mirror of
https://github.com/libretro/scummvm.git
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274 lines
6.6 KiB
C++
274 lines
6.6 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
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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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*/
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#ifndef FULLPIPE_STATICS_H
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#define FULLPIPE_STATICS_H
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#include "fullpipe/gfx.h"
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namespace Fullpipe {
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class ExCommand;
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class StepArray : public CObject {
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int _currPointIndex;
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Common::Point **_points;
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int _maxPointIndex;
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int _pointsCount;
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int _isEos;
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public:
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StepArray();
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~StepArray();
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void clear();
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int getCurrPointIndex() { return _currPointIndex; }
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int getPointsCount() { return _maxPointIndex; }
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Common::Point *getCurrPoint(Common::Point *point);
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Common::Point *getPoint(Common::Point *point, int index, int offset);
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bool gotoNextPoint();
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void insertPoints(Common::Point **points, int pointsCount);
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};
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class StaticPhase : public Picture {
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public:
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int16 _initialCountdown;
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int16 _countdown;
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int16 _field_68;
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int16 _field_6A;
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ExCommand *_exCommand;
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public:
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StaticPhase();
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virtual ~StaticPhase();
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virtual bool load(MfcArchive &file);
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ExCommand *getExCommand() { return _exCommand; }
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};
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class DynamicPhase : public StaticPhase {
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public:
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int _someX;
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int _someY;
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Common::Rect *_rect;
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int16 _field_7C;
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int16 _field_7E;
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int _dynFlags;
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public:
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DynamicPhase();
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DynamicPhase(DynamicPhase *src, bool reverse);
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virtual ~DynamicPhase();
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virtual bool load(MfcArchive &file);
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int getDynFlags() { return _dynFlags; }
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};
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class Statics : public DynamicPhase {
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public:
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int16 _staticsId;
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char *_staticsName;
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Picture *_picture;
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public:
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Statics();
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Statics(Statics *src, bool reverse);
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virtual ~Statics();
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virtual bool load(MfcArchive &file);
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virtual void init();
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Statics *getStaticsById(int itemId);
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Common::Point *getSomeXY(Common::Point &p);
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Common::Point *getCenter(Common::Point *p);
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};
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class StaticANIObject;
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class Movement : public GameObject {
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public:
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Common::Point _somePoint;
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int _lastFrameSpecialFlag;
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int _flipFlag;
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int _updateFlag1;
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Statics *_staticsObj1;
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Statics *_staticsObj2;
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int _mx;
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int _my;
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int _m2x;
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int _m2y;
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int _field_50;
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int _counterMax;
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int _counter;
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Common::Array<DynamicPhase *> _dynamicPhases;
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int _field_78;
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Common::Point **_framePosOffsets;
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Movement *_currMovement;
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int _field_84;
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DynamicPhase *_currDynamicPhase;
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int _field_8C;
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int _currDynamicPhaseIndex;
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int _field_94;
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public:
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Movement();
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virtual ~Movement();
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Movement(Movement *src, StaticANIObject *ani);
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Movement(Movement *src, int *flag1, int flag2, StaticANIObject *ani);
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virtual bool load(MfcArchive &file);
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bool load(MfcArchive &file, StaticANIObject *ani);
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Common::Point *getCurrDynamicPhaseXY(Common::Point &p);
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Common::Point *getCenter(Common::Point *p);
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Common::Point *getDimensionsOfPhase(Common::Point *p, int phaseIndex);
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Common::Point *calcSomeXY(Common::Point &p, int idx, int dynidx);
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void initStatics(StaticANIObject *ani);
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void updateCurrDynamicPhase();
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void setAlpha(int alpha);
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void setDynamicPhaseIndex(int index);
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DynamicPhase *getDynamicPhaseByIndex(int idx);
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int calcDuration();
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int countPhasesWithFlag(int maxidx, int flag);
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void removeFirstPhase();
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bool gotoNextFrame(void (*_callback1)(int, Common::Point *point, int, int), void (*callback2)(int *));
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bool gotoPrevFrame();
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void gotoFirstFrame();
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void gotoLastFrame();
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void loadPixelData();
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void freePixelData();
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void draw(bool flipFlag, int angle);
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};
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class StaticANIObject : public GameObject {
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public:
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Movement *_movement;
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Statics *_statics;
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int _shadowsOn;
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int16 _field_30;
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int16 _field_32;
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int _field_34;
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int _initialCounter;
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void (*_callback1)(int, Common::Point *point, int, int);
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void (*_callback2)(int *);
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Common::Array<Movement *> _movements;
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Common::Array<Statics *> _staticsList;
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StepArray _stepArray;
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int16 _field_96;
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int _messageQueueId;
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int _messageNum;
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int _animExFlag;
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int _counter;
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int _someDynamicPhaseIndex;
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public:
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int16 _sceneId;
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public:
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StaticANIObject();
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virtual ~StaticANIObject();
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StaticANIObject(StaticANIObject *src);
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virtual bool load(MfcArchive &file);
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void setOXY(int x, int y);
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Statics *getStaticsById(int id);
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Statics *getStaticsByName(char *name);
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Movement *getMovementById(int id);
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int getMovementIdById(int itemId);
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Movement *getMovementByName(char *name);
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Common::Point *getCurrDimensions(Common::Point &p);
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Common::Point *getSomeXY(Common::Point &p);
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void clearFlags();
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void setFlags40(bool state);
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bool isIdle();
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void setAlpha(int alpha);
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void deleteFromGlobalMessageQueue();
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bool queueMessageQueue(MessageQueue *msg);
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void restartMessageQueue(MessageQueue *msg);
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MessageQueue *getMessageQueue();
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bool trySetMessageQueue(int msgNum, int qId);
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void startMQIfIdle(int qId, int flag);
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void initMovements();
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void loadMovementsPixelData();
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void freeMovementsPixelData();
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void preloadMovements(MovTable *mt);
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void setSomeDynamicPhaseIndex(int val) { _someDynamicPhaseIndex = val; }
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void adjustSomeXY();
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bool startAnim(int movementId, int messageQueueId, int dynPhaseIdx);
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bool startAnimEx(int movid, int parId, int flag1, int flag2);
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void startAnimSteps(int movementId, int messageQueueId, int x, int y, Common::Point **points, int pointsCount, int someDynamicPhaseIndex);
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void hide();
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void show1(int x, int y, int movementId, int mqId);
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void show2(int x, int y, int movementId, int mqId);
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void playIdle();
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void update(int counterdiff);
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Statics *addReverseStatics(Statics *ani);
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void draw();
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void draw2();
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MovTable *countMovements();
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Common::Point *calcStepLen(Common::Point *p);
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void setSpeed(int speed);
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void updateStepPos();
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void stopAnim_maybe();
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Common::Point *calcNextStep(Common::Point *point);
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MessageQueue *changeStatics1(int msgNum);
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void changeStatics2(int objId);
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bool getPixelAtPos(int x, int y, int *pixel);
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};
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struct MovTable {
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int count;
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int16 *movs;
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MovTable() { count = 0; movs = 0; }
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~MovTable() { free(movs); }
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};
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} // End of namespace Fullpipe
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#endif /* FULLPIPE_STATICS_H */
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