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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "freespace2/freespace.h"
#include "gamesequence/gamesequence.h"
#include "menuui/fishtank.h"
// fish
typedef struct fish {
float x, y; // x and y coords
float x_speed, y_speed; // x and y speed
int left; // left or right
anim_instance *a; // tha animation
int onscreen;
int swimming; // whee
} fish;
#define MAX_FISH 12
fish Fish[MAX_FISH];
// fish anim name
#define FISH_LEFT_ANIM_NAME "f_left.ani"
#define FISH_RIGHT_ANIM_NAME "f_right.ani"
#define FISH_ANIM_WIDTH 100
#define FISH_ANIM_HEIGHT 30
anim *Fish_left_anim = NULL;
anim *Fish_right_anim = NULL;
int Fish_inited = 0;
void fish_generate()
{
fish *f;
int idx;
if(!Fish_inited){
return;
}
// bogus anims
if((Fish_left_anim == NULL) || (Fish_right_anim == NULL)){
return;
}
// find a free fish
f = NULL;
for(idx=0; idx<MAX_FISH; idx++){
if(!Fish[idx].swimming){
f = &Fish[idx];
}
}
// no fish left
if(f == NULL){
return;
}
// left or right
f->left = frand_range(0.0f, 1.0f) < 0.5f ? 0 : 1;
// start location
if(f->left){
f->x = gr_screen.max_w_unscaled_zoomed + frand_range(0.0f, 50.0f);
} else {
f->x = frand_range(0.0f, -50.0f) - FISH_ANIM_WIDTH;
}
f->y = frand_range(-40.0f, (float)gr_screen.max_h_unscaled_zoomed + 40.0f);
// speed
if(f->left){
f->x_speed = frand_range(-1.0f, -15.0f);
} else {
f->x_speed = frand_range(1.0f, 15.0f);
}
f->y_speed = frand_range(0.0f, 1.0f) < 0.5f ? frand_range(1.0f, 4.0f) : frand_range(-1.0f, -4.0f);
// all fish start out offscreen
f->onscreen = 0;
// he's swimming
f->swimming = 1;
// anim instance
anim_play_struct aps;
if(f->left){
anim_play_init(&aps, Fish_left_anim, (int)f->x, (int)f->y);
f->a = anim_play(&aps);
// doh. cancel him
if(f->a == NULL){
f->swimming = 0;
} else {
f->a->screen_id = GS_STATE_MAIN_MENU;
f->a->looped = 1;
f->a->framerate_independent = 1;
}
} else {
anim_play_init(&aps, Fish_right_anim, (int)f->x, (int)f->y);
f->a = anim_play(&aps);
// doh. cancel him
if(f->a == NULL){
f->swimming = 0;
} else {
f->a->screen_id = GS_STATE_MAIN_MENU;
f->a->looped = 1;
f->a->framerate_independent = 1;
}
}
}
void fish_flush(fish *f)
{
// bogus
if(f == NULL){
return;
}
// release his render instance
if(f->a != NULL){
anim_release_render_instance(f->a);
f->a = NULL;
}
// no longer swimming
f->swimming = 0;
}
void fishtank_start()
{
int idx;
if(Fish_inited){
return;
}
// try and load the fish anim
Fish_left_anim = anim_load(FISH_LEFT_ANIM_NAME);
if(Fish_left_anim == NULL){
return;
}
Fish_right_anim = anim_load(FISH_RIGHT_ANIM_NAME);
if(Fish_right_anim == NULL){
return;
}
// no anim instances
for(idx=0; idx<MAX_FISH; idx++){
Fish[idx].a = NULL;
Fish[idx].swimming = 0;
}
Fish_inited = 1;
// generate a random # of fish
int count = (int)frand_range(1.0f, (float)(MAX_FISH - 1));
for(idx=0; idx<count; idx++){
fish_generate();
}
}
void fishtank_stop()
{
int idx;
if(!Fish_inited){
return;
}
// release stuff
for(idx=0; idx<MAX_FISH; idx++){
if(Fish[idx].a != NULL){
anim_release_render_instance(Fish[idx].a);
Fish[idx].a = NULL;
}
Fish[idx].swimming = 0;
}
if(Fish_left_anim != NULL){
anim_free(Fish_left_anim);
Fish_left_anim = NULL;
}
if(Fish_right_anim != NULL){
anim_free(Fish_right_anim);
Fish_right_anim = NULL;
}
Fish_inited = 0;
}
void fishtank_process()
{
int idx, onscreen;
fish *f;
if(!Fish_inited){
return;
}
// process all fish
for(idx=0; idx<MAX_FISH; idx++){
f = &Fish[idx];
// not swimming?
if(!f->swimming){
continue;
}
// move him along
f->x += f->x_speed * flFrametime;
f->y += f->y_speed * flFrametime;
// is he currently onscreen ?
onscreen = 0;
if( (f->x < (float)gr_screen.max_w_unscaled_zoomed) && ((f->x + FISH_ANIM_WIDTH) >= 0.0f) &&
(f->y < (float)gr_screen.max_h_unscaled_zoomed) && ((f->y + FISH_ANIM_HEIGHT) >= 0.0f) ){
onscreen = 1;
}
// if he was onscreen before, but is no longer, flush him and make a new fish
if(f->onscreen && !onscreen){
fish_flush(f);
fish_generate();
continue;
}
// otherwise just mark his current status
f->onscreen = onscreen;
// render
if(f->onscreen){
// set coords
f->a->x = (int)f->x;
f->a->y = (int)f->y;
anim_render_one(GS_STATE_MAIN_MENU, f->a, flFrametime);
}
}
}
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