mirror of
https://github.com/libretro/scummvm.git
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152 lines
4.8 KiB
C++
152 lines
4.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/* [Alternate Name: Torch Processing]
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* --- What is a FlameSet ---
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* A FlameSet is a list of torches in a given room.
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* The level has X amount of flames total, and each
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* room has N amount of torches, making up a FlameSet.
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* There are 3 instances of torches in the game.
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* First is in the story record, second is in the level torches,
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* and lastly is the in-room torch. This is done so that
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* the in-room torch can be lit up by a fireball and then
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* stay permanantly lit for the next time the player enters the room.
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*/
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#include "immortal/room.h"
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namespace Immortal {
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void Room::flameInit() {
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flameFreeAll();
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_candleTmp = 0;
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}
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void Room::flameFreeAll() {
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_numFlames = 0;
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_numInRoom = 0;
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}
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void Room::flameDrawAll(uint16 vX, uint16 vY) {
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for (uint i = 0; i < _fset.size(); i++) {
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// For every flame in the room, add the sprite to the sprite table
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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);
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if (cycleAdvance(_fset[i]._c) == true) {
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cycleFree(_fset[i]._c);
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_fset[i]._c = flameGetCyc(&_fset[i], 1);
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}
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}
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}
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bool Room::roomLighted() {
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// For testing purposes, we say it's always lit
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return true;
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// Very simple, just checks every torch and if any of them are lit, we say the room is lit
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for (uint i = 0; i < _fset.size(); i++) {
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if (_fset[i]._p != kFlameOff) {
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return true;
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}
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}
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return false;
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}
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void Room::lightTorch(uint8 x, uint8 y) {
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/* Checks every torch to see if it is:
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* pattern == off, and inside the point x,y
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* which is the fireball position. This is a
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* little bit clever, because it saves cycles
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* over checking x,y first, since you need to
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* check both x,y and flame pattern. Neato.
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*/
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for (uint i = 0; i < _fset.size(); i++) {
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if (_fset[i]._p == kFlameOff) {
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if (Utilities::inside(kLightTorchX, x, y, _fset[i]._x + 16, _fset[i]._y + 8)) {
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_fset[i]._p = kFlameNormal;
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}
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}
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}
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}
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void Room::flameSetRoom(Common::Array<SFlame> &allFlames) {
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for (uint i = 0; i < allFlames.size(); i++) {
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Flame f;
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f._p = allFlames[i]._p;
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f._x = allFlames[i]._x;
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f._y = allFlames[i]._y;
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f._c = flameGetCyc(&f, (0 | _candleTmp));
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//debug("made flame, cyc = %d", f._c);
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_fset.push_back(f);
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}
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_candleTmp = 1;
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}
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int Room::flameGetCyc(Flame *f, int first) {
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/* I must say, although this is clever, it is the most
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* convoluted way to do this I could imagine. Here's what it does:
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* Get a random number between 0 and 255. Now reduce this number by the length
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* of the array for the particular flame pattern until we are at less than 0.
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* Now add back that same length. We are now at the length of the array
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* minus a random amount between 0 and the length of the array.
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* This gives us a random entry within the array to start at.
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*/
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CycID flamePatA[] = {kCycFNormal0, kCycFNormal1, kCycFNormal2,
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kCycFNormal0, kCycFNormal1, kCycFNormal2,
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kCycFNormal0, kCycFNormal1, kCycFNormal2,
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kCycFNormal0, kCycFNormal1, kCycFNormal2
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};
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CycID flamePatB[] = {kCycFCandleBurst, kCycFCandleSway, kCycFCandleJump,
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kCycFCandleLeap, kCycFCandleFlicker,
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kCycFCandleFlicker, kCycFCandleFlicker, kCycFCandleFlicker
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};
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CycID flamePatC[] = {kCycFOff};
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CycID flamePatD[] = {kCycFFlicker0, kCycFFlicker1, kCycFFlicker2};
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int numFlameCycs[] = {12, 8, 1, 3};
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int r = getRandomNumber(255) & (kMaxFlameCycs - 1);
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do {
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r -= numFlameCycs[(int) f->_p];
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} while (r >= 0);
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r += numFlameCycs[(int) f->_p];
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// Why is this not indexed further? ie. LDA patternTable,x : STA $00 : LDA ($00),y instead of a branch tree?
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// Pretty sure CPX 3 times is more than a single LDA (dp),y
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switch (f->_p) {
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case 0:
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return cycleNew(flamePatA[r]);
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case 1:
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return cycleNew(flamePatB[r]);
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case 2:
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return cycleNew(flamePatC[r]);
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case 3:
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return cycleNew(flamePatD[r]);
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default:
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return 0;
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}
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}
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} // namespace Immortal
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