*********************************************************

*	2006/05/04					*
*	Madd Mugsy					*
*	Developed in VS 2003				*
*********************************************************

- Added tile lighting animation effects to tracer bullets, forced muzzle flash on tracers so enemies can see you, regardless of flash suppression
- Re-enabled laptop animation, since Lesh fixed it (I forgot to mention that in my earlier changes :p)




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@54 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-04 13:29:18 +00:00
parent 973325bddc
commit f4bf5fd1f7
10 changed files with 153 additions and 123 deletions
+111 -116
View File
@@ -1811,15 +1811,14 @@ UINT32 LaptopScreenHandle()
if( gfStartMapScreenToLaptopTransition )
{
// WANNE 2: I disabled the animation of the laptop, because the screen redrawing does not work correct!
// Madd: It'd be nice if someone who knows more about graphics than I do could re-enable this, at least for 640x480
//Everything is set up to start the transition animation.
//SGPRect SrcRect2, DstRect;
//INT32 iPercentage, iScalePercentage, iFactor;
//UINT32 uiStartTime, uiTimeRange, uiCurrTime;
//INT32 iX, iY, iWidth, iHeight;
//SGPRect SrcRect1;
SGPRect SrcRect2, DstRect;
INT32 iPercentage, iScalePercentage, iFactor;
UINT32 uiStartTime, uiTimeRange, uiCurrTime;
INT32 iX, iY, iWidth, iHeight;
//INT32 iRealPercentage;
INT32 iRealPercentage;
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
//Step 1: Build the laptop image into the save buffer.
@@ -1834,63 +1833,62 @@ UINT32 LaptopScreenHandle()
PrintNumberOnTeam( );
ShowLights();
//// WANNE 2 <change>
////Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
//// Start transitioning the screen.
//DstRect.iLeft = iScreenWidthOffset; //0
//DstRect.iTop = iScreenHeightOffset; //0
//DstRect.iRight = iScreenWidthOffset + 640; //640
//DstRect.iBottom = iScreenHeightOffset + 480; //480
//uiTimeRange = 1000;
//iPercentage = iRealPercentage = 0;
//uiStartTime = GetJA2Clock();
//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
// Start transitioning the screen.
DstRect.iLeft = iScreenWidthOffset; //0
DstRect.iTop = iScreenHeightOffset; //0
DstRect.iRight = iScreenWidthOffset + 640; //640
DstRect.iBottom = iScreenHeightOffset + 480; //480
uiTimeRange = 1000;
iPercentage = iRealPercentage = 0;
uiStartTime = GetJA2Clock();
//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
// 640, 480 );
//BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
640, 480 );
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
//PlayJA2SampleFromFile( "SOUNDS\\Laptop power up (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
//
//// WANNE 2 with laptop zooming
//while( iRealPercentage < 100 )
//{
// uiCurrTime = GetJA2Clock();
// iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
// iPercentage = min( iPercentage, 100 );
PlayJA2SampleFromFile( "SOUNDS\\Laptop power up (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
// WANNE 2 with laptop zooming
while( iRealPercentage < 100 )
{
uiCurrTime = GetJA2Clock();
iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
iPercentage = min( iPercentage, 100 );
// iRealPercentage = iPercentage;
iRealPercentage = iPercentage;
// //Factor the percentage so that it is modified by a gravity falling acceleration effect.
// iFactor = (iPercentage - 50) * 2;
// if( iPercentage < 50 )
// iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
// else
// iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
//Factor the percentage so that it is modified by a gravity falling acceleration effect.
iFactor = (iPercentage - 50) * 2;
if( iPercentage < 50 )
iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
else
iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
// //Laptop source rect
// if( iPercentage < 99 )
// iScalePercentage = 10000 / (100-iPercentage);
// else
// iScalePercentage = 5333;
// iWidth = 12 * iScalePercentage / 100;
// iHeight = 9 * iScalePercentage / 100;
//Laptop source rect
if( iPercentage < 99 )
iScalePercentage = 10000 / (100-iPercentage);
else
iScalePercentage = 5333;
iWidth = 12 * iScalePercentage / 100;
iHeight = 9 * iScalePercentage / 100;
// iX = iScreenWidthOffset + 472 - (472-320) * iScalePercentage / 5333;
// iY = iScreenHeightOffset + 424 - (424-240) * iScalePercentage / 5333;
iX = 472 - (472 - (iScreenWidthOffset + 320)) * iScalePercentage / 5333;
iY = 424 - (424 - (iScreenHeightOffset + 240)) * iScalePercentage / 5333;
// SrcRect2.iLeft = iX - iWidth / 2;
// SrcRect2.iRight = SrcRect2.iLeft + iWidth;
// SrcRect2.iTop = iY - iHeight / 2;
// SrcRect2.iBottom = SrcRect2.iTop + iHeight;
//
// BltStretchVideoSurface(FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &DstRect, &SrcRect2 );
SrcRect2.iLeft = iX - iWidth / 2;
SrcRect2.iRight = SrcRect2.iLeft + iWidth;
SrcRect2.iTop = iY - iHeight / 2;
SrcRect2.iBottom = SrcRect2.iTop + iHeight;
BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset, 0, &DstRect, &SrcRect2 );
// //WANNE 2
// InvalidateScreen();
//
// //WANNE 2
// RefreshScreen( NULL );
//}
//WANNE 2
InvalidateScreen();
//WANNE 2
RefreshScreen( NULL );
}
fReDrawScreenFlag = TRUE;
}
@@ -2445,14 +2443,11 @@ BOOLEAN LeaveLapTopScreen( void )
if( !gfDontStartTransitionFromLaptop )
{
// WANNE 2: I disabled the laptop animation, because the screen redrawing does not work correctly!
// Madd: It'd be nice if someone who knows more about graphics than I do could re-enable this, at least for 640x480
//SGPRect SrcRect1, SrcRect2, DstRect;
//INT32 iPercentage, iScalePercentage, iFactor;
//UINT32 uiStartTime, uiTimeRange, uiCurrTime;
//INT32 iX, iY, iWidth, iHeight;
//INT32 iRealPercentage;
SGPRect SrcRect1, SrcRect2, DstRect;
INT32 iPercentage, iScalePercentage, iFactor;
UINT32 uiStartTime, uiTimeRange, uiCurrTime;
INT32 iX, iY, iWidth, iHeight;
INT32 iRealPercentage;
gfDontStartTransitionFromLaptop = TRUE;
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
@@ -2467,66 +2462,66 @@ BOOLEAN LeaveLapTopScreen( void )
PrintNumberOnTeam( );
ShowLights();
////Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
//// Start transitioning the screen.
//DstRect.iLeft = iScreenWidthOffset + 0; // 0
//DstRect.iTop = iScreenHeightOffset + 0; // 0
//DstRect.iRight = iScreenWidthOffset + 640; // 640
//DstRect.iBottom = iScreenHeightOffset + 480; // 480
//uiTimeRange = 1000;
//iPercentage = iRealPercentage = 100;
//uiStartTime = GetJA2Clock();
//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
// Start transitioning the screen.
DstRect.iLeft = iScreenWidthOffset + 0; // 0
DstRect.iTop = iScreenHeightOffset + 0; // 0
DstRect.iRight = iScreenWidthOffset + 640; // 640
DstRect.iBottom = iScreenHeightOffset + 480; // 480
uiTimeRange = 1000;
iPercentage = iRealPercentage = 100;
uiStartTime = GetJA2Clock();
//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
// 640, 480 );
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
640, 480 );
//PlayJA2SampleFromFile( "SOUNDS\\Laptop power down (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
PlayJA2SampleFromFile( "SOUNDS\\Laptop power down (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
//// WANNE 2
//while( iRealPercentage > 0 )
//{
// BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
// WANNE 2
while( iRealPercentage > 0 )
{
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
// uiCurrTime = GetJA2Clock();
// iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
// iPercentage = min( iPercentage, 100 );
// iPercentage = 100 - iPercentage;
uiCurrTime = GetJA2Clock();
iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
iPercentage = min( iPercentage, 100 );
iPercentage = 100 - iPercentage;
// iRealPercentage = iPercentage;
iRealPercentage = iPercentage;
// //Factor the percentage so that it is modified by a gravity falling acceleration effect.
// iFactor = (iPercentage - 50) * 2;
// if( iPercentage < 50 )
// iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
// else
// iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
//Factor the percentage so that it is modified by a gravity falling acceleration effect.
iFactor = (iPercentage - 50) * 2;
if( iPercentage < 50 )
iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
else
iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
// //Mapscreen source rect
// SrcRect1.iLeft = iScreenWidthOffset + 464 * iPercentage / 100;
// SrcRect1.iRight = iScreenWidthOffset + 640 - 163 * iPercentage / 100;
// SrcRect1.iTop = iScreenHeightOffset + 417 * iPercentage / 100;
// SrcRect1.iBottom = iScreenHeightOffset + 480 - 55 * iPercentage / 100;
// //Laptop source rect
// if( iPercentage < 99 )
// iScalePercentage = 10000 / (100-iPercentage);
// else
// iScalePercentage = 5333;
// iWidth = 12 * iScalePercentage / 100;
// iHeight = 9 * iScalePercentage / 100;
// iX = iScreenWidthOffset + 472 - (472-320) * iScalePercentage / 5333;
// iY = iScreenHeightOffset + 424 - (424-240) * iScalePercentage / 5333;
//Mapscreen source rect
SrcRect1.iLeft = iScreenWidthOffset + 464 * iPercentage / 100;
SrcRect1.iRight = iScreenWidthOffset + 640 - 163 * iPercentage / 100;
SrcRect1.iTop = iScreenHeightOffset + 417 * iPercentage / 100;
SrcRect1.iBottom = iScreenHeightOffset + 480 - 55 * iPercentage / 100;
//Laptop source rect
if( iPercentage < 99 )
iScalePercentage = 10000 / (100-iPercentage);
else
iScalePercentage = 5333;
iWidth = 12 * iScalePercentage / 100;
iHeight = 9 * iScalePercentage / 100;
iX = 472 - (472 - (iScreenWidthOffset + 320)) * iScalePercentage / 5333;
iY = 424 - (424 - (iScreenHeightOffset + 240)) * iScalePercentage / 5333;
// SrcRect2.iLeft = iX - iWidth / 2;
// SrcRect2.iRight = SrcRect2.iLeft + iWidth;
// SrcRect2.iTop = iY - iHeight / 2;
// SrcRect2.iBottom = SrcRect2.iTop + iHeight;
SrcRect2.iLeft = iX - iWidth / 2;
SrcRect2.iRight = SrcRect2.iLeft + iWidth;
SrcRect2.iTop = iY - iHeight / 2;
SrcRect2.iBottom = SrcRect2.iTop + iHeight;
// BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &DstRect, &SrcRect2 );
BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, iScreenWidthOffset, iScreenHeightOffset, &DstRect, &SrcRect2 );
// InvalidateScreen();
// //gfPrintFrameBuffer = TRUE;
// RefreshScreen( NULL );
//}
InvalidateScreen();
//gfPrintFrameBuffer = TRUE;
RefreshScreen( NULL );
}
}
}
return( TRUE );
@@ -4519,8 +4514,8 @@ BOOLEAN DisplayTitleBarMaximizeGraphic(BOOLEAN fForward, BOOLEAN fInit, UINT16 u
sPosBottomY = LAPTOP_TITLE_BAR_HEIGHT;
SrcRect.iLeft = iScreenWidthOffset;
SrcRect.iTop = iScreenHeightOffset;
SrcRect.iLeft = 0;
SrcRect.iTop = 0;
SrcRect.iRight = LAPTOP_TITLE_BAR_WIDTH;
SrcRect.iBottom = LAPTOP_TITLE_BAR_HEIGHT;
+1
View File
@@ -61,6 +61,7 @@ typedef struct
ANITILE *pShadowAniTile;
UINT8 ubItemStatus;
UINT16 fromItem;
INT32 flash;
} BULLET;
extern UINT32 guiNumBullets;
+5 -1
View File
@@ -6637,10 +6637,14 @@ BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj )
return( FALSE );
}
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj )
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
//Madd: tracers automatically negate any muzzle flash suppression due to inherent lighting effects
if (Item[pObj->usItem].usItemClass == IC_GUN && AmmoTypes[pObj->ubGunAmmoType].tracerEffect && pSoldier->bDoBurst )
return FALSE;
if (Item[pObj->usItem].hidemuzzleflash )
return TRUE;
+1 -1
View File
@@ -245,7 +245,7 @@ INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
INT8 FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
UINT16 PickARandomLaunchable(UINT16 itemIndex);
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj );
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
BOOLEAN IsDetonator( OBJECTTYPE * pObj );
+1 -1
View File
@@ -198,7 +198,7 @@ void ResetRain()
void GenerateRainDropsList()
{
guiCurrMaxAmountOfRainDrops = (UINT32)BASE_MAXIMUM_DROPS * gbCurrentRainIntensity;
guiCurrMaxAmountOfRainDrops = (UINT32)(BASE_MAXIMUM_DROPS) * gbCurrentRainIntensity;
pRainDrops = (TRainDrop *)MemAlloc( sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
memset( pRainDrops, 0, sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
+1 -1
View File
@@ -2796,7 +2796,7 @@ void EVENT_FireSoldierWeapon( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
// break;
//}
if ( IsFlashSuppressor (&pSoldier->inv[ pSoldier->ubAttackingHand ] ) )
if ( IsFlashSuppressor (&pSoldier->inv[ pSoldier->ubAttackingHand ], pSoldier ) )
pSoldier->fMuzzleFlash = FALSE;
else
pSoldier->fMuzzleFlash = TRUE;
+1 -1
View File
@@ -1737,7 +1737,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
fBuckshot = FALSE;
if (!CREATURE_OR_BLOODCAT( pSoldier ) )
{
if ( IsFlashSuppressor(&pSoldier->inv[ pSoldier->ubAttackingHand ]) )
if ( IsFlashSuppressor(&pSoldier->inv[ pSoldier->ubAttackingHand ], pSoldier ) )
pSoldier->fMuzzleFlash = FALSE;
else
pSoldier->fMuzzleFlash = TRUE;
+2
View File
@@ -409,9 +409,11 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
else if ( pBullet->usFlags & ( BULLET_FLAG_TRACER ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
AniParams.uiFlags |= ANITILE_LIGHT;
}
CreateAnimationTile( &AniParams );
}
+27
View File
@@ -136,6 +136,24 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
pNewAniNode->pLevelNode = pNode;
if ( uiFlags & ANITILE_LIGHT )
{
if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
if( ( pNewAniNode->lightSprite=LightSpriteCreate("L-R03.LHT", 0 ) )!=(-1))
{
LightSpritePower(pNewAniNode->lightSprite, TRUE);
{
INT16 sXPos, sYPos;
ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
}
}
}
}
if ( ( uiFlags & ANITILE_CACHEDTILE ) )
{
pNewAniNode->pLevelNode->uiFlags |= ( LEVELNODE_CACHEDANITILE );
@@ -363,6 +381,10 @@ void DeleteAniTile( ANITILE *pAniTile )
break;
}
if ( pAniNode->uiFlags & ANITILE_LIGHT )
{
LightSpriteDestroy(pAniNode->lightSprite);
}
if ( ( pAniNode->uiFlags & ANITILE_CACHEDTILE ) )
{
@@ -592,6 +614,11 @@ void UpdateAniTiles( )
}
else
{
//if ( pNode->uiFlags & ANITILE_LIGHT )
//{
// LightSpriteDestroy(pNode->lightSprite);
//}
// Delete from world!
DeleteAniTile( pNode );
+3 -2
View File
@@ -24,6 +24,7 @@
#define ANITILE_EXPLOSION 0x20000000
#define ANITILE_RELEASE_ATTACKER_WHEN_DONE 0x40000000
#define ANITILE_USE_4DIRECTION_FOR_START_FRAME 0x02000000
#define ANITILE_LIGHT 0x80000000
#define ANI_LAND_LEVEL 1
@@ -71,7 +72,7 @@ typedef struct TAG_anitile
UINT32 uiUserData3;
INT8 bFrameCountAfterStart;
INT32 lightSprite;
} ANITILE;
@@ -100,7 +101,7 @@ typedef struct TAG_anitile_params
UINT32 uiUserData;
UINT8 ubUserData2;
UINT32 uiUserData3;
INT32 lightSprite;
} ANITILE_PARAMS;