/* 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. */ #ifdef HAVE_CONFIG_H #include #endif #ifdef RCS static char rcsid[] = "$Id: effects.c,v 1.2 2001-01-31 15:17:50 bradleyb Exp $"; #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 "cntrlcen.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 && 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); }