1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
12 */
13
14 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 static char rcsid[] = "$Id: effects.c,v 1.4 2002/08/02 04:57:19 btb Exp $";
20 #endif
21
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <stdarg.h>
25 #include <string.h>
26
27 #include "gr.h"
28 #include "inferno.h"
29 #include "game.h"
30 #include "vclip.h"
31 #include "effects.h"
32 #include "bm.h"
33 #include "mono.h"
34 #include "u_mem.h"
35 #include "textures.h"
36 #include "cntrlcen.h"
37 #include "error.h"
38
39 int Num_effects;
40 eclip Effects[MAX_EFFECTS];
41
init_special_effects()42 void init_special_effects()
43 {
44 int i;
45
46 for (i=0;i<Num_effects;i++)
47 Effects[i].time_left = Effects[i].vc.frame_time;
48 }
49
reset_special_effects()50 void reset_special_effects()
51 {
52 int i;
53
54 for (i=0;i<Num_effects;i++) {
55 Effects[i].segnum = -1; //clear any active one-shots
56 Effects[i].flags &= ~(EF_STOPPED|EF_ONE_SHOT); //restart any stopped effects
57
58 //reset bitmap, which could have been changed by a crit_clip
59 if (Effects[i].changing_wall_texture != -1)
60 Textures[Effects[i].changing_wall_texture] = Effects[i].vc.frames[Effects[i].frame_count];
61
62 if (Effects[i].changing_object_texture != -1)
63 ObjBitmaps[Effects[i].changing_object_texture] = Effects[i].vc.frames[Effects[i].frame_count];
64
65 }
66 }
67
do_special_effects()68 void do_special_effects()
69 {
70 int i;
71 eclip *ec;
72
73 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
74
75 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
76 continue;
77
78 if (ec->flags & EF_STOPPED)
79 continue;
80
81 ec->time_left -= FrameTime;
82
83 while (ec->time_left < 0) {
84
85 ec->time_left += ec->vc.frame_time;
86
87 ec->frame_count++;
88 if (ec->frame_count >= ec->vc.num_frames) {
89 if (ec->flags & EF_ONE_SHOT) {
90 Assert(ec->segnum!=-1);
91 Assert(ec->sidenum>=0 && ec->sidenum<6);
92 Assert(ec->dest_bm_num!=0 && Segments[ec->segnum].sides[ec->sidenum].tmap_num2!=0);
93 Segments[ec->segnum].sides[ec->sidenum].tmap_num2 = ec->dest_bm_num | (Segments[ec->segnum].sides[ec->sidenum].tmap_num2&0xc000); //replace with destoyed
94 ec->flags &= ~EF_ONE_SHOT;
95 ec->segnum = -1; //done with this
96 }
97
98 ec->frame_count = 0;
99 }
100 }
101
102 if (ec->flags & EF_CRITICAL)
103 continue;
104
105 if (ec->crit_clip!=-1 && Control_center_destroyed) {
106 int n = ec->crit_clip;
107
108 //*ec->bm_ptr = &GameBitmaps[Effects[n].vc.frames[Effects[n].frame_count].index];
109 if (ec->changing_wall_texture != -1)
110 Textures[ec->changing_wall_texture] = Effects[n].vc.frames[Effects[n].frame_count];
111
112 if (ec->changing_object_texture != -1)
113 ObjBitmaps[ec->changing_object_texture] = Effects[n].vc.frames[Effects[n].frame_count];
114
115 }
116 else {
117 // *ec->bm_ptr = &GameBitmaps[ec->vc.frames[ec->frame_count].index];
118 if (ec->changing_wall_texture != -1)
119 Textures[ec->changing_wall_texture] = ec->vc.frames[ec->frame_count];
120
121 if (ec->changing_object_texture != -1)
122 ObjBitmaps[ec->changing_object_texture] = ec->vc.frames[ec->frame_count];
123 }
124
125 }
126 }
127
restore_effect_bitmap_icons()128 void restore_effect_bitmap_icons()
129 {
130 int i;
131
132 for (i=0;i<Num_effects;i++)
133 if (! (Effects[i].flags & EF_CRITICAL)) {
134 if (Effects[i].changing_wall_texture != -1)
135 Textures[Effects[i].changing_wall_texture] = Effects[i].vc.frames[0];
136
137 if (Effects[i].changing_object_texture != -1)
138 ObjBitmaps[Effects[i].changing_object_texture] = Effects[i].vc.frames[0];
139 }
140 //if (Effects[i].bm_ptr != -1)
141 // *Effects[i].bm_ptr = &GameBitmaps[Effects[i].vc.frames[0].index];
142 }
143
144 //stop an effect from animating. Show first frame.
stop_effect(int effect_num)145 void stop_effect(int effect_num)
146 {
147 eclip *ec = &Effects[effect_num];
148
149 //Assert(ec->bm_ptr != -1);
150
151 ec->flags |= EF_STOPPED;
152
153 ec->frame_count = 0;
154 //*ec->bm_ptr = &GameBitmaps[ec->vc.frames[0].index];
155
156 if (ec->changing_wall_texture != -1)
157 Textures[ec->changing_wall_texture] = ec->vc.frames[0];
158
159 if (ec->changing_object_texture != -1)
160 ObjBitmaps[ec->changing_object_texture] = ec->vc.frames[0];
161
162 }
163
164 //restart a stopped effect
restart_effect(int effect_num)165 void restart_effect(int effect_num)
166 {
167 Effects[effect_num].flags &= ~EF_STOPPED;
168
169 //Assert(Effects[effect_num].bm_ptr != -1);
170 }
171
172 #ifndef FAST_FILE_IO
173 /*
174 * reads n eclip structs from a CFILE
175 */
eclip_read_n(eclip * ec,int n,CFILE * fp)176 int eclip_read_n(eclip *ec, int n, CFILE *fp)
177 {
178 int i;
179
180 for (i = 0; i < n; i++) {
181 vclip_read_n(&ec[i].vc, 1, fp);
182 ec[i].time_left = cfile_read_fix(fp);
183 ec[i].frame_count = cfile_read_int(fp);
184 ec[i].changing_wall_texture = cfile_read_short(fp);
185 ec[i].changing_object_texture = cfile_read_short(fp);
186 ec[i].flags = cfile_read_int(fp);
187 ec[i].crit_clip = cfile_read_int(fp);
188 ec[i].dest_bm_num = cfile_read_int(fp);
189 ec[i].dest_vclip = cfile_read_int(fp);
190 ec[i].dest_eclip = cfile_read_int(fp);
191 ec[i].dest_size = cfile_read_fix(fp);
192 ec[i].sound_num = cfile_read_int(fp);
193 ec[i].segnum = cfile_read_int(fp);
194 ec[i].sidenum = cfile_read_int(fp);
195 }
196 return i;
197 }
198 #endif
199