scummvm/engines/immortal/flameSet.cpp
2023-02-06 04:27:49 +00:00

152 lines
4.8 KiB
C++

/* 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/>.
*
*/
/* [Alternate Name: Torch Processing]
* --- What is a FlameSet ---
* A FlameSet is a list of torches in a given room.
* The level has X amount of flames total, and each
* room has N amount of torches, making up a FlameSet.
* There are 3 instances of torches in the game.
* First is in the story record, second is in the level torches,
* and lastly is the in-room torch. This is done so that
* the in-room torch can be lit up by a fireball and then
* stay permanantly lit for the next time the player enters the room.
*/
#include "immortal/room.h"
namespace Immortal {
void Room::flameInit() {
flameFreeAll();
_candleTmp = 0;
}
void Room::flameFreeAll() {
_numFlames = 0;
_numInRoom = 0;
}
void Room::flameDrawAll(uint16 vX, uint16 vY) {
for (uint i = 0; i < _fset.size(); i++) {
// For every flame in the room, add the sprite to the sprite table
univAddSprite(vX, vY, _fset[i]._x, _fset[i]._y, g_immortal->_cycPtrs[g_immortal->_cycles[_fset[i]._c]._cycList]._sName, cycleGetFrame(_fset[i]._c), 0);
if (cycleAdvance(_fset[i]._c) == true) {
cycleFree(_fset[i]._c);
_fset[i]._c = flameGetCyc(&_fset[i], 1);
}
}
}
bool Room::roomLighted() {
// For testing purposes, we say it's always lit
return true;
// Very simple, just checks every torch and if any of them are lit, we say the room is lit
for (uint i = 0; i < _fset.size(); i++) {
if (_fset[i]._p != kFlameOff) {
return true;
}
}
return false;
}
void Room::lightTorch(uint8 x, uint8 y) {
/* Checks every torch to see if it is:
* pattern == off, and inside the point x,y
* which is the fireball position. This is a
* little bit clever, because it saves cycles
* over checking x,y first, since you need to
* check both x,y and flame pattern. Neato.
*/
for (uint i = 0; i < _fset.size(); i++) {
if (_fset[i]._p == kFlameOff) {
if (Utilities::inside(kLightTorchX, x, y, _fset[i]._x + 16, _fset[i]._y + 8)) {
_fset[i]._p = kFlameNormal;
}
}
}
}
void Room::flameSetRoom(Common::Array<SFlame> &allFlames) {
for (uint i = 0; i < allFlames.size(); i++) {
Flame f;
f._p = allFlames[i]._p;
f._x = allFlames[i]._x;
f._y = allFlames[i]._y;
f._c = flameGetCyc(&f, (0 | _candleTmp));
//debug("made flame, cyc = %d", f._c);
_fset.push_back(f);
}
_candleTmp = 1;
}
int Room::flameGetCyc(Flame *f, int first) {
/* I must say, although this is clever, it is the most
* convoluted way to do this I could imagine. Here's what it does:
* Get a random number between 0 and 255. Now reduce this number by the length
* of the array for the particular flame pattern until we are at less than 0.
* Now add back that same length. We are now at the length of the array
* minus a random amount between 0 and the length of the array.
* This gives us a random entry within the array to start at.
*/
CycID flamePatA[] = {kCycFNormal0, kCycFNormal1, kCycFNormal2,
kCycFNormal0, kCycFNormal1, kCycFNormal2,
kCycFNormal0, kCycFNormal1, kCycFNormal2,
kCycFNormal0, kCycFNormal1, kCycFNormal2
};
CycID flamePatB[] = {kCycFCandleBurst, kCycFCandleSway, kCycFCandleJump,
kCycFCandleLeap, kCycFCandleFlicker,
kCycFCandleFlicker, kCycFCandleFlicker, kCycFCandleFlicker
};
CycID flamePatC[] = {kCycFOff};
CycID flamePatD[] = {kCycFFlicker0, kCycFFlicker1, kCycFFlicker2};
int numFlameCycs[] = {12, 8, 1, 3};
int r = getRandomNumber(255) & (kMaxFlameCycs - 1);
do {
r -= numFlameCycs[(int) f->_p];
} while (r >= 0);
r += numFlameCycs[(int) f->_p];
// Why is this not indexed further? ie. LDA patternTable,x : STA $00 : LDA ($00),y instead of a branch tree?
// Pretty sure CPX 3 times is more than a single LDA (dp),y
switch (f->_p) {
case 0:
return cycleNew(flamePatA[r]);
case 1:
return cycleNew(flamePatB[r]);
case 2:
return cycleNew(flamePatC[r]);
case 3:
return cycleNew(flamePatD[r]);
default:
return 0;
}
}
} // namespace Immortal