scummvm/engines/avalanche/background.cpp

371 lines
9.1 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.
*
*/
/*
* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
*/
/* Original name: CELER The unit for updating the screen pics. */
#include "avalanche/avalanche.h"
#include "avalanche/background.h"
namespace Avalanche {
const int16 Background::kOnDisk = -1;
Background::Background(AvalancheEngine *vm) {
_vm = vm;
_spriteNum = 0;
_nextBell = 0;
}
Background::~Background() {
release();
}
/**
* @remarks Originally called 'pics_link'
*/
void Background::update() {
if (_vm->_menu->isActive())
return; // No animation when the menus are up.
switch (_vm->_room) {
case kRoomOutsideArgentPub:
if ((_vm->_roomCycles % 12) == 0)
draw(-1, -1, (_vm->_roomCycles / 12) % 4);
break;
case kRoomBrummieRoad:
if ((_vm->_roomCycles % 2) == 0)
draw(-1, -1, (_vm->_roomCycles / 2) % 4);
break;
case kRoomBridge:
if ((_vm->_roomCycles % 2) == 0)
draw(-1, -1, 3 + (_vm->_roomCycles / 2) % 4);
break;
case kRoomYours:
if ((!_vm->_avvyIsAwake) && ((_vm->_roomCycles % 4) == 0))
draw(-1, -1, (_vm->_roomCycles / 12) % 2);
break;
case kRoomArgentPub:
if (((_vm->_roomCycles % 7) == 1) && (_vm->_malagauche != 177)) {
// Malagauche cycle.
_vm->_malagauche++;
switch (_vm->_malagauche) {
case 1:
case 11:
case 21:
draw(-1, -1, 11); // Looks forwards.
break;
case 8:
case 18:
case 28:
case 32:
draw(-1, -1, 10); // Looks at you.
break;
case 30:
draw(-1, -1, 12); // Winks.
break;
case 33:
_vm->_malagauche = 0;
break;
}
}
switch (_vm->_roomCycles % 200) {
case 179:
case 197:
draw(-1, -1, 4); // Dogfood's drinking cycle.
break;
case 182:
case 194:
draw(-1, -1, 5);
break;
case 185:
draw(-1, -1, 6);
break;
case 199:
_vm->_npcFacing = 177; // Impossible value for this.
break;
default:
if (_vm->_roomCycles % 200 <= 178) { // Normally.
byte direction = 1;
uint16 angle = _vm->bearing(1);
if (((angle >= 1) && (angle <= 90)) || ((angle >= 358) && (angle <= 360)))
direction = 3;
else if ((angle >= 293) && (angle <= 357))
direction = 2;
else if ((angle >= 270) && (angle <= 292))
direction = 4;
if (direction != _vm->_npcFacing) { // Dogfood.
draw(-1, -1, direction - 1);
_vm->_npcFacing = direction;
}
}
}
break;
case kRoomWestHall:
if ((_vm->_roomCycles % 3) == 0) {
switch ((_vm->_roomCycles / 3) % 6) {
case 4:
draw(-1, -1, 0);
break;
case 1:
case 3:
case 5:
draw(-1, -1, 1);
break;
case 0:
case 2:
draw(-1, -1, 2);
break;
}
}
break;
case kRoomLustiesRoom:
if (!(_vm->_lustieIsAsleep)) {
byte direction = 0;
uint16 angle = _vm->bearing(1);
if ((_vm->_roomCycles % 45) > 42)
direction = 4; // du Lustie blinks.
// Bearing of Avvy from du Lustie.
else if ((angle <= 45) || ((angle >= 315) && (angle <= 360)))
direction = 1; // Middle.
else if ((angle >= 45) && (angle <= 180))
direction = 2; // Left.
else if ((angle >= 181) && (angle <= 314))
direction = 3; // Right.
if (direction != _vm->_npcFacing) { // du Lustie.
draw(-1, -1, direction - 1);
_vm->_npcFacing = direction;
}
}
break;
case kRoomAylesOffice:
if ((!_vm->_aylesIsAwake) && (_vm->_roomCycles % 14 == 0)) {
switch ((_vm->_roomCycles / 14) % 2) {
case 0:
draw(-1, -1, 0); // Frame 2: EGA.
break;
case 1:
draw(-1, -1, 2); // Frame 1: Natural.
break;
}
}
break;
case kRoomRobins:
if (_vm->_tiedUp) {
switch (_vm->_roomCycles % 54) {
case 20:
draw(-1, -1, 3); // Frame 4: Avalot blinks.
break;
case 23:
draw(-1, -1, 1); // Frame 1: Back to normal.
break;
}
}
break;
case kRoomNottsPub: {
// Bearing of Avvy from Port.
byte direction = 0;
uint16 angle = _vm->bearing(4);
if ((angle <= 45) || ((angle >= 315) && (angle <= 360)))
direction = 2; // Middle.
else if ((angle >= 45) && (angle <= 180))
direction = 6; // Left.
else if ((angle >= 181) && (angle <= 314))
direction = 8; // Right.
if ((_vm->_roomCycles % 60) > 57)
direction--; // Blinks.
if (direction != _vm->_npcFacing) { // Port.
draw(-1, -1, direction - 1);
_vm->_npcFacing = direction;
}
switch (_vm->_roomCycles % 50) {
case 45 :
draw(-1, -1, 8); // Spurge blinks.
break;
case 49 :
draw(-1, -1, 9);
break;
}
break;
}
case kRoomDucks: {
if ((_vm->_roomCycles % 3) == 0) // The fire flickers.
draw(-1, -1, (_vm->_roomCycles / 3) % 3);
// Bearing of Avvy from Duck.
byte direction = 0;
uint16 angle = _vm->bearing(1);
if ((angle <= 45) || ((angle >= 315) && (angle <= 360)))
direction = 4; // Middle.
else if ((angle >= 45) && (angle <= 180))
direction = 6; // Left.
else if ((angle >= 181) && (angle <= 314))
direction = 8; // Right.
if ((_vm->_roomCycles % 45) > 42)
direction++; // Duck blinks.
if (direction != _vm->_npcFacing) { // Duck.
draw(-1, -1, direction - 1);
_vm->_npcFacing = direction;
}
break;
}
default:
break;
}
if ((_vm->_bellsAreRinging) && (_vm->getFlag('B'))) {
// They're ringing the bells.
switch (_vm->_roomCycles % 4) {
case 1:
if (_nextBell < 5)
_nextBell = 12;
_nextBell--;
// CHECKME: 2 is a guess. No length in the original?
_vm->_sound->playNote(_vm->kNotes[_nextBell], 2);
break;
case 2:
_vm->_sound->stopSound();
break;
}
}
}
void Background::load(byte number) {
Common::File f;
_filename = _filename.format("chunk%d.avd", number);
if (!f.open(_filename))
return; // We skip because some rooms don't have sprites in the background.
f.seek(44);
_spriteNum = f.readByte();
for (int i = 0; i < _spriteNum; i++)
_offsets[i] = f.readSint32LE();
for (int i = 0; i < _spriteNum; i++) {
f.seek(_offsets[i]);
SpriteType sprite;
sprite._type = (PictureType)(f.readByte());
sprite._x = f.readSint16LE();
sprite._y = f.readSint16LE();
sprite._width = f.readSint16LE();
sprite._height = f.readSint16LE();
sprite._size = f.readSint32LE();
bool natural = f.readByte();
bool memorize = f.readByte();
if (memorize) {
_sprites[i]._x = sprite._x;
_sprites[i]._width = sprite._width;
_sprites[i]._y = sprite._y;
_sprites[i]._height = sprite._height;
_sprites[i]._type = sprite._type;
if (natural)
_vm->_graphics->getNaturalPicture(_sprites[i]);
else {
_sprites[i]._size = sprite._size;
_sprites[i]._picture = _vm->_graphics->loadPictureRaw(f, _sprites[i]._width * 8, _sprites[i]._height + 1);
}
} else
_sprites[i]._x = kOnDisk;
}
f.close();
}
void Background::release() {
for (int i = 0; i < _spriteNum; i++) {
if (_sprites[i]._x > kOnDisk)
_sprites[i]._picture.free();
}
}
/**
* Draw background animation
* @remarks Originally called 'show_one'
*/
void Background::draw(int16 destX, int16 destY, byte sprId) {
assert(sprId < 40);
if (_sprites[sprId]._x > kOnDisk) {
if (destX < 0) {
destX = _sprites[sprId]._x * 8;
destY = _sprites[sprId]._y;
}
drawSprite(destX, destY, _sprites[sprId]);
} else {
Common::File f;
if (!f.open(_filename)) // Filename was set in loadBackgroundSprites().
return; // We skip because some rooms don't have sprites in the background.
f.seek(_offsets[sprId]);
SpriteType sprite;
sprite._type = (PictureType)(f.readByte());
sprite._x = f.readSint16LE();
sprite._y = f.readSint16LE();
sprite._width = f.readSint16LE();
sprite._height = f.readSint16LE();
sprite._size = f.readSint32LE();
f.skip(2); // Natural and Memorize are used in Load()
sprite._picture = _vm->_graphics->loadPictureRaw(f, sprite._width * 8, sprite._height + 1);
if (destX < 0) {
destX = sprite._x * 8;
destY = sprite._y;
}
drawSprite(destX, destY, sprite);
sprite._picture.free();
f.close();
}
}
/**
* @remarks Originally called 'display_it'
*/
void Background::drawSprite(int16 x, int16 y, SpriteType &sprite) {
// These pictures are practically parts of the background. -10 is for the drop-down menu.
_vm->_graphics->drawBackgroundSprite(x, y - 10, sprite);
}
void Background::resetVariables() {
_nextBell = 0;
}
void Background::synchronize(Common::Serializer &sz) {
sz.syncAsByte(_nextBell);
}
} // End of namespace Avalanche.