shithub: rott

ref: 30cb9def10f532b54652938bf3fed34071fad30b
dir: /src/cin_actr.c/

View raw version
/*
Copyright (C) 1994-1995  Apogee Software, Ltd.
Copyright (C) 2002-2015  icculus.org, GNU/Linux port
Copyright (C) 2017-2018  Steven LeVesque

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <https://www.gnu.org/licenses/>.
*/

#include "cin_glob.h"
#include "cin_def.h"
#include "cin_actr.h"
#include "cin_efct.h"
#include "modexlib.h"

actortype * firstcinematicactor;
actortype * lastcinematicactor;


// LOCALS

boolean cinematicactorsystemstarted=false;
static int numcinematicactors;

/*
===============
=
= AddCinematicActor
=
===============
*/

void AddCinematicActor ( actortype * actor )
{
    if (!firstcinematicactor)
    {
        firstcinematicactor  = actor;
    }
    else
    {
        actor->prev = lastcinematicactor;
        lastcinematicactor->next = actor;
    }
    lastcinematicactor = actor;
}


/*
===============
=
= DeleteCinematicActor
=
===============
*/

void DeleteCinematicActor ( actortype * actor)
{
    if (actor == lastcinematicactor)
    {
        lastcinematicactor = actor->prev;
    }
    else
    {
        actor->next->prev = actor->prev;
    }

    if (actor == firstcinematicactor)
    {
        firstcinematicactor = actor->next;
    }
    else
    {
        actor->prev->next = actor->next;
    }

    actor->prev = NULL;
    actor->next = NULL;

    if (actor->effect != NULL)
        SafeFree(actor->effect);
    SafeFree(actor);
}

/*
===============
=
= GetNewCinematicActor
=
===============
*/

actortype * GetNewCinematicActor ( void )
{
    actortype * actor;

    numcinematicactors++;

    if ( numcinematicactors > MAXCINEMATICACTORS )
        Error ("Too many Cinematic actors\n");

    actor = SafeMalloc( sizeof (actortype) );

    actor->next=NULL;
    actor->prev=NULL;

    AddCinematicActor ( actor );

    return actor;
}

/*
===============
=
= StartupCinematicActors
=
===============
*/

void StartupCinematicActors ( void )
{
    if (cinematicactorsystemstarted==true)
        return;
    cinematicactorsystemstarted=true;
    firstcinematicactor = NULL;
    lastcinematicactor  = NULL;

    numcinematicactors=0;
}

/*
===============
=
= ShutdownCinematicActors
=
===============
*/

void ShutdownCinematicActors ( void )
{
    actortype * actor;
    if (cinematicactorsystemstarted==false)
        return;
    cinematicactorsystemstarted=false;

    actor=firstcinematicactor;
    while (actor != NULL)
    {
        actortype * nextactor;

        nextactor=actor->next;
        DeleteCinematicActor(actor);
        actor=nextactor;
    }
}

/*
===============
=
= SpawnCinematicActor
=
===============
*/

void SpawnCinematicActor ( enum_eventtype type, void * effect )
{
    actortype * actor;

    actor = GetNewCinematicActor ();
    actor->effecttype=type;
    actor->effect=effect;
}

/*
===============
=
= UpdateCinematicActors
=
===============
*/
void UpdateCinematicActors ( void )
{
    actortype * actor;

    for (actor=firstcinematicactor; actor != NULL;)
    {
        if (UpdateCinematicEffect ( actor->effecttype, actor->effect ) == false)
        {
            actortype * nextactor;

            nextactor=actor->next;
            DeleteCinematicActor(actor);
            actor=nextactor;
        }
        else
            actor=actor->next;
    }
}

/*
===============
=
= DrawCinematicActors
=
===============
*/
typedef enum {
    screenfunctions,
    background,
    backgroundsprites,
    backdrop,
    foregroundsprites,
    palettefunctions,
    numdrawphases
} enum_drawphases;

void DrawCinematicActors ( void )
{
    actortype * actor;
    actortype * nextactor;
    boolean draw;
    enum_drawphases sequence;
#if DUMP
    int numactors=0;
#endif
    boolean flippage=true;

    for (sequence=screenfunctions; sequence<numdrawphases; sequence++)
    {
        for (actor=firstcinematicactor; actor != NULL;)
        {
            draw=false;
            switch (actor->effecttype)
            {
            case fadeout:
            case blankscreen:
            case clearbuffer:
            case cinematicend:
            case flic:
                if (sequence==screenfunctions)
                    draw=true;
                flippage=false;
                break;
            case palette:
                if (sequence==palettefunctions)
                    draw=true;
                flippage=false;
                break;
            case background_noscrolling:
            case background_scrolling:
            case background_multi:
                if (sequence==background)
                    draw=true;
                break;
            case sprite_background:
                if (sequence==backgroundsprites)
                    draw=true;
                break;
            case backdrop_noscrolling:
            case backdrop_scrolling:
                if (sequence==backdrop)
                    draw=true;
                break;
            case sprite_foreground:
                if (sequence==foregroundsprites)
                    draw=true;
                break;
            }
            nextactor=actor->next;
            if (draw==true)
            {
#if DUMP
                printf("drawing type=%ld\n",actor->effecttype);
#endif
                if (DrawCinematicEffect ( actor->effecttype, actor->effect ) == false)
                {
                    DeleteCinematicActor(actor);
                }
#if DUMP
                numactors++;
#endif
            }
            actor=nextactor;
        }
    }
    if (flippage==true)
        XFlipPage ();
#if DUMP
    printf("Total actors drawn=%ld\n",numactors);
#endif
}