scummvm/engines/dreamweb/rain.cpp
D G Turner 628cfa3d47 DREAMWEB: Objectify Sound functions & data into DreamWebSound class.
This change should have no functional change, but makes the sound code
more decoupled, modular and readable, prior to attempting a fix for
bug #3528164 - "DREAMWEB: missing sound effects/music cues during main
title".
2012-05-31 05:16:10 +01:00

196 lines
4.3 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 "dreamweb/sound.h"
#include "dreamweb/dreamweb.h"
namespace DreamWeb {
void DreamWebEngine::showRain() {
Common::List<Rain>::iterator i;
// Do nothing if there's no rain at all
if (_rainList.empty())
return;
const uint8 *frameData = _mainSprites.getFrameData(58);
for (i = _rainList.begin(); i != _rainList.end(); ++i) {
Rain &rain = *i;
uint16 y = rain.y + _mapAdY + _mapYStart;
uint16 x = rain.x + _mapAdX + _mapXStart;
uint16 size = rain.size;
uint16 offset = (rain.w3 - rain.b5) & 511;
rain.w3 = offset;
const uint8 *src = frameData + offset;
uint8 *dst = workspace() + y * 320 + x;
for (uint16 j = 0; j < size; ++j) {
uint8 v = src[j];
if (v != 0)
*dst = v;
dst += 320-1; // advance diagonally
}
}
if (_sound->isChannel1Playing())
return;
if (_realLocation == 2 && _vars._beenMugged != 1)
return;
if (_realLocation == 55)
return;
if (randomNumber() >= 1) // play thunder with 1 in 256 chance
return;
uint8 soundIndex;
if (_sound->getChannel0Playing() != 6)
soundIndex = 4;
else
soundIndex = 7;
_sound->playChannel1(soundIndex);
}
uint8 DreamWebEngine::getBlockOfPixel(uint8 x, uint8 y) {
uint8 flag, flagEx, type, flagX, flagY;
checkOne(x + _mapXStart, y + _mapYStart, &flag, &flagEx, &type, &flagX, &flagY);
if (flag & 1)
return 0;
else
return type;
}
void DreamWebEngine::splitIntoLines(uint8 x, uint8 y) {
do {
Rain rain;
// Look for line start
while (!getBlockOfPixel(x, y)) {
--x;
++y;
if (x == 0 || y >= _mapYSize)
return;
}
rain.x = x;
rain.y = y;
uint8 length = 1;
// Look for line end
while (getBlockOfPixel(x, y)) {
--x;
++y;
if (x == 0 || y >= _mapYSize)
break;
++length;
}
rain.size = length;
rain.w3 = _rnd.getRandomNumber(65535);
rain.b5 = _rnd.getRandomNumberRng(4, 7);
_rainList.push_back(rain);
} while (x > 0 && y < _mapYSize);
}
struct RainLocation {
uint8 location;
uint8 x, y;
uint8 rainSpacing;
};
static const RainLocation rainLocationList[] = {
{ 1,44,10,16 },
{ 4,11,30,14 },
{ 4,22,30,14 },
{ 3,33,10,14 },
{ 10,33,30,14 },
{ 10,22,30,24 },
{ 9,22,10,14 },
{ 2,33,0,14 },
{ 2,22,0,14 },
{ 6,11,30,14 },
{ 7,11,20,18 },
{ 7,0,20,18 },
{ 7,0,30,18 },
{ 55,44,0,14 },
{ 5,22,30,14 },
{ 8,0,10,18 },
{ 8,11,10,18 },
{ 8,22,10,18 },
{ 8,33,10,18 },
{ 8,33,20,18 },
{ 8,33,30,18 },
{ 8,33,40,18 },
{ 8,22,40,18 },
{ 8,11,40,18 },
{ 21,44,20,18 },
{ 255,0,0,0 }
};
void DreamWebEngine::initRain() {
const RainLocation *r = rainLocationList;
_rainList.clear();
uint8 rainSpacing = 0;
// look up location in rainLocationList to determine rainSpacing
for (r = rainLocationList; r->location != 0xff; ++r) {
if (r->location == _realLocation &&
r->x == _mapX && r->y == _mapY) {
rainSpacing = r->rainSpacing;
break;
}
}
if (rainSpacing == 0) {
// location not found in rainLocationList: no rain
return;
}
// start lines of rain from top of screen
uint8 x = 4;
do {
uint8 delta = _rnd.getRandomNumberRng(3, rainSpacing - 1);
x += delta;
if (x >= _mapXSize)
break;
splitIntoLines(x, 0);
} while (true);
// start lines of rain from side of screen
uint8 y = 0;
do {
uint8 delta = _rnd.getRandomNumberRng(3, rainSpacing - 1);
y += delta;
if (y >= _mapYSize)
break;
splitIntoLines(_mapXSize - 1, y);
} while (true);
}
} // End of namespace DreamWeb