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- /*
- 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: f:/miner/source/main/rcs/effects.c $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:32:49 $
- *
- * Special effects, such as rotating fans, electrical walls, and
- * other cool animations.
- *
- * $Log: effects.c $
- * 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 $EFFECTS list.
- *
- * Revision 1.6 1994/04/06 14:42:44 yuan
- * Adding new powerups.
- *
- * Revision 1.5 1994/03/15 16:31:54 yuan
- * Cleaned up bm-loading code.
- * (And structures)
- *
- * Revision 1.4 1994/03/04 17:09:09 yuan
- * New door stuff.
- *
- * Revision 1.3 1994/01/11 11:18:50 yuan
- * Fixed frame_count
- *
- * Revision 1.2 1994/01/11 10:38:55 yuan
- * Special effects new implementation
- *
- * Revision 1.1 1994/01/10 09:45:29 yuan
- * Initial revision
- *
- *
- */
- #pragma off (unreferenced)
- static char rcsid[] = "$Id: effects.c 2.0 1995/02/27 11:32:49 john Exp $";
- #pragma on (unreferenced)
- #include <stdio.h>
- #include <stdlib.h>
- #include <stdarg.h>
- #include <conio.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 "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);
- }
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