/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Headerfile for effects.c * */ #pragma once #include "vclip.h" #include "dxxsconf.h" #include "pack.h" #include "bm.h" #include #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) namespace dsx { #if defined(DXX_BUILD_DESCENT_I) constexpr std::integral_constant MAX_EFFECTS{}; constexpr std::integral_constant eclip_none{}; #elif defined(DXX_BUILD_DESCENT_II) constexpr std::integral_constant MAX_EFFECTS{}; constexpr std::integral_constant eclip_none{}; #endif } //flags for eclips. If no flags are set, always plays #define EF_CRITICAL 1 //this doesn't get played directly (only when mine critical) #define EF_ONE_SHOT 2 //this is a special that gets played once #define EF_STOPPED 4 //this has been stopped #define ECLIP_NUM_FUELCEN 2 #define ECLIP_NUM_BOSS 53 #ifdef DXX_BUILD_DESCENT_II #define ECLIP_NUM_FORCE_FIELD 78 // diagonal force field texture #define ECLIP_NUM_FORCE_FIELD2 93 // straight force field texture #endif struct eclip : public prohibit_void_ptr { vclip vc; //imbedded vclip fix time_left; //for sequencing uint32_t frame_count; //for sequencing short changing_wall_texture; //Which element of Textures array to replace. object_bitmap_index changing_object_texture; //Which element of ObjBitmapPtrs array to replace. int flags; //see above int crit_clip; //use this clip instead of above one when mine critical unsigned dest_bm_num; //use this bitmap when monitor destroyed int dest_vclip; //what vclip to play when exploding int dest_eclip; //what eclip to play when exploding fix dest_size; //3d size of explosion int sound_num; //what sound this makes segnum_t segnum; sidenum_t sidenum; //what seg & side, for one-shot clips }; extern unsigned Num_effects; // Set up special effects. extern void init_special_effects(); // Clear any active one-shots void reset_special_effects(); // Function called in game loop to do effects. extern void do_special_effects(); // Restore bitmap extern void restore_effect_bitmap_icons(); //stop an effect from animating. Show first frame. void stop_effect(int effect_num); //restart a stopped effect void restart_effect(int effect_num); /* * reads n eclip structs from a PHYSFS_File */ void eclip_read(PHYSFS_File *fp, eclip &ec); #if 0 void eclip_write(PHYSFS_File *fp, const eclip &ec); #endif #ifdef dsx namespace dsx { using d_eclip_array = std::array; struct d_level_unique_effects_clip_state { d_eclip_array Effects; }; extern d_level_unique_effects_clip_state LevelUniqueEffectsClipState; } #endif #endif