scummvm/engines/fullpipe/floaters.cpp
2014-02-18 02:39:34 +01:00

256 lines
6.5 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "fullpipe/fullpipe.h"
#include "fullpipe/floaters.h"
#include "fullpipe/utils.h"
#include "fullpipe/objects.h"
#include "fullpipe/motion.h"
#include "fullpipe/statics.h"
#include "fullpipe/scene.h"
#include "fullpipe/constants.h"
#include "fullpipe/objectnames.h"
namespace Fullpipe {
Floaters::~Floaters() {
delete _hRgn;
}
void Floaters::init(GameVar *var) {
_array1.clear();
_array2.clear();
GameVar *varFliers = var->getSubVarByName(sO_Fliers);
if (!varFliers)
return;
GameVar *sub = varFliers->getSubVarByName("flyIdleRegion");
if (sub) {
_hRgn = new ReactPolygonal();
_hRgn->_pointCount = sub->getSubVarsCount();
_hRgn->_points = (Common::Point **)malloc(sizeof(Common::Point *) * _hRgn->_pointCount);
sub = sub->_subVars;
int idx = 0;
while (sub) {
_hRgn->_points[idx] = new Common::Point;
_hRgn->_points[idx]->x = sub->_subVars->_value.intValue;
_hRgn->_points[idx]->y = sub->_subVars->_nextVarObj->_value.intValue;
idx++;
sub = sub->_nextVarObj;
}
}
sub = varFliers->getSubVarByName("flyIdlePath");
if (sub) {
_array1.reserve(sub->getSubVarsCount());
sub = sub->_subVars;
int idx = 0;
while (sub) {
FloaterArray1 *f = new FloaterArray1;
f->val1 = sub->_subVars->_value.intValue;
f->val2 = sub->_subVars->_nextVarObj->_value.intValue;
_array1.push_back(f);
idx++;
sub = sub->_nextVarObj;
}
}
}
void Floaters::genFlies(Scene *sc, int x, int y, int priority, int flags) {
StaticANIObject *ani = new StaticANIObject(g_fp->accessScene(SC_COMMON)->getStaticANIObject1ById(ANI_FLY, -1));
ani->_statics = ani->getStaticsById(ST_FLY_FLY);
ani->_movement = 0;
ani->setOXY(x, y);
ani->_flags |= 4;
ani->_priority = priority;
sc->addStaticANIObject(ani, 1);
ani->startAnim(MV_FLY_FLY, 0, -1);
int nummoves;
if (ani->_movement->_currMovement)
nummoves = ani->_movement->_currMovement->_dynamicPhases.size();
else
nummoves = ani->_movement->_dynamicPhases.size();
ani->_movement->setDynamicPhaseIndex(g_fp->_rnd->getRandomNumber(nummoves - 1));
FloaterArray2 *arr2 = new FloaterArray2;
arr2->ani = ani;
arr2->val11 = 15.0;
arr2->val3 = y;
arr2->val5 = y;
arr2->val2 = x;
arr2->val4 = x;
arr2->fflags = flags;
_array2.push_back(arr2);
}
void Floaters::update() {
for (uint i = 0; i < _array2.size(); ++i) {
if (_array2[i]->val13 <= 0) {
if (_array2[i]->val4 != _array2[i]->val2 || _array2[i]->val5 != _array2[i]->val3) {
if (_array2[i]->val9 < 2.0)
_array2[i]->val9 = 2.0;
int dy = _array2[i]->val3 - _array2[i]->val5;
int dx = _array2[i]->val2 - _array2[i]->val4;
double dst = sqrt((double)(dy * dy + dx * dx));
double at = atan2((double)dx, (double)dy);
int newX = (int)(cos(at) * _array2[i]->val9);
int newY = (int)(sin(at) * _array2[i]->val9);
if (dst < _array2[i]->val9) {
newX = _array2[i]->val2 - _array2[i]->val4;
newY = _array2[i]->val3 - _array2[i]->val5;
}
if (dst <= 30.0) {
if (dst < 30.0) {
_array2[i]->val9 = _array2[i]->val9 - _array2[i]->val9 * 0.5;
if (_array2[i]->val9 < 2.0)
_array2[i]->val9 = 2.0;
}
} else {
_array2[i]->val9 = _array2[i]->val9 * 0.5 + _array2[i]->val9;
if (_array2[i]->val9 > _array2[i]->val11)
_array2[i]->val9 = _array2[i]->val11;
}
_array2[i]->val4 += newX;
_array2[i]->val5 += newY;
_array2[i]->ani->setOXY(newX + _array2[i]->ani->_ox, newY + _array2[i]->ani->_oy);
if (_array2[i]->val4 == _array2[i]->val2 && _array2[i]->val5 == _array2[i]->val3) {
_array2[i]->val9 = 0.0;
_array2[i]->val13 = g_fp->_rnd->getRandomNumber(200) + 20;
if (_array2[i]->fflags & 1) {
g_fp->_currentScene->deleteStaticANIObject(_array2[i]->ani);
if (_array2[i]->ani)
delete _array2[i]->ani;
_array2.remove_at(i);
i--;
if (!_array2.size())
g_fp->stopAllSoundInstances(SND_CMN_060);
continue;
}
}
} else {
if ((_array2[i]->fflags & 4) && _array2[i]->countdown < 1) {
_array2[i]->fflags |= 1;
_array2[i]->val2 = _array2[i]->val6;
_array2[i]->val3 = _array2[i]->val7;
} else {
if (_array2[i]->fflags & 2) {
int idx1 = g_fp->_rnd->getRandomNumber(_array1.size() - 1);
_array2[i]->val2 = _array1[idx1]->val1;
_array2[i]->val3 = _array1[idx1]->val2;
} else {
Common::Rect rect;
if (!_hRgn)
error("Floaters::update(): empty fliers region");
_hRgn->getBBox(&rect);
int x2 = rect.left + g_fp->_rnd->getRandomNumber(rect.right - rect.left);
int y2 = rect.top + g_fp->_rnd->getRandomNumber(rect.bottom - rect.top);
if (_hRgn->pointInRegion(x2, y2)) {
int dx = _array2[i]->val2 - x2;
int dy = _array2[i]->val3 - y2;
double dst = sqrt((double)(dy * dy + dx * dx));
if (dst < 300.0 || !_hRgn->pointInRegion(_array2[i]->val4, _array2[i]->val5)) {
_array2[i]->val2 = x2;
_array2[i]->val3 = y2;
}
}
}
g_fp->playSound(SND_CMN_061, 0);
if (_array2[i]->fflags & 4)
_array2[i]->countdown--;
}
}
} else {
_array2[i]->val13--;
}
if (!_array2[i]->ani->_movement && _array2[i]->ani->_statics->_staticsId == ST_FLY_FLY) {
if (!_array2[i]->val15) {
g_fp->playSound(SND_CMN_060, 1);
_array2[i]->val15 = 1;
}
_array2[i]->ani->startAnim(MV_FLY_FLY, 0, -1);
}
}
}
void Floaters::stopAll() {
for (uint i = 0; i < _array2.size(); i++) {
g_fp->_currentScene->deleteStaticANIObject(_array2[i]->ani);
delete _array2[i]->ani;
}
_array2.clear();
g_fp->stopAllSoundInstances(SND_CMN_060);
}
} // End of namespace Fullpipe