scummvm/engines/saga2/spelshow.h
2022-09-26 19:52:27 +02:00

480 lines
14 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/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_SPELSHOW_H
#define SAGA2_SPELSHOW_H
#include "saga2/dispnode.h"
#include "saga2/speldefs.h"
namespace Saga2 {
//-----------------------------------------------------------------------
// Effectron List
typedef DisplayNodeList EffectronList;
//-----------------------------------------------------------------------
// Spell control functions
// Various instances of these can be used in different combinations to
// yield different shaped spells. Each spell will need one each of
// these types of functions:
//
// Effectron Status
// This returns the state of a given effectron as a function of time
//
// Spell Spritation
// Returns a sprite facing as a function of time.
//
// Spell Location
// Returns the position of the effectron as a function of time
//
// Spell Height
// This is NOT the effectron's Z coordinate. It is the height used
// for collision detection purposes
//
// Spell Breadth
// This is the effectron's cross section for collision detection
// purposes.
//
//-----------------------------------------------------------------------
// Spell Status
typedef EffectronFlags SpellStatusFunction(Effectron *);
#define SPELLSTATUSFUNCTION(fname) EffectronFlags fname( Effectron * effectron )
//-----------------------------------------------------------------------
// Spell Spritation
typedef SpellPoseID SpellSpritationFunction(const Effectron *const);
#define SPELLSPRITATIONFUNCTION(fname) SpellPoseID fname( const Effectron * const effectron )
//-----------------------------------------------------------------------
// Spell Location Calls
typedef TilePoint SpellLocationFunction(const Effectron *const);
#define SPELLLOCATIONFUNCTION(fname) TilePoint fname( const Effectron * const effectron )
//-----------------------------------------------------------------------
// Spell Height
typedef spellHeight SpellHeightFunction(const Effectron *const);
#define SPELLHEIGHTFUNCTION(fname) spellHeight fname( const Effectron * const effectron )
//-----------------------------------------------------------------------
// Spell width
typedef spellBreadth SpellBreadthFunction(const Effectron *const);
#define SPELLBREADTHFUNCTION(fname) spellBreadth fname( const Effectron * const effectron )
//-----------------------------------------------------------------------
// Spell init
typedef void SpellInitFunction(Effectron *);
#define SPELLINITFUNCTION(fname) void fname( Effectron * effectron )
//-----------------------------------------------------------------------
// EffectronDisplayPrototype
// This tracks the functions needed to display a particular type of
// spell on the screen. (Ball spells, bolt spells, etc)
//
class EffectDisplayPrototype {
static SPELLLOCATIONFUNCTION(nullLocation) {
return TilePoint(0, 0, 0);
}
static SPELLSPRITATIONFUNCTION(nullSpritation) {
return 0;
}
static SPELLSTATUSFUNCTION(nullStatus) {
return effectronDead;
}
static SPELLHEIGHTFUNCTION(nullHeight) {
return 0;
}
static SPELLBREADTHFUNCTION(nullBreadth) {
return 0;
}
static SPELLINITFUNCTION(nullInit) {
}
EffectID ID;
public:
int16 nodeCount;
EffectDisplayPrototype *next;
SpellLocationFunction *location;
SpellSpritationFunction *spriteno;
SpellStatusFunction *status;
SpellHeightFunction *height;
SpellBreadthFunction *breadth;
SpellInitFunction *init;
EffectDisplayPrototype() {
nodeCount = 0;
next = NULL;
location = &nullLocation;
spriteno = &nullSpritation;
status = &nullStatus;
height = &nullHeight;
breadth = &nullBreadth;
init = &nullInit;
}
EffectDisplayPrototype(
int16 nodes,
SpellLocationFunction *newLocation,
SpellSpritationFunction *newSpriteno,
SpellStatusFunction *newStatus,
SpellHeightFunction *newHeight,
SpellBreadthFunction *newBreadth,
SpellInitFunction *newInit);
~EffectDisplayPrototype() {
if (next) delete next;
next = NULL;
}
void setID(EffectID i) {
ID = i;
}
EffectID thisID() {
return ID;
}
};
typedef EffectDisplayPrototype *pEffectDisplayPrototype;
//-----------------------------------------------------------------------
// Effect Display Prototype List
//
// This class embodies a global list of EDPs
//
class EffectDisplayPrototypeList {
pEffectDisplayPrototype *effects;
uint16 count;
uint16 maxCount;
public:
EffectDisplayPrototypeList(int32 c);
~EffectDisplayPrototypeList();
int32 add(EffectDisplayPrototype *edp) ;
void cleanup();
void append(EffectDisplayPrototype *edp, int32 acount);
EffectDisplayPrototype *operator[](EffectID e);
};
//-----------------------------------------------------------------------
// Effectron collision flags
//
// need to track whether things
// bounce/die/stop/ignore
// when hitting
// actors/objects/terrain
//
enum effectCollisionCont {
ecFlagNone = 0,
ecFlagBounce,
ecFlagDie,
ecFlagStop
};
enum effectDirectionInit {
diFlagZero = 0,
diFlagInc = 1,
diFlagInc2 = 2,
diFlagInc3 = 3,
diFlagInc4 = 4,
diFlagRand = 5
};
//-----------------------------------------------------------------------
// SpellDisplayPrototype
// All the information needed to display a spell
// Combines a SpellEffectPrototype with the appropriate sprites
class SpellDisplayPrototype {
SpellID ID;
public:
EffectID effect; // Effect ID
int32 effParm1; // effect setting 1
int32 effParm2; // effect setting 1
int32 effParm3; // effect setting 1
int32 effParm4; // effect setting 1
effectDirectionInit scatter; // direction init mode
effectCollisionCont elasticity; // collision flags
SpellAge maxAge; // auto self-destruct age
SpellAge implementAge; // auto self-destruct age
uint32 primarySpriteID; // RES_ID(x, y, z, 0) to get sprites
uint8 primarySpriteNo; // sprites available
uint32 secondarySpriteID; // RES_ID(x, y, z, 0) to get sprites
uint8 secondarySpriteNo; // sprites available
//uint8 effCount; // effectrons to allocate
uint8 colorMap[4]; // indirect color map
// full init
SpellDisplayPrototype(
EffectID, int32, int32, int32, int32, effectDirectionInit,
effectCollisionCont, SpellAge, uint32, uint8, uint8);
SpellDisplayPrototype(ResourceSpellItem *rsi);
void getColorTranslation(ColorTable mainColors, Effectron *); // colors for effectrons
void setID(SpellID i) {
ID = i;
}
SpellID thisID() {
return ID;
}
};
//-----------------------------------------------------------------------
// SpellDisplayPrototypeList
// A global list of sdp's
typedef SpellDisplayPrototype *pSpellDisplayPrototype;
class SpellDisplayPrototypeList {
pSpellDisplayPrototype *spells;
uint16 count;
uint16 maxCount;
public:
SpellDisplayPrototypeList(uint16 s);
~SpellDisplayPrototypeList();
void init();
void cleanup();
int32 add(SpellDisplayPrototype *sdp);
SpellDisplayPrototype *operator[](SpellID s);
};
//-----------------------------------------------------------------------
// SpellInstance
// When a SpellDisplayPrototype is instantiated, one of these is created
// and the main display loop updates it till it dies
class SpellInstance {
friend struct StorageSpellInstance;
SpellAge implementAge; // age at which to implement the spell effects
public:
EffectDisplayPrototype *effect; // effect prototype of the current effect
SpellDisplayPrototype *dProto; // effect prototype of the current effect
SpellCaster *caster;
SpellTarget *target;
GameWorld *world;
SpellAge age;
EffectronList eList;
SpellID spell;
SpellAge maxAge;
int16 effSeq; // which effect in a sequence is being played
SpellInstance(SpellCaster *newCaster, SpellTarget *newTarget, SpellID);
SpellInstance(SpellCaster *newCaster, GameObject &newTarget, SpellID);
SpellInstance(SpellCaster *newCaster, GameObject *newTarget, SpellID);
SpellInstance(SpellCaster *newCaster, TilePoint &newTarget, SpellID);
SpellInstance(StorageSpellInstance &ssi);
~SpellInstance();
void init();
void initEffect(TilePoint);
void readEffect(Common::InSaveFile *in, uint16 eListSize);
void writeEffect(Common::MemoryWriteStreamDynamic *out);
void termEffect();
size_t saveSize();
bool buildList();
bool updateStates(int32 deltaTime);
};
//-----------------------------------------------------------------------
// SpellDisplayList
// This class is used to keep track of all the spells currently
// displaying effectrons
typedef SpellInstance *pSpellInstance;
class SpellDisplayList {
uint16 count;
uint16 maxCount;
public :
pSpellInstance *spells;
void init();
void cleanup();
SpellDisplayList(uint16 s);
~SpellDisplayList();
void add(SpellInstance *newSpell);
void tidyKill(uint16 spellNo);
void buildList();
void updateStates(int32 deltaTime);
void write(Common::OutSaveFile *outD);
void read(Common::InSaveFile *in);
void wipe();
size_t saveSize();
};
/* ===================================================================== *
Inlines
* ===================================================================== */
//-----------------------------------------------------------------------
// Some functions that require the above definitions to work
inline GameWorld *Effectron::world() const {
return parent->world;
}
inline int16 Effectron::getMapNum() const {
return parent->world->_mapNum;
}
inline EffectID Effectron::spellID() {
return parent->spell;
}
inline SpellDisplayPrototype *Effectron::spell() {
return (*g_vm->_sdpList)[(SpellID) spellID()];
}
inline EffectID Effectron::effectID() {
return spell()->effect;
}
inline EffectDisplayPrototype *Effectron::effect() {
return parent->effect;
}
inline EffectronFlags Effectron::staCall() {
return parent->effect->status(this);
}
inline TilePoint Effectron::posCall() {
return parent->effect->location(this);
}
inline SpellSpritationSeed Effectron::sprCall() {
return parent->effect->spriteno(this);
}
inline spellHeight Effectron::hgtCall() {
return parent->effect->height(this);
}
inline spellBreadth Effectron::brdCall() {
return parent->effect->breadth(this);
}
inline void Effectron::initCall(int16 eno) {
partno = eno;
parent->effect->init(this);
}
/* ===================================================================== *
prototypes
* ===================================================================== */
int16 whichColorMap(EffectID eid, const Effectron *const effectron);
//-----------------------------------------------------------------------
// Spell building block functions
// These are the functions available to update various aspects
// of Effectrons
SPELLSTATUSFUNCTION(invisibleSpellSta);
SPELLSTATUSFUNCTION(auraSpellSta);
SPELLSTATUSFUNCTION(projectileSpellSta);
SPELLSTATUSFUNCTION(exchangeSpellSta);
SPELLSTATUSFUNCTION(boltSpellSta);
SPELLSTATUSFUNCTION(coneSpellSta);
SPELLSTATUSFUNCTION(ballSpellSta);
SPELLSTATUSFUNCTION(squareSpellSta);
SPELLSTATUSFUNCTION(waveSpellSta);
SPELLSTATUSFUNCTION(stormSpellSta);
SPELLSTATUSFUNCTION(beamSpellSta);
SPELLSTATUSFUNCTION(wallSpellSta);
SPELLLOCATIONFUNCTION(invisibleSpellPos);
SPELLLOCATIONFUNCTION(auraSpellPos);
SPELLLOCATIONFUNCTION(projectileSpellPos);
SPELLLOCATIONFUNCTION(exchangeSpellPos);
SPELLLOCATIONFUNCTION(boltSpellPos);
SPELLLOCATIONFUNCTION(coneSpellPos);
SPELLLOCATIONFUNCTION(ballSpellPos);
SPELLLOCATIONFUNCTION(squareSpellPos);
SPELLLOCATIONFUNCTION(waveSpellPos);
SPELLLOCATIONFUNCTION(stormSpellPos);
SPELLLOCATIONFUNCTION(beamSpellPos);
SPELLLOCATIONFUNCTION(wallSpellPos);
SPELLLOCATIONFUNCTION(glowSpellPos);
SPELLSPRITATIONFUNCTION(invisibleSprites);
SPELLSPRITATIONFUNCTION(auraSprites);
SPELLSPRITATIONFUNCTION(projectileSprites);
SPELLSPRITATIONFUNCTION(exchangeSprites);
SPELLSPRITATIONFUNCTION(boltSprites);
SPELLSPRITATIONFUNCTION(coneSprites);
SPELLSPRITATIONFUNCTION(ballSprites);
SPELLSPRITATIONFUNCTION(squareSprites);
SPELLSPRITATIONFUNCTION(waveSprites);
SPELLSPRITATIONFUNCTION(stormSprites);
SPELLSPRITATIONFUNCTION(beamSprites);
SPELLSPRITATIONFUNCTION(wallSprites);
SPELLHEIGHTFUNCTION(ShortTillThere);
SPELLHEIGHTFUNCTION(GrowLinear);
SPELLBREADTHFUNCTION(StaticHeight);
SPELLBREADTHFUNCTION(ThinTillThere);
SPELLBREADTHFUNCTION(BulkLinear);
SPELLBREADTHFUNCTION(StaticBreadth);
SPELLINITFUNCTION(invisibleSpellInit);
SPELLINITFUNCTION(auraSpellInit);
SPELLINITFUNCTION(projectileSpellInit);
SPELLINITFUNCTION(exchangeSpellInit);
SPELLINITFUNCTION(boltSpellInit);
SPELLINITFUNCTION(coneSpellInit);
SPELLINITFUNCTION(ballSpellInit);
SPELLINITFUNCTION(squareSpellInit);
SPELLINITFUNCTION(waveSpellInit);
SPELLINITFUNCTION(stormSpellInit);
SPELLINITFUNCTION(glowSpellInit);
SPELLINITFUNCTION(beamSpellInit);
SPELLINITFUNCTION(wallSpellInit);
} // end of namespace Saga2
#endif //SPELLBUK_H