HYPNO: moved arcade code to a specific file in boyz

This commit is contained in:
neuromancer 2022-04-06 09:05:06 +02:00
parent dccdeabaef
commit a8d20101b7
3 changed files with 154 additions and 125 deletions

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@ -0,0 +1,153 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "hypno/grammar.h"
#include "hypno/hypno.h"
#include "common/events.h"
namespace Hypno {
void BoyzEngine::runBeforeArcade(ArcadeShooting *arc) {
_checkpoint = _currentLevel;
assert(!arc->player.empty());
_playerFrames = decodeFrames(arc->player);
_playerFrameSep = 0;
Common::Rect healthBarBox(0, 3, 107, 18);
Common::Rect ammoBarBox(0, 20, 103, 34);
Common::Rect portraitBox(0, 40, 57, 94);
for (int i = 0; i < int(_playerFrames.size()); i++) {
_healthBar[i] = _playerFrames[i]->getSubArea(healthBarBox);
_ammoBar[i] = _playerFrames[i]->getSubArea(ammoBarBox);
_portrait[i] = _playerFrames[i]->getSubArea(portraitBox);
}
_playerFrameSep = _playerFrames.size();
_playerFrameIdx = -1;
_currentScript = arc->script;
ScriptInfo si = *_currentScript.begin();
_currentActor = si.actor - 1;
_currentMode = si.mode;
_currentScript.pop_front();
}
void BoyzEngine::runAfterArcade(ArcadeShooting *arc) {
for (int i = 0; i < int(_playerFrames.size()); i++) {
_playerFrames[i]->free();
delete _playerFrames[i];
}
}
void BoyzEngine::updateFromScript() {
if (_currentScript.size() > 0) {
ScriptInfo si = *_currentScript.begin();
//debug("%d %d %d", si.time, _background->decoder->getCurFrame(), si.actor);
if (int(si.time) <= _background->decoder->getCurFrame()) {
_currentActor = si.actor - 1;
_currentMode = si.mode;
_currentScript.pop_front();
}
}
}
void BoyzEngine::drawPlayer() {
updateFromScript();
drawImage(_portrait[_currentActor], 0, 200 - _portrait[_currentActor].h, true);
}
void BoyzEngine::drawHealth() {
updateFromScript();
drawImage(_healthBar[_currentActor], 0, 0, true);
drawImage(_ammoBar[_currentActor], 320 - _ammoBar[_currentActor].w, 0, true);
}
void BoyzEngine::hitPlayer() {}
void BoyzEngine::drawShoot(const Common::Point &target) {}
void BoyzEngine::initSegment(ArcadeShooting *arc) {
_segmentShootSequenceOffset = 0;
_segmentShootSequenceMax = 0;
uint32 randomSegmentShootSequence = _segmentShootSequenceOffset + _rnd->getRandomNumber(_segmentShootSequenceMax);
SegmentShoots segmentShoots = arc->shootSequence[randomSegmentShootSequence];
_shootSequence = segmentShoots.shootSequence;
_segmentRepetitionMax = segmentShoots.segmentRepetition; // Usually zero
_segmentRepetition = 0;
_segmentOffset = 0;
_segmentIdx = _segmentOffset;
}
void BoyzEngine::findNextSegment(ArcadeShooting *arc) {
_segmentIdx = _segmentIdx + 1;
}
int BoyzEngine::detectTarget(const Common::Point &mousePos) {
Common::Point target = computeTargetPosition(mousePos);
assert(_shoots.size() <= 1);
for (Shoots::iterator it = _shoots.begin(); it != _shoots.end(); ++it) {
if (_mask->getPixel(target.x, target.y) == 1)
return 0;
}
return -1;
}
void BoyzEngine::shoot(const Common::Point &mousePos, ArcadeShooting *arc, MVideo &background) {
incShotsFired();
int i = detectTarget(mousePos);
if (i < 0) {
missNoTarget(arc, background);
} else {
if (!_shoots[i].hitSound.empty())
playSound(_soundPath + _shoots[i].hitSound, 1);
incEnemyHits();
if (!_shoots[i].deathSound.empty())
playSound(_soundPath + _shoots[i].deathSound, 1);
incTargetsDestroyed();
incScore(_shoots[i].pointsToShoot);
incBonus(_shoots[i].pointsToShoot);
_shoots[i].destroyed = true;
background.decoder->forceSeekToFrame(_shoots[i].explosionFrames[0].start - 3);
_masks->decoder->forceSeekToFrame(_shoots[i].explosionFrames[0].start - 3);
_shoots.clear();
}
}
void BoyzEngine::missedTarget(Shoot *s, ArcadeShooting *arc, MVideo &background) {
if (s->missedAnimation == 0)
return;
else if (s->missedAnimation == uint32(-1)) {
uint32 last = background.decoder->getFrameCount()-1;
background.decoder->forceSeekToFrame(last);
_masks->decoder->forceSeekToFrame(last);
return;
}
s->missedAnimation = s->missedAnimation + 3;
background.decoder->forceSeekToFrame(s->missedAnimation);
_masks->decoder->forceSeekToFrame(s->missedAnimation);
}
} // namespace Hypno

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@ -46,131 +46,6 @@ void BoyzEngine::loadAssets() {
_nextLevel = "c11.mi_";
}
void BoyzEngine::runBeforeArcade(ArcadeShooting *arc) {
_checkpoint = _currentLevel;
assert(!arc->player.empty());
_playerFrames = decodeFrames(arc->player);
_playerFrameSep = 0;
Common::Rect healthBarBox(0, 3, 107, 18);
Common::Rect ammoBarBox(0, 20, 103, 34);
Common::Rect portraitBox(0, 40, 57, 94);
for (int i = 0; i < int(_playerFrames.size()); i++) {
_healthBar[i] = _playerFrames[i]->getSubArea(healthBarBox);
_ammoBar[i] = _playerFrames[i]->getSubArea(ammoBarBox);
_portrait[i] = _playerFrames[i]->getSubArea(portraitBox);
}
_playerFrameSep = _playerFrames.size();
_playerFrameIdx = -1;
_currentScript = arc->script;
ScriptInfo si = *_currentScript.begin();
_currentActor = si.actor - 1;
_currentMode = si.mode;
_currentScript.pop_front();
}
void BoyzEngine::runAfterArcade(ArcadeShooting *arc) {
for (int i = 0; i < int(_playerFrames.size()); i++) {
_playerFrames[i]->free();
delete _playerFrames[i];
}
}
void BoyzEngine::updateFromScript() {
if (_currentScript.size() > 0) {
ScriptInfo si = *_currentScript.begin();
//debug("%d %d %d", si.time, _background->decoder->getCurFrame(), si.actor);
if (int(si.time) <= _background->decoder->getCurFrame()) {
_currentActor = si.actor - 1;
_currentMode = si.mode;
_currentScript.pop_front();
}
}
}
void BoyzEngine::drawPlayer() {
updateFromScript();
drawImage(_portrait[_currentActor], 0, 200 - _portrait[_currentActor].h, true);
}
void BoyzEngine::drawHealth() {
updateFromScript();
drawImage(_healthBar[_currentActor], 0, 0, true);
drawImage(_ammoBar[_currentActor], 320 - _ammoBar[_currentActor].w, 0, true);
}
void BoyzEngine::hitPlayer() {}
void BoyzEngine::drawShoot(const Common::Point &target) {}
Common::String BoyzEngine::findNextLevel(const Common::String &level) { return level; }
void BoyzEngine::initSegment(ArcadeShooting *arc) {
_segmentShootSequenceOffset = 0;
_segmentShootSequenceMax = 0;
uint32 randomSegmentShootSequence = _segmentShootSequenceOffset + _rnd->getRandomNumber(_segmentShootSequenceMax);
SegmentShoots segmentShoots = arc->shootSequence[randomSegmentShootSequence];
_shootSequence = segmentShoots.shootSequence;
_segmentRepetitionMax = segmentShoots.segmentRepetition; // Usually zero
_segmentRepetition = 0;
_segmentOffset = 0;
_segmentIdx = _segmentOffset;
}
void BoyzEngine::findNextSegment(ArcadeShooting *arc) {
_segmentIdx = _segmentIdx + 1;
}
int BoyzEngine::detectTarget(const Common::Point &mousePos) {
Common::Point target = computeTargetPosition(mousePos);
assert(_shoots.size() <= 1);
for (Shoots::iterator it = _shoots.begin(); it != _shoots.end(); ++it) {
if (_mask->getPixel(target.x, target.y) == 1)
return 0;
}
return -1;
}
void BoyzEngine::shoot(const Common::Point &mousePos, ArcadeShooting *arc, MVideo &background) {
incShotsFired();
int i = detectTarget(mousePos);
if (i < 0) {
missNoTarget(arc, background);
} else {
if (!_shoots[i].hitSound.empty())
playSound(_soundPath + _shoots[i].hitSound, 1);
incEnemyHits();
if (!_shoots[i].deathSound.empty())
playSound(_soundPath + _shoots[i].deathSound, 1);
incTargetsDestroyed();
incScore(_shoots[i].pointsToShoot);
incBonus(_shoots[i].pointsToShoot);
_shoots[i].destroyed = true;
background.decoder->forceSeekToFrame(_shoots[i].explosionFrames[0].start - 3);
_masks->decoder->forceSeekToFrame(_shoots[i].explosionFrames[0].start - 3);
_shoots.clear();
}
}
void BoyzEngine::missedTarget(Shoot *s, ArcadeShooting *arc, MVideo &background) {
if (s->missedAnimation == 0)
return;
else if (s->missedAnimation == uint32(-1)) {
uint32 last = background.decoder->getFrameCount()-1;
background.decoder->forceSeekToFrame(last);
_masks->decoder->forceSeekToFrame(last);
return;
}
s->missedAnimation = s->missedAnimation + 3;
background.decoder->forceSeekToFrame(s->missedAnimation);
_masks->decoder->forceSeekToFrame(s->missedAnimation);
}
} // namespace Hypno

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@ -3,6 +3,7 @@ MODULE := engines/hypno
MODULE_OBJS := \
actions.o \
arcade.o \
boyz/arcade.o \
boyz/boyz.o \
cursors.o \
grammar_mis.o \