dxx-rebirth/similar/main/effects.cpp
2022-02-19 14:52:17 +00:00

200 lines
6.1 KiB
C++

/*
* 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 <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 "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