scummvm/engines/mohawk/riven_graphics.h
Bastien Bouclet 661487c2b5 MOHAWK: Riven: Move the water effect to its own class
Fixes the per frame scripts being leaked.
Fixes #10215.
2017-09-20 07:16:20 +02:00

251 lines
6.3 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.
*
*/
#ifndef MOHAWK_RIVEN_GRAPHICS_H
#define MOHAWK_RIVEN_GRAPHICS_H
#include "mohawk/graphics.h"
namespace Mohawk {
class MohawkEngine_Riven;
class FliesEffect;
class WaterEffect;
enum RivenTransition {
kRivenTransitionNone = -1,
kRivenTransitionWipeLeft = 0,
kRivenTransitionWipeRight = 1,
kRivenTransitionWipeUp = 2,
kRivenTransitionWipeDown = 3,
kRivenTransitionPanLeft = 12,
kRivenTransitionPanRight = 13,
kRivenTransitionPanUp = 14,
kRivenTransitionPanDown = 15,
kRivenTransitionBlend = 16,
kRivenTransitionBlend2 = 17
};
enum RivenTransitionMode {
kRivenTransitionModeDisabled = 5000,
kRivenTransitionModeFastest = 5001,
kRivenTransitionModeNormal = 5002,
kRivenTransitionModeBest = 5003
};
class RivenGraphics : public GraphicsManager {
public:
RivenGraphics(MohawkEngine_Riven *vm);
~RivenGraphics();
// Screen updates
void beginScreenUpdate();
void applyScreenUpdate(bool force = false);
void enableCardUpdateScript(bool enable);
void copyImageToScreen(uint16 image, uint32 left, uint32 top, uint32 right, uint32 bottom);
void drawRect(const Common::Rect &rect, bool active);
void drawImageRect(uint16 id, const Common::Rect &srcRect, const Common::Rect &dstRect);
void drawExtrasImage(uint16 id, const Common::Rect &dstRect);
void drawExtrasImageToScreen(uint16 id, const Common::Rect &rect);
/** Copy a rect from the system screen to the game screen */
void copySystemRectToScreen(const Common::Rect &rect);
Graphics::Surface *getEffectScreen();
Graphics::Surface *getBackScreen();
// Water Effect
void scheduleWaterEffect(uint16);
void clearWaterEffect();
// Flies Effect
void setFliesEffect(uint16 count, bool fireflies);
void clearFliesEffect();
/** Update the screen with the water and fly effects */
void updateEffects();
// Transitions
void scheduleTransition(RivenTransition id, const Common::Rect &rect = Common::Rect(0, 0, 608, 392));
void runScheduledTransition();
void fadeToBlack();
void setTransitionMode(RivenTransitionMode mode);
// Credits
void beginCredits();
void updateCredits();
uint getCurCreditsImage() { return _creditsImage; }
protected:
MohawkSurface *decodeImage(uint16 id);
MohawkEngine *getVM() { return (MohawkEngine *)_vm; }
private:
MohawkEngine_Riven *_vm;
MohawkBitmap *_bitmapDecoder;
int _screenUpdateNesting;
bool _screenUpdateRunning;
bool _enableCardUpdateScript;
// Effects
WaterEffect *_waterEffect;
FliesEffect *_fliesEffect;
// Transitions
RivenTransition _scheduledTransition;
Common::Rect _transitionRect;
RivenTransitionMode _transitionMode;
uint _transitionFrames;
uint _transitionDuration;
int16 _transitionOffset;
// Screen Related
Graphics::Surface *_mainScreen;
Graphics::Surface *_effectScreen;
bool _dirtyScreen;
Graphics::PixelFormat _pixelFormat;
void updateScreen();
void clearMainScreen();
// Credits
uint _creditsImage, _creditsPos;
};
/**
* Move slightly the water portions of a view to simulate waves
*/
class WaterEffect {
public:
WaterEffect(MohawkEngine_Riven *vm, uint16 sfxeID);
~WaterEffect();
void update();
private:
MohawkEngine_Riven *_vm;
// Record values
Common::Rect _rect;
uint16 _speed;
Common::Array<Common::SeekableReadStream *> _frameScripts;
// Cur frame
uint16 _curFrame;
uint32 _lastFrameTime;
};
/**
* The flies effect draws flies in the scene
*
* It can draw either regular flies or fireflies.
* The flies' movement is simulated in 3 dimensions.
*/
class FliesEffect {
public:
FliesEffect(MohawkEngine_Riven *vm, uint16 count, bool fireflies);
~FliesEffect();
/** Simulate the flies' movement and draw them to the screen */
void update();
private:
struct FliesEffectEntry {
bool light;
int posX;
int posY;
int posZ;
const uint16 *alphaMap;
uint width;
uint height;
int framesTillLightSwitch;
bool hasBlur;
int blurPosX;
int blurPosY;
const uint16 *blurAlphaMap;
uint blurWidth;
uint blurHeight;
float posXFloat;
float posYFloat;
float posZFloat;
float directionAngleRad;
float directionAngleRadZ;
float speed;
};
struct FliesEffectData {
bool lightable;
bool unlightIfTooBright;
bool isLarge;
bool canBlur;
float maxSpeed;
float minSpeed;
int maxAcceleration;
float blurSpeedTreshold;
float blurDistance;
uint32 color32;
int minFramesLit;
int maxLightDuration;
};
MohawkEngine_Riven *_vm;
uint _nextUpdateTime;
int _updatePeriodMs;
Common::Rect _gameRect;
Graphics::Surface *_effectSurface;
Graphics::Surface *_backSurface;
Common::Array<Common::Rect> _screenSurfaceDirtyRects;
Common::Array<Common::Rect> _effectsSurfaceDirtyRects;
const FliesEffectData *_parameters;
static const FliesEffectData _firefliesParameters;
static const FliesEffectData _fliesParameters;
Common::Array<FliesEffectEntry> _fly;
void initFlies(uint16 count);
void initFlyRandomPosition(uint index);
void initFlyAtPosition(uint index, int posX, int posY, int posZ);
void updateFlies();
void updateFlyPosition(uint index);
void draw();
void updateScreen();
void selectAlphaMap(bool horGridOffset, bool vertGridoffset, const uint16 **alphaMap, uint *width, uint *height);
void colorBlending(uint32 flyColor, byte &r, byte &g, byte &b, int alpha);
void addToScreenDirtyRects(const Common::Rect &rect);
void addToEffectsDirtyRects(const Common::Rect &rect);
void restoreEffectsSurface();
int randomBetween(int min, int max);
};
} // End of namespace Mohawk
#endif