dxx-rebirth/main/effects.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

170 lines
4.6 KiB
C

/*
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 RCS
static char rcsid[] = "$Id: effects.c,v 1.1.1.1 2001-01-19 03:30:00 bradleyb Exp $";
#endif
#include <conf.h>
#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 "cntrlcen.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 && 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);
}