Files
ZSNES/zsnes/src/effects/smoke.c
2003-11-01 21:33:26 +00:00

186 lines
3.0 KiB
C

# include <stdlib.h>
# include <string.h>
# include <time.h>
/*
Ripped from an Allegro example (exflame.c). :)
Should be fire, but looks more like smoke in ZSNES.
*/
#define MIN(x, y) \
(((x) < (y)) ? (x) : (y))
#define ABS(x) \
(((x) >= 0) ? (x) : ( - (x)))
#define FIRE_HOTSPOTS 80
static int fire_hotspot [FIRE_HOTSPOTS];
extern char * vidbuffer;
#define SCRW 288
#define SCRH 224
static unsigned char fire_line [SCRW];
static unsigned char fire_buffer [SCRW * SCRH];
static int fire_init_flag;
static void draw_bottom_line_of_fire (void)
{
int count, count2;
memset ((& fire_line), 0, SCRW);
for (count = 0; count < FIRE_HOTSPOTS; count ++)
{
for (count2 = (fire_hotspot [count] - 20);
count2 < (fire_hotspot [count] + 20); count2 ++)
{
if ((count2 >= 0) && (count2 < SCRW))
{
fire_line [count2] =
MIN ((fire_line [count2] + 20) -
ABS (fire_hotspot [count] - count2), 256);
}
}
fire_hotspot [count] += ((rand () & 7) - 3);
if (fire_hotspot [count] < 0)
{
fire_hotspot [count] += SCRW;
}
else if (fire_hotspot [count] >= SCRW)
{
fire_hotspot [count] -= SCRW;
}
}
for (count = 0; count < SCRW; count ++)
{
fire_buffer [((SCRH - 1) *
(SCRW)) + count] = fire_line [count];
}
}
static void init_fire (void)
{
int x, y, pixel, count;
srand (time (0));
for (count = 0; count < FIRE_HOTSPOTS; count ++)
{
fire_hotspot [count] = (rand () % SCRW);
}
for (count = 0; count < SCRH; count ++)
{
draw_bottom_line_of_fire ();
for (y = 0; y < (SCRH - 1); y ++)
{
for (x = 0; x < SCRW; x ++)
{
pixel = fire_buffer [((y + 1) * SCRW) + x];
if (pixel > 0)
{
pixel --;
}
fire_buffer [(y * SCRW) + x] = pixel;
}
}
}
fire_init_flag = 1;
}
/* void DrawFire (void) */
void DrawSmoke (void)
{
int x, y, pixel, pixel2;
if (! fire_init_flag)
{
init_fire ();
}
draw_bottom_line_of_fire ();
for (y = 0; y < (SCRH - 1); y ++)
{
for (x = 0; x < SCRW; x ++)
{
pixel = fire_buffer [((y + 1) * SCRW) + x];
if (pixel > 0)
{
pixel --;
}
fire_buffer [(y * SCRW) + x] = pixel;
}
}
for (y = 0; y < SCRH; y ++)
{
for (x = 0; x < SCRW; x ++)
{
pixel = vidbuffer [(y * SCRW) + x];
pixel2 = (fire_buffer [(y * SCRW) + x] / 8);
if (pixel2 > pixel)
{
vidbuffer [(y * SCRW) + x] = pixel2;
}
else
{
vidbuffer [(y * SCRW) + x] =
(((pixel + pixel2) / 2) + 1);
}
}
}
}