/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/effects.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:44:20 $ * * Special effects, such as rotating fans, electrical walls, and * other cool animations. * * $Log: effects.c,v $ * Revision 1.1.1.1 2006/03/17 19:44:20 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:06:05 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:32:49 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.21 1995/02/13 20:35:06 john * Lintized * * Revision 1.20 1994/12/10 16:44:50 matt * Added debugging code to track down door that turns into rock * * Revision 1.19 1994/12/06 16:27:14 matt * Fixed horrible bug that was referencing segment -1 * * Revision 1.18 1994/12/02 23:20:51 matt * Reset bitmaps possibly changed by crit clips * * Revision 1.17 1994/11/14 14:00:19 matt * Fixed stupid bug * * Revision 1.16 1994/11/14 12:42:43 matt * Allow holes in effects list * * Revision 1.15 1994/11/08 21:11:52 matt * Added functions to stop & start effects * * Revision 1.14 1994/10/04 18:59:08 matt * Exploding eclips now play eclip while exploding, then switch to static bm * * Revision 1.13 1994/10/04 15:17:42 matt * Took out references to unused constant * * Revision 1.12 1994/09/29 11:00:01 matt * Made eclips (wall animations) not frame-rate dependent (for now) * * Revision 1.11 1994/09/25 00:40:24 matt * Added the ability to make eclips (monitors, fans) which can be blown up * * Revision 1.10 1994/08/14 23:15:14 matt * Added animating bitmap hostages, and cleaned up vclips a bit * * Revision 1.9 1994/08/05 15:56:04 matt * Cleaned up effects system, and added alternate effects for after mine * destruction. * * Revision 1.8 1994/08/01 23:17:21 matt * Add support for animating textures on robots * * Revision 1.7 1994/05/23 15:10:46 yuan * Make Eclips read directly... * No more need for $EFFECTS list. * * Revision 1.6 1994/04/06 14:42:44 yuan * Adding new powerups. * * Revision 1.5 1994/03/15 16:31:54 yuan * Cleaned up bm-loading code. * (And structures) * * Revision 1.4 1994/03/04 17:09:09 yuan * New door stuff. * * Revision 1.3 1994/01/11 11:18:50 yuan * Fixed frame_count * * Revision 1.2 1994/01/11 10:38:55 yuan * Special effects new implementation * * Revision 1.1 1994/01/10 09:45:29 yuan * Initial revision * * */ #ifdef RCS #pragma off (unreferenced) static char rcsid[] = "$Id: effects.c,v 1.1.1.1 2006/03/17 19:44:20 zicodxx Exp $"; #pragma on (unreferenced) #endif #include #include #include #include #include "gr.h" #include "inferno.h" #include "game.h" #include "vclip.h" #include "effects.h" #include "bm.h" #include "mono.h" #include "u_mem.h" #include "textures.h" #include "fuelcen.h" #include "error.h" int Num_effects; eclip Effects[MAX_EFFECTS]; void init_special_effects() { int i; for (i=0;iflags & EF_STOPPED) continue; ec->time_left -= FrameTime; while (ec->time_left < 0) { ec->time_left += ec->vc.frame_time; ec->frame_count++; if (ec->frame_count >= ec->vc.num_frames) { if (ec->flags & EF_ONE_SHOT) { Assert(ec->segnum!=-1); Assert(ec->sidenum>=0 && ec->sidenum<6); Assert(ec->dest_bm_num!=0 && Segments[ec->segnum].sides[ec->sidenum].tmap_num2!=0); Segments[ec->segnum].sides[ec->sidenum].tmap_num2 = ec->dest_bm_num | (Segments[ec->segnum].sides[ec->sidenum].tmap_num2&0xc000); //replace with destoyed ec->flags &= ~EF_ONE_SHOT; ec->segnum = -1; //done with this } ec->frame_count = 0; } } if (ec->flags & EF_CRITICAL) continue; if (ec->crit_clip!=-1 && Fuelcen_control_center_destroyed) { int n = ec->crit_clip; //*ec->bm_ptr = &GameBitmaps[Effects[n].vc.frames[Effects[n].frame_count].index]; if (ec->changing_wall_texture != -1) Textures[ec->changing_wall_texture] = Effects[n].vc.frames[Effects[n].frame_count]; if (ec->changing_object_texture != -1) ObjBitmaps[ec->changing_object_texture] = Effects[n].vc.frames[Effects[n].frame_count]; } else { // *ec->bm_ptr = &GameBitmaps[ec->vc.frames[ec->frame_count].index]; if (ec->changing_wall_texture != -1) Textures[ec->changing_wall_texture] = ec->vc.frames[ec->frame_count]; if (ec->changing_object_texture != -1) ObjBitmaps[ec->changing_object_texture] = ec->vc.frames[ec->frame_count]; } } } void restore_effect_bitmap_icons() { int i; for (i=0;ibm_ptr != -1); ec->flags |= EF_STOPPED; ec->frame_count = 0; //*ec->bm_ptr = &GameBitmaps[ec->vc.frames[0].index]; if (ec->changing_wall_texture != -1) Textures[ec->changing_wall_texture] = ec->vc.frames[0]; if (ec->changing_object_texture != -1) ObjBitmaps[ec->changing_object_texture] = ec->vc.frames[0]; } //restart a stopped effect void restart_effect(int effect_num) { Effects[effect_num].flags &= ~EF_STOPPED; //Assert(Effects[effect_num].bm_ptr != -1); }