282 lines
7.7 KiB
C
282 lines
7.7 KiB
C
/* $Id: effects.c,v 1.5 2003-10-10 09:36:34 btb Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Special effects, such as rotating fans, electrical walls, and
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* other cool animations.
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*
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* Old Log:
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* Revision 1.1 1995/05/16 15:24:25 allender
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* Initial revision
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*
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* Revision 2.0 1995/02/27 11:32:49 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.21 1995/02/13 20:35:06 john
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* Lintized
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*
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* Revision 1.20 1994/12/10 16:44:50 matt
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* Added debugging code to track down door that turns into rock
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*
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* Revision 1.19 1994/12/06 16:27:14 matt
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* Fixed horrible bug that was referencing segment -1
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*
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* Revision 1.18 1994/12/02 23:20:51 matt
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* Reset bitmaps possibly changed by crit clips
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*
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* Revision 1.17 1994/11/14 14:00:19 matt
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* Fixed stupid bug
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*
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* Revision 1.16 1994/11/14 12:42:43 matt
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* Allow holes in effects list
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*
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* Revision 1.15 1994/11/08 21:11:52 matt
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* Added functions to stop & start effects
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*
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* Revision 1.14 1994/10/04 18:59:08 matt
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* Exploding eclips now play eclip while exploding, then switch to static bm
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*
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* Revision 1.13 1994/10/04 15:17:42 matt
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* Took out references to unused constant
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*
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* Revision 1.12 1994/09/29 11:00:01 matt
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* Made eclips (wall animations) not frame-rate dependent (for now)
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*
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* Revision 1.11 1994/09/25 00:40:24 matt
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* Added the ability to make eclips (monitors, fans) which can be blown up
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*
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* Revision 1.10 1994/08/14 23:15:14 matt
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* Added animating bitmap hostages, and cleaned up vclips a bit
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*
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* Revision 1.9 1994/08/05 15:56:04 matt
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* Cleaned up effects system, and added alternate effects for after mine
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* destruction.
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*
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* Revision 1.8 1994/08/01 23:17:21 matt
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* Add support for animating textures on robots
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*
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* Revision 1.7 1994/05/23 15:10:46 yuan
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* Make Eclips read directly...
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* No more need for $EFFECTS list.
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*
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* Revision 1.6 1994/04/06 14:42:44 yuan
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* Adding new powerups.
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*
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* Revision 1.5 1994/03/15 16:31:54 yuan
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* Cleaned up bm-loading code.
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* (And structures)
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*
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* Revision 1.4 1994/03/04 17:09:09 yuan
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* New door stuff.
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*
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* Revision 1.3 1994/01/11 11:18:50 yuan
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* Fixed frame_count
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*
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* Revision 1.2 1994/01/11 10:38:55 yuan
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* Special effects new implementation
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*
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* Revision 1.1 1994/01/10 09:45:29 yuan
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* Initial revision
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#ifdef RCS
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static char rcsid[] = "$Id: effects.c,v 1.5 2003-10-10 09:36:34 btb Exp $";
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include "gr.h"
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#include "inferno.h"
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#include "game.h"
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#include "vclip.h"
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#include "effects.h"
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#include "bm.h"
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#include "mono.h"
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#include "u_mem.h"
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#include "textures.h"
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#include "cntrlcen.h"
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#include "error.h"
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int Num_effects;
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eclip Effects[MAX_EFFECTS];
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void init_special_effects()
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{
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int i;
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for (i=0;i<Num_effects;i++)
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Effects[i].time_left = Effects[i].vc.frame_time;
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}
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void reset_special_effects()
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{
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int i;
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for (i=0;i<Num_effects;i++) {
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Effects[i].segnum = -1; //clear any active one-shots
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Effects[i].flags &= ~(EF_STOPPED|EF_ONE_SHOT); //restart any stopped effects
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//reset bitmap, which could have been changed by a crit_clip
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if (Effects[i].changing_wall_texture != -1)
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Textures[Effects[i].changing_wall_texture] = Effects[i].vc.frames[Effects[i].frame_count];
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if (Effects[i].changing_object_texture != -1)
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ObjBitmaps[Effects[i].changing_object_texture] = Effects[i].vc.frames[Effects[i].frame_count];
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}
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}
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void do_special_effects()
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{
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int i;
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eclip *ec;
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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if (ec->flags & EF_STOPPED)
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continue;
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ec->time_left -= FrameTime;
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while (ec->time_left < 0) {
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ec->time_left += ec->vc.frame_time;
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ec->frame_count++;
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if (ec->frame_count >= ec->vc.num_frames) {
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if (ec->flags & EF_ONE_SHOT) {
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Assert(ec->segnum!=-1);
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Assert(ec->sidenum>=0 && ec->sidenum<6);
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Assert(ec->dest_bm_num!=0 && Segments[ec->segnum].sides[ec->sidenum].tmap_num2!=0);
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Segments[ec->segnum].sides[ec->sidenum].tmap_num2 = ec->dest_bm_num | (Segments[ec->segnum].sides[ec->sidenum].tmap_num2&0xc000); //replace with destoyed
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ec->flags &= ~EF_ONE_SHOT;
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ec->segnum = -1; //done with this
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}
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ec->frame_count = 0;
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}
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}
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if (ec->flags & EF_CRITICAL)
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continue;
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if (ec->crit_clip!=-1 && Control_center_destroyed) {
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int n = ec->crit_clip;
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//*ec->bm_ptr = &GameBitmaps[Effects[n].vc.frames[Effects[n].frame_count].index];
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if (ec->changing_wall_texture != -1)
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Textures[ec->changing_wall_texture] = Effects[n].vc.frames[Effects[n].frame_count];
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if (ec->changing_object_texture != -1)
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ObjBitmaps[ec->changing_object_texture] = Effects[n].vc.frames[Effects[n].frame_count];
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}
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else {
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// *ec->bm_ptr = &GameBitmaps[ec->vc.frames[ec->frame_count].index];
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if (ec->changing_wall_texture != -1)
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Textures[ec->changing_wall_texture] = ec->vc.frames[ec->frame_count];
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if (ec->changing_object_texture != -1)
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ObjBitmaps[ec->changing_object_texture] = ec->vc.frames[ec->frame_count];
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}
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}
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}
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void restore_effect_bitmap_icons()
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{
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int i;
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for (i=0;i<Num_effects;i++)
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if (! (Effects[i].flags & EF_CRITICAL)) {
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if (Effects[i].changing_wall_texture != -1)
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Textures[Effects[i].changing_wall_texture] = Effects[i].vc.frames[0];
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if (Effects[i].changing_object_texture != -1)
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ObjBitmaps[Effects[i].changing_object_texture] = Effects[i].vc.frames[0];
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}
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//if (Effects[i].bm_ptr != -1)
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// *Effects[i].bm_ptr = &GameBitmaps[Effects[i].vc.frames[0].index];
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}
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//stop an effect from animating. Show first frame.
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void stop_effect(int effect_num)
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{
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eclip *ec = &Effects[effect_num];
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//Assert(ec->bm_ptr != -1);
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ec->flags |= EF_STOPPED;
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ec->frame_count = 0;
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//*ec->bm_ptr = &GameBitmaps[ec->vc.frames[0].index];
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if (ec->changing_wall_texture != -1)
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Textures[ec->changing_wall_texture] = ec->vc.frames[0];
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if (ec->changing_object_texture != -1)
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ObjBitmaps[ec->changing_object_texture] = ec->vc.frames[0];
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}
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//restart a stopped effect
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void restart_effect(int effect_num)
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{
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Effects[effect_num].flags &= ~EF_STOPPED;
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//Assert(Effects[effect_num].bm_ptr != -1);
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}
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#ifndef FAST_FILE_IO
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/*
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* reads n eclip structs from a CFILE
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*/
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int eclip_read_n(eclip *ec, int n, CFILE *fp)
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{
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int i;
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for (i = 0; i < n; i++) {
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vclip_read_n(&ec[i].vc, 1, fp);
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ec[i].time_left = cfile_read_fix(fp);
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ec[i].frame_count = cfile_read_int(fp);
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ec[i].changing_wall_texture = cfile_read_short(fp);
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ec[i].changing_object_texture = cfile_read_short(fp);
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ec[i].flags = cfile_read_int(fp);
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ec[i].crit_clip = cfile_read_int(fp);
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ec[i].dest_bm_num = cfile_read_int(fp);
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ec[i].dest_vclip = cfile_read_int(fp);
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ec[i].dest_eclip = cfile_read_int(fp);
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ec[i].dest_size = cfile_read_fix(fp);
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ec[i].sound_num = cfile_read_int(fp);
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ec[i].segnum = cfile_read_int(fp);
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ec[i].sidenum = cfile_read_int(fp);
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}
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return i;
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}
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#endif
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