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https://github.com/libretro/scummvm.git
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480 lines
14 KiB
C++
480 lines
14 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_SPELSHOW_H
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#define SAGA2_SPELSHOW_H
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#include "saga2/dispnode.h"
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#include "saga2/speldefs.h"
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namespace Saga2 {
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//-----------------------------------------------------------------------
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// Effectron List
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typedef DisplayNodeList EffectronList;
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//-----------------------------------------------------------------------
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// Spell control functions
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// Various instances of these can be used in different combinations to
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// yield different shaped spells. Each spell will need one each of
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// these types of functions:
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//
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// Effectron Status
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// This returns the state of a given effectron as a function of time
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//
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// Spell Spritation
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// Returns a sprite facing as a function of time.
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//
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// Spell Location
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// Returns the position of the effectron as a function of time
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//
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// Spell Height
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// This is NOT the effectron's Z coordinate. It is the height used
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// for collision detection purposes
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//
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// Spell Breadth
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// This is the effectron's cross section for collision detection
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// purposes.
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//
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//-----------------------------------------------------------------------
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// Spell Status
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typedef EffectronFlags SpellStatusFunction(Effectron *);
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#define SPELLSTATUSFUNCTION(fname) EffectronFlags fname( Effectron * effectron )
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//-----------------------------------------------------------------------
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// Spell Spritation
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typedef SpellPoseID SpellSpritationFunction(const Effectron *const);
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#define SPELLSPRITATIONFUNCTION(fname) SpellPoseID fname( const Effectron * const effectron )
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//-----------------------------------------------------------------------
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// Spell Location Calls
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typedef TilePoint SpellLocationFunction(const Effectron *const);
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#define SPELLLOCATIONFUNCTION(fname) TilePoint fname( const Effectron * const effectron )
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//-----------------------------------------------------------------------
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// Spell Height
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typedef spellHeight SpellHeightFunction(const Effectron *const);
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#define SPELLHEIGHTFUNCTION(fname) spellHeight fname( const Effectron * const effectron )
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//-----------------------------------------------------------------------
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// Spell width
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typedef spellBreadth SpellBreadthFunction(const Effectron *const);
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#define SPELLBREADTHFUNCTION(fname) spellBreadth fname( const Effectron * const effectron )
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//-----------------------------------------------------------------------
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// Spell init
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typedef void SpellInitFunction(Effectron *);
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#define SPELLINITFUNCTION(fname) void fname( Effectron * effectron )
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//-----------------------------------------------------------------------
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// EffectronDisplayPrototype
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// This tracks the functions needed to display a particular type of
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// spell on the screen. (Ball spells, bolt spells, etc)
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//
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class EffectDisplayPrototype {
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static SPELLLOCATIONFUNCTION(nullLocation) {
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return TilePoint(0, 0, 0);
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}
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static SPELLSPRITATIONFUNCTION(nullSpritation) {
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return 0;
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}
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static SPELLSTATUSFUNCTION(nullStatus) {
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return kEffectronDead;
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}
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static SPELLHEIGHTFUNCTION(nullHeight) {
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return 0;
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}
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static SPELLBREADTHFUNCTION(nullBreadth) {
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return 0;
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}
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static SPELLINITFUNCTION(nullInit) {
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}
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EffectID _ID;
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public:
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int16 _nodeCount;
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EffectDisplayPrototype *_next;
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SpellLocationFunction *_location;
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SpellSpritationFunction *_spriteno;
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SpellStatusFunction *_status;
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SpellHeightFunction *_height;
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SpellBreadthFunction *_breadth;
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SpellInitFunction *_init;
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EffectDisplayPrototype() {
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_nodeCount = 0;
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_next = NULL;
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_location = &nullLocation;
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_spriteno = &nullSpritation;
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_status = &nullStatus;
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_height = &nullHeight;
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_breadth = &nullBreadth;
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_init = &nullInit;
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}
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EffectDisplayPrototype(
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int16 nodes,
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SpellLocationFunction *newLocation,
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SpellSpritationFunction *newSpriteno,
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SpellStatusFunction *newStatus,
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SpellHeightFunction *newHeight,
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SpellBreadthFunction *newBreadth,
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SpellInitFunction *newInit);
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~EffectDisplayPrototype() {
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if (_next) delete _next;
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_next = NULL;
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}
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void setID(EffectID i) {
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_ID = i;
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}
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EffectID thisID() {
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return _ID;
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}
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};
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typedef EffectDisplayPrototype *pEffectDisplayPrototype;
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//-----------------------------------------------------------------------
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// Effect Display Prototype List
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//
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// This class embodies a global list of EDPs
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//
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class EffectDisplayPrototypeList {
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pEffectDisplayPrototype *_effects;
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uint16 _count;
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uint16 _maxCount;
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public:
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EffectDisplayPrototypeList(int32 c);
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~EffectDisplayPrototypeList();
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int32 add(EffectDisplayPrototype *edp) ;
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void cleanup();
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void append(EffectDisplayPrototype *edp, int32 acount);
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EffectDisplayPrototype *operator[](EffectID e);
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};
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//-----------------------------------------------------------------------
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// Effectron collision flags
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//
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// need to track whether things
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// bounce/die/stop/ignore
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// when hitting
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// actors/objects/terrain
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//
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enum effectCollisionCont {
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kEcFlagNone = 0,
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kEcFlagBounce,
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kEcFlagDie,
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kEcFlagStop
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};
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enum effectDirectionInit {
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kDiFlagZero = 0,
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kDiFlagInc = 1,
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kDiFlagInc2 = 2,
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kDiFlagInc3 = 3,
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kDiFlagInc4 = 4,
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kDiFlagRand = 5
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};
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//-----------------------------------------------------------------------
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// SpellDisplayPrototype
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// All the information needed to display a spell
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// Combines a SpellEffectPrototype with the appropriate sprites
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class SpellDisplayPrototype {
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SpellID _ID;
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public:
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EffectID _effect; // Effect ID
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int32 _effParm1; // effect setting 1
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int32 _effParm2; // effect setting 1
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int32 _effParm3; // effect setting 1
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int32 _effParm4; // effect setting 1
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effectDirectionInit _scatter; // direction init mode
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effectCollisionCont _elasticity; // collision flags
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SpellAge _maxAge; // auto self-destruct age
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SpellAge _implementAge; // auto self-destruct age
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uint32 _primarySpriteID; // RES_ID(x, y, z, 0) to get sprites
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uint8 _primarySpriteNo; // sprites available
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uint32 _secondarySpriteID; // RES_ID(x, y, z, 0) to get sprites
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uint8 _secondarySpriteNo; // sprites available
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//uint8 _effCount; // effectrons to allocate
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uint8 _colorMap[4]; // indirect color map
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// full init
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SpellDisplayPrototype(
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EffectID, int32, int32, int32, int32, effectDirectionInit,
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effectCollisionCont, SpellAge, uint32, uint8, uint8);
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SpellDisplayPrototype(ResourceSpellItem *rsi);
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void getColorTranslation(ColorTable mainColors, Effectron *); // colors for effectrons
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void setID(SpellID i) {
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_ID = i;
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}
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SpellID thisID() {
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return _ID;
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}
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};
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//-----------------------------------------------------------------------
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// SpellDisplayPrototypeList
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// A global list of sdp's
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typedef SpellDisplayPrototype *pSpellDisplayPrototype;
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class SpellDisplayPrototypeList {
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pSpellDisplayPrototype *_spells;
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uint16 _count;
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uint16 _maxCount;
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public:
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SpellDisplayPrototypeList(uint16 s);
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~SpellDisplayPrototypeList();
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void init();
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void cleanup();
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int32 add(SpellDisplayPrototype *sdp);
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SpellDisplayPrototype *operator[](SpellID s);
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};
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//-----------------------------------------------------------------------
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// SpellInstance
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// When a SpellDisplayPrototype is instantiated, one of these is created
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// and the main display loop updates it till it dies
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class SpellInstance {
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friend struct StorageSpellInstance;
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SpellAge _implementAge; // age at which to implement the spell effects
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public:
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EffectDisplayPrototype *_effect; // effect prototype of the current effect
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SpellDisplayPrototype *_dProto; // effect prototype of the current effect
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SpellCaster *_caster;
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SpellTarget *_target;
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GameWorld *_world;
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SpellAge _age;
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EffectronList _eList;
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SpellID _spell;
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SpellAge _maxAge;
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int16 _effSeq; // which effect in a sequence is being played
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SpellInstance(SpellCaster *newCaster, SpellTarget *newTarget, SpellID);
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SpellInstance(SpellCaster *newCaster, GameObject &newTarget, SpellID);
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SpellInstance(SpellCaster *newCaster, GameObject *newTarget, SpellID);
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SpellInstance(SpellCaster *newCaster, TilePoint &newTarget, SpellID);
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SpellInstance(StorageSpellInstance &ssi);
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~SpellInstance();
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void init();
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void initEffect(TilePoint);
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void readEffect(Common::InSaveFile *in, uint16 eListSize);
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void writeEffect(Common::MemoryWriteStreamDynamic *out);
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void termEffect();
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size_t saveSize();
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bool buildList();
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bool updateStates(int32 deltaTime);
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};
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//-----------------------------------------------------------------------
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// SpellDisplayList
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// This class is used to keep track of all the spells currently
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// displaying effectrons
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typedef SpellInstance *pSpellInstance;
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class SpellDisplayList {
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uint16 _count;
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uint16 _maxCount;
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public :
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pSpellInstance *_spells;
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void init();
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void cleanup();
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SpellDisplayList(uint16 s);
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~SpellDisplayList();
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void add(SpellInstance *newSpell);
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void tidyKill(uint16 spellNo);
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void buildList();
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void updateStates(int32 deltaTime);
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void write(Common::OutSaveFile *outD);
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void read(Common::InSaveFile *in);
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void wipe();
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size_t saveSize();
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};
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/* ===================================================================== *
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Inlines
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* ===================================================================== */
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//-----------------------------------------------------------------------
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// Some functions that require the above definitions to work
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inline GameWorld *Effectron::world() const {
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return _parent->_world;
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}
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inline int16 Effectron::getMapNum() const {
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return _parent->_world->_mapNum;
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}
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inline EffectID Effectron::spellID() {
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return _parent->_spell;
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}
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inline SpellDisplayPrototype *Effectron::spell() {
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return (*g_vm->_sdpList)[(SpellID)spellID()];
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}
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inline EffectID Effectron::effectID() {
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return spell()->_effect;
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}
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inline EffectDisplayPrototype *Effectron::effect() {
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return _parent->_effect;
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}
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inline EffectronFlags Effectron::staCall() {
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return _parent->_effect->_status(this);
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}
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inline TilePoint Effectron::posCall() {
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return _parent->_effect->_location(this);
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}
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inline SpellSpritationSeed Effectron::sprCall() {
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return _parent->_effect->_spriteno(this);
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}
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inline spellHeight Effectron::hgtCall() {
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return _parent->_effect->_height(this);
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}
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inline spellBreadth Effectron::brdCall() {
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return _parent->_effect->_breadth(this);
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}
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inline void Effectron::initCall(int16 eno) {
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_partno = eno;
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_parent->_effect->_init(this);
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}
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/* ===================================================================== *
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prototypes
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* ===================================================================== */
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int16 whichColorMap(EffectID eid, const Effectron *const effectron);
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//-----------------------------------------------------------------------
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// Spell building block functions
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// These are the functions available to update various aspects
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// of Effectrons
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SPELLSTATUSFUNCTION(invisibleSpellSta);
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SPELLSTATUSFUNCTION(auraSpellSta);
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SPELLSTATUSFUNCTION(projectileSpellSta);
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SPELLSTATUSFUNCTION(exchangeSpellSta);
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SPELLSTATUSFUNCTION(boltSpellSta);
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SPELLSTATUSFUNCTION(coneSpellSta);
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SPELLSTATUSFUNCTION(ballSpellSta);
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SPELLSTATUSFUNCTION(squareSpellSta);
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SPELLSTATUSFUNCTION(waveSpellSta);
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SPELLSTATUSFUNCTION(stormSpellSta);
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SPELLSTATUSFUNCTION(beamSpellSta);
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SPELLSTATUSFUNCTION(wallSpellSta);
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SPELLLOCATIONFUNCTION(invisibleSpellPos);
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SPELLLOCATIONFUNCTION(auraSpellPos);
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SPELLLOCATIONFUNCTION(projectileSpellPos);
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SPELLLOCATIONFUNCTION(exchangeSpellPos);
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SPELLLOCATIONFUNCTION(boltSpellPos);
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SPELLLOCATIONFUNCTION(coneSpellPos);
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SPELLLOCATIONFUNCTION(ballSpellPos);
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SPELLLOCATIONFUNCTION(squareSpellPos);
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SPELLLOCATIONFUNCTION(waveSpellPos);
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SPELLLOCATIONFUNCTION(stormSpellPos);
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SPELLLOCATIONFUNCTION(beamSpellPos);
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SPELLLOCATIONFUNCTION(wallSpellPos);
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SPELLLOCATIONFUNCTION(glowSpellPos);
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SPELLSPRITATIONFUNCTION(invisibleSprites);
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SPELLSPRITATIONFUNCTION(auraSprites);
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SPELLSPRITATIONFUNCTION(projectileSprites);
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SPELLSPRITATIONFUNCTION(exchangeSprites);
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SPELLSPRITATIONFUNCTION(boltSprites);
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SPELLSPRITATIONFUNCTION(coneSprites);
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SPELLSPRITATIONFUNCTION(ballSprites);
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SPELLSPRITATIONFUNCTION(squareSprites);
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SPELLSPRITATIONFUNCTION(waveSprites);
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SPELLSPRITATIONFUNCTION(stormSprites);
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SPELLSPRITATIONFUNCTION(beamSprites);
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SPELLSPRITATIONFUNCTION(wallSprites);
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SPELLHEIGHTFUNCTION(ShortTillThere);
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SPELLHEIGHTFUNCTION(GrowLinear);
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SPELLBREADTHFUNCTION(StaticHeight);
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SPELLBREADTHFUNCTION(ThinTillThere);
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SPELLBREADTHFUNCTION(BulkLinear);
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SPELLBREADTHFUNCTION(StaticBreadth);
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SPELLINITFUNCTION(invisibleSpellInit);
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SPELLINITFUNCTION(auraSpellInit);
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SPELLINITFUNCTION(projectileSpellInit);
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SPELLINITFUNCTION(exchangeSpellInit);
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SPELLINITFUNCTION(boltSpellInit);
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SPELLINITFUNCTION(coneSpellInit);
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SPELLINITFUNCTION(ballSpellInit);
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SPELLINITFUNCTION(squareSpellInit);
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SPELLINITFUNCTION(waveSpellInit);
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SPELLINITFUNCTION(stormSpellInit);
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SPELLINITFUNCTION(glowSpellInit);
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SPELLINITFUNCTION(beamSpellInit);
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SPELLINITFUNCTION(wallSpellInit);
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} // end of namespace Saga2
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#endif //SPELLBUK_H
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