mirror of
https://github.com/libretro/scummvm.git
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201 lines
4.6 KiB
C++
201 lines
4.6 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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#ifndef EFFECTS_H_
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#define EFFECTS_H_
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#include "common/hashmap.h"
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#include "common/rect.h"
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#include "engines/myst3/archive.h"
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namespace Graphics {
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struct Surface;
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}
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namespace Myst3 {
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class Myst3Engine;
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class Effect {
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public:
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struct FaceMask {
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FaceMask();
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~FaceMask();
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static Common::Rect getBlockRect(uint x, uint y);
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Graphics::Surface *surface;
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bool block[10][10];
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};
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virtual ~Effect();
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virtual bool update() = 0;
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virtual void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst) = 0;
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bool hasFace(uint face) { return _facesMasks.contains(face); }
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Common::Rect getUpdateRectForFace(uint face);
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// Public and static for use by the debug console
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static FaceMask *loadMask(Common::SeekableReadStream *maskStream);
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protected:
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Effect(Myst3Engine *vm);
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bool loadMasks(const Common::String &room, uint32 id, Archive::ResourceType type);
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Myst3Engine *_vm;
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typedef Common::HashMap<uint, FaceMask *> FaceMaskMap;
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FaceMaskMap _facesMasks;
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};
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class WaterEffect : public Effect {
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public:
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static WaterEffect *create(Myst3Engine *vm, uint32 id);
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virtual ~WaterEffect();
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bool update();
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void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst);
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protected:
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WaterEffect(Myst3Engine *vm);
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void doStep(float position, bool isFrame);
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void apply(Graphics::Surface *src, Graphics::Surface *dst, Graphics::Surface *mask,
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bool bottomFace, int32 waterEffectAmpl);
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uint32 _lastUpdate;
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int32 _step;
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int8 _bottomDisplacement[640];
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int8 _verticalDisplacement[640];
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int8 _horizontalDisplacements[5][640];
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private:
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bool isRunning();
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};
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class LavaEffect : public Effect {
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public:
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static LavaEffect *create(Myst3Engine *vm, uint32 id);
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virtual ~LavaEffect();
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bool update();
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void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst);
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protected:
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LavaEffect(Myst3Engine *vm);
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void doStep(int32 position, float ampl);
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uint32 _lastUpdate;
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int32 _step;
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int32 _displacement[256];
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};
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class MagnetEffect : public Effect {
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public:
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static MagnetEffect *create(Myst3Engine *vm, uint32 id);
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virtual ~MagnetEffect();
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bool update();
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void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst);
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protected:
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MagnetEffect(Myst3Engine *vm);
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void apply(Graphics::Surface *src, Graphics::Surface *dst, Graphics::Surface *mask, int32 position);
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int32 _lastSoundId;
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Common::SeekableReadStream *_shakeStrength;
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uint32 _lastTime;
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float _position;
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float _lastAmpl;
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int32 _verticalDisplacement[256];
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};
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class ShakeEffect : public Effect {
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public:
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static ShakeEffect *create(Myst3Engine *vm);
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virtual ~ShakeEffect();
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bool update();
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void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst);
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float getPitchOffset() { return _pitchOffset; }
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float getHeadingOffset() { return _headingOffset; }
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protected:
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ShakeEffect(Myst3Engine *vm);
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uint32 _lastTick;
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uint _magnetEffectShakeStep;
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float _pitchOffset;
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float _headingOffset;
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};
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class RotationEffect : public Effect {
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public:
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static RotationEffect *create(Myst3Engine *vm);
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virtual ~RotationEffect();
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bool update();
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void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst);
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float getHeadingOffset() { return _headingOffset; }
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protected:
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RotationEffect(Myst3Engine *vm);
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uint32 _lastUpdate;
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float _headingOffset;
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};
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class ShieldEffect : public Effect {
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public:
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static ShieldEffect *create(Myst3Engine *vm, uint32 id);
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virtual ~ShieldEffect();
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bool update();
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void applyForFace(uint face, Graphics::Surface *src, Graphics::Surface *dst);
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protected:
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ShieldEffect(Myst3Engine *vm);
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bool loadPattern();
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uint32 _lastTick;
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float _amplitude;
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float _amplitudeIncrement;
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uint8 _pattern[4096];
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int32 _displacement[256];
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};
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} // End of namespace Myst3
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#endif // EFFECTS_H_
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