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058592794f
The game is completable but 3 arcade sequences at the end of Minotaur, Medusa and Troy quests. Probably full of bugs but I already publish it for consideration
132 lines
3.4 KiB
C++
132 lines
3.4 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020 Google
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*
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*/
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#include "common/str.h"
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#include "common/rect.h"
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#include "common/noncopyable.h"
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#ifndef HADESCH_AMBIENT_H
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#define HADESCH_AMBIENT_H
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namespace Hadesch {
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class AmbientAnim {
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public:
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struct AmbientDesc {
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Common::String _animName;
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Common::String _soundName;
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AmbientDesc(Common::String animName, Common::String soundName) {
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_animName = animName;
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_soundName = soundName;
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}
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};
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enum PanType {
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PAN_ANY,
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PAN_LEFT,
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PAN_RIGHT
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};
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enum AnimType {
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DISAPPEAR,
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KEEP_LOOP,
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BACK_AND_FORTH
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};
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AmbientAnim(const Common::String &animName,
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const Common::String &sound, int zValue,
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int minint, int maxint, AnimType loop,
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Common::Point offset, PanType pan);
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AmbientAnim(const Common::Array<AmbientDesc> &descs, int zValue,
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int minint, int maxint, AnimType loop,
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Common::Point offset, PanType pan);
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AmbientAnim();
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void play(bool reschedule);
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void schedule();
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void start();
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void pause();
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void unpause();
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void hide();
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void unpauseAndFirstFrame();
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void selectFirstFrame();
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void playFinished(bool reschedule);
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bool isReady();
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private:
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class AmbiantAnimInternal : Common::NonCopyable {
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public:
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Common::Array<AmbientDesc> _descs;
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int _minInterval, _maxInterval;
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int _zValue;
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AnimType _loopType;
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bool _isFwd;
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Common::Point _offset;
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bool _playing;
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bool _paused;
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PanType _pan;
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};
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bool isPanOK();
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Common::SharedPtr<AmbiantAnimInternal> _internal;
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};
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class AmbientAnimWeightedSet {
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public:
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void readTableFilePriam(const TextTable &table);
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void readTableFile(const TextTable &table, AmbientAnim::PanType pan);
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void tick();
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void firstFrame();
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void pause(const Common::String &name);
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void unpause(const Common::String &name);
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void unpauseAndFirstFrame(const Common::String &name);
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void hide(const Common::String &name);
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void play(const Common::String &name, bool reschedule);
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private:
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struct AmbientAnimWeightedSetElement {
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AmbientAnim anim;
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int weight;
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bool valid;
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Common::String name;
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};
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Common::Array<AmbientAnimWeightedSetElement> _elements;
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};
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class AnimClickables {
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public:
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void playNext(const Common::String &name, const EventHandlerWrapper &event);
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void playChosen(const Common::String &name, int counter, const EventHandlerWrapper &event);
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void setTable(const TextTable table) {
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_table = table;
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}
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void readTable(Common::SharedPtr<Hadesch::VideoRoom> room,
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const Common::String &name);
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private:
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TextTable _table;
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Common::HashMap<Common::String, int> _counters;
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};
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}
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#endif
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