dxx-rebirth/main/effects.c
2006-03-20 16:43:15 +00:00

259 lines
7.2 KiB
C
Executable file

/*
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 <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#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;i<Num_effects;i++)
Effects[i].time_left = Effects[i].vc.frame_time;
}
void reset_special_effects()
{
int i;
for (i=0;i<Num_effects;i++) {
Effects[i].segnum = -1; //clear any active one-shots
Effects[i].flags &= ~(EF_STOPPED|EF_ONE_SHOT); //restart any stopped effects
//reset bitmap, which could have been changed by a crit_clip
if (Effects[i].changing_wall_texture != -1)
Textures[Effects[i].changing_wall_texture] = Effects[i].vc.frames[Effects[i].frame_count];
if (Effects[i].changing_object_texture != -1)
ObjBitmaps[Effects[i].changing_object_texture] = Effects[i].vc.frames[Effects[i].frame_count];
}
}
void do_special_effects()
{
int i;
eclip *ec;
for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
continue;
if (ec->flags & 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;i<Num_effects;i++)
if (! (Effects[i].flags & EF_CRITICAL)) {
if (Effects[i].changing_wall_texture != -1)
Textures[Effects[i].changing_wall_texture] = Effects[i].vc.frames[0];
if (Effects[i].changing_object_texture != -1)
ObjBitmaps[Effects[i].changing_object_texture] = Effects[i].vc.frames[0];
}
//if (Effects[i].bm_ptr != -1)
// *Effects[i].bm_ptr = &GameBitmaps[Effects[i].vc.frames[0].index];
}
//stop an effect from animating. Show first frame.
void stop_effect(int effect_num)
{
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 (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);
}