Added a new smoke-like effect to the GUI.
This commit is contained in:
159
zsnes/src/smoke.c
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159
zsnes/src/smoke.c
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@@ -0,0 +1,159 @@
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#ifdef __LINUX__
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# include "gblhdr.h"
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#else
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# include <stdlib.h>
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# include <string.h>
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#endif
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// Ripped from an Allegro example (exflame.c). :P
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// Should be fire, but looks more like smoke in ZSNES.
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#define MIN(x,y) \
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(((x) < (y)) ? (x) : (y))
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#define ABS(x) \
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(((x) >= 0) ? (x) : ( - (x)))
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#define FIRE_HOTSPOTS 80
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static int fire_hotspot [FIRE_HOTSPOTS];
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extern char * vidbuffer;
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#define SCRW 288
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#define SCRH 224
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static unsigned char fire_line [SCRW];
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static unsigned char fire_buffer [SCRW * SCRH];
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static int fire_init_flag;
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static void draw_bottom_line_of_fire (void)
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{
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int count, count2;
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memset (&fire_line, 0, SCRW);
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for (count = 0; count < FIRE_HOTSPOTS; count ++)
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{
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for (count2 = (fire_hotspot [count] - 20);
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count2 < (fire_hotspot [count] + 20); count2 ++)
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{
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if ((count2 >= 0) && (count2 < SCRW))
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{
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fire_line [count2] =
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MIN((fire_line [count2] + 20) -
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ABS(fire_hotspot [count] - count2), 256);
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}
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}
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fire_hotspot [count] += ((rand () & 7) - 3);
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if (fire_hotspot [count] < 0)
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{
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fire_hotspot [count] += SCRW;
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}
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else if (fire_hotspot [count] >= SCRW)
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{
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fire_hotspot [count] -= SCRW;
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}
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}
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for (count = 0; count < SCRW; count ++)
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{
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fire_buffer [((SCRH - 1) *
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(SCRW)) + count] = fire_line [count];
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}
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}
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static void InitFire (void)
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{
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int x, y, pixel, count;
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for (count = 0; count < FIRE_HOTSPOTS; count ++)
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{
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fire_hotspot [count] = (rand () % SCRW);
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}
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for (count = 0; count < SCRH; count ++)
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{
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draw_bottom_line_of_fire ();
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for (y = 0; y < (SCRH - 1); y ++)
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{
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for (x = 0; x < SCRW; x ++)
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{
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pixel = fire_buffer [((y + 1) * SCRW) + x];
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if (pixel > 0)
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{
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pixel --;
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}
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fire_buffer [(y * SCRW) + x] = pixel;
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}
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}
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}
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fire_init_flag = 1;
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}
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// void DrawFire (void)
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void DrawSmoke (void)
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{
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int x, y, pixel, pixel2;
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if (fire_init_flag != 1)
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{
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InitFire ();
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}
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draw_bottom_line_of_fire ();
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for (y = 0; y < (SCRH - 1); y ++)
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{
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for (x = 0; x < SCRW; x ++)
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{
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pixel = fire_buffer [((y + 1) * SCRW) + x];
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if (pixel > 0)
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{
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pixel --;
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}
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fire_buffer [(y * SCRW) + x] = pixel;
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}
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}
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for (y = 0; y < SCRH; y ++)
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{
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for (x = 0; x < SCRW; x ++)
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{
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pixel = vidbuffer [(y * SCRW) + x];
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pixel2 = (fire_buffer [(y * SCRW) + x] / 8);
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if (pixel2 > pixel)
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{
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vidbuffer [(y * SCRW) + x] = pixel2;
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}
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else
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{
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vidbuffer [(y * SCRW) + x] = (pixel | pixel2);
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}
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}
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}
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}
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