Files
fs2open.github.com/code/menuui/fishtank.cpp
T
niffiwan 027f218f7f Allow any resolution for mainhalls (From Yarn)
Also includes support for more than two mainhall resolutions, zooming
so one mainhall can adapt to multiple resolutions, setting new mainhall
fonts, help overlays for all resolutions and adjustable tooltip padding.
Also allows preload screens to be any resolution & aspect ratio.

git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10844 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-05 10:38:07 +10:00

255 lines
4.6 KiB
C++

/*
* 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 "menuui/fishtank.h"
#include "freespace2/freespace.h"
#include "gamesequence/gamesequence.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);
}
}
}