/* * 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. */ /* * * Special effects, such as rotating fans, electrical walls, and * other cool animations. * */ #include #include #include #include #include "gr.h" #include "inferno.h" #include "game.h" #include "vclip.h" #include "effects.h" #include "bm.h" #include "u_mem.h" #include "textures.h" #include "physfs-serial.h" #include "segment.h" #include "dxxerror.h" #include "object.h" #include "compiler-range_for.h" #include "d_levelstate.h" #include "partial_range.h" unsigned Num_effects; void init_special_effects() { auto &Effects = LevelUniqueEffectsClipState.Effects; range_for (eclip &ec, partial_range(Effects, Num_effects)) ec.time_left = ec.vc.frame_time; } void reset_special_effects() { auto &Effects = LevelUniqueEffectsClipState.Effects; range_for (eclip &ec, partial_range(Effects, Num_effects)) { ec.segnum = segment_none; //clear any active one-shots ec.flags &= ~(EF_STOPPED|EF_ONE_SHOT); //restart any stopped effects //reset bitmap, which could have been changed by a crit_clip if (ec.changing_wall_texture != -1) Textures[ec.changing_wall_texture] = ec.vc.frames[ec.frame_count]; if (const auto changing_object_texture = ec.changing_object_texture; changing_object_texture != object_bitmap_index::None) ObjBitmaps[changing_object_texture] = ec.vc.frames[ec.frame_count]; } } void do_special_effects() { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Effects = LevelUniqueEffectsClipState.Effects; range_for (eclip &ec, partial_range(Effects, Num_effects)) { const auto vc_frame_time = ec.vc.frame_time; if (!vc_frame_time) continue; if (ec.changing_wall_texture == -1 && ec.changing_object_texture == object_bitmap_index::None) continue; if (ec.flags & EF_STOPPED) continue; ec.time_left -= FrameTime; while (ec.time_left < 0) { ec.time_left += vc_frame_time; ec.frame_count++; if (ec.frame_count >= ec.vc.num_frames) { if (ec.flags & EF_ONE_SHOT) { ec.flags &= ~EF_ONE_SHOT; unique_segment &seg = *vmsegptr(ec.segnum); ec.segnum = segment_none; //done with this assert(seg.sides.valid_index(ec.sidenum)); auto &side = seg.sides[ec.sidenum]; assert(ec.dest_bm_num != 0 && side.tmap_num2 != texture2_value::None); side.tmap_num2 = build_texture2_value(ec.dest_bm_num, get_texture_rotation_high(side.tmap_num2)); //replace with destroyed } ec.frame_count = 0; } } if (ec.flags & EF_CRITICAL) continue; if (ec.crit_clip!=-1 && LevelUniqueControlCenterState.Control_center_destroyed) { int n = ec.crit_clip; if (ec.changing_wall_texture != -1) Textures[ec.changing_wall_texture] = Effects[n].vc.frames[Effects[n].frame_count]; if (const auto changing_object_texture = ec.changing_object_texture; changing_object_texture != object_bitmap_index::None) ObjBitmaps[changing_object_texture] = Effects[n].vc.frames[Effects[n].frame_count]; } else { if (ec.changing_wall_texture != -1) Textures[ec.changing_wall_texture] = ec.vc.frames[ec.frame_count]; if (const auto changing_object_texture = ec.changing_object_texture; changing_object_texture != object_bitmap_index::None) ObjBitmaps[changing_object_texture] = ec.vc.frames[ec.frame_count]; } } } void restore_effect_bitmap_icons() { auto &Effects = LevelUniqueEffectsClipState.Effects; range_for (auto &ec, partial_const_range(Effects, Num_effects)) { if (! (ec.flags & EF_CRITICAL)) { if (ec.changing_wall_texture != -1) Textures[ec.changing_wall_texture] = ec.vc.frames[0]; if (const auto changing_object_texture = ec.changing_object_texture; changing_object_texture != object_bitmap_index::None) ObjBitmaps[changing_object_texture] = ec.vc.frames[0]; } } } //stop an effect from animating. Show first frame. void stop_effect(int effect_num) { auto &Effects = LevelUniqueEffectsClipState.Effects; eclip *ec = &Effects[effect_num]; //Assert(ec->bm_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 (const auto changing_object_texture = ec->changing_object_texture; changing_object_texture != object_bitmap_index::None) ObjBitmaps[changing_object_texture] = ec->vc.frames[0]; } //restart a stopped effect void restart_effect(int effect_num) { auto &Effects = LevelUniqueEffectsClipState.Effects; Effects[effect_num].flags &= ~EF_STOPPED; //Assert(Effects[effect_num].bm_ptr != -1); } DEFINE_VCLIP_SERIAL_UDT(); DEFINE_SERIAL_UDT_TO_MESSAGE(eclip, ec, (ec.vc, ec.time_left, ec.frame_count, ec.changing_wall_texture, ec.changing_object_texture, ec.flags, ec.crit_clip, ec.dest_bm_num, ec.dest_vclip, ec.dest_eclip, ec.dest_size, ec.sound_num, ec.segnum, serial::pad<2>(), ec.sidenum, serial::pad<3>())); ASSERT_SERIAL_UDT_MESSAGE_SIZE(eclip, 130); /* * reads n eclip structs from a PHYSFS_File */ void eclip_read(PHYSFS_File *fp, eclip &ec) { PHYSFSX_serialize_read(fp, ec); } #if 0 void eclip_write(PHYSFS_File *fp, const eclip &ec) { PHYSFSX_serialize_write(fp, ec); } #endif