/* * 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 "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; idxleft = 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; idxswimming){ 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); } } }