolys(1, &poly, blend_mode);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Sprite::Update()
+{
+ if (life > 0 || loop) {
+ DWORD time = Game::RealTime();
+ while (time - last_time > frame_time) {
+ life--;
+ frame_index++;
+ if (frame_index >= nframes)
+ frame_index = 0;
+
+ last_time += frame_time;
+ }
+
+ if (life < 0 && !loop)
+ life = 0;
+ }
+}
+