mirror of
https://github.com/libretro/scummvm.git
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661487c2b5
Fixes the per frame scripts being leaked. Fixes #10215.
251 lines
6.3 KiB
C++
251 lines
6.3 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 MOHAWK_RIVEN_GRAPHICS_H
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#define MOHAWK_RIVEN_GRAPHICS_H
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#include "mohawk/graphics.h"
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namespace Mohawk {
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class MohawkEngine_Riven;
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class FliesEffect;
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class WaterEffect;
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enum RivenTransition {
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kRivenTransitionNone = -1,
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kRivenTransitionWipeLeft = 0,
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kRivenTransitionWipeRight = 1,
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kRivenTransitionWipeUp = 2,
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kRivenTransitionWipeDown = 3,
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kRivenTransitionPanLeft = 12,
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kRivenTransitionPanRight = 13,
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kRivenTransitionPanUp = 14,
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kRivenTransitionPanDown = 15,
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kRivenTransitionBlend = 16,
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kRivenTransitionBlend2 = 17
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};
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enum RivenTransitionMode {
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kRivenTransitionModeDisabled = 5000,
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kRivenTransitionModeFastest = 5001,
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kRivenTransitionModeNormal = 5002,
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kRivenTransitionModeBest = 5003
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};
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class RivenGraphics : public GraphicsManager {
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public:
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RivenGraphics(MohawkEngine_Riven *vm);
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~RivenGraphics();
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// Screen updates
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void beginScreenUpdate();
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void applyScreenUpdate(bool force = false);
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void enableCardUpdateScript(bool enable);
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void copyImageToScreen(uint16 image, uint32 left, uint32 top, uint32 right, uint32 bottom);
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void drawRect(const Common::Rect &rect, bool active);
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void drawImageRect(uint16 id, const Common::Rect &srcRect, const Common::Rect &dstRect);
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void drawExtrasImage(uint16 id, const Common::Rect &dstRect);
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void drawExtrasImageToScreen(uint16 id, const Common::Rect &rect);
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/** Copy a rect from the system screen to the game screen */
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void copySystemRectToScreen(const Common::Rect &rect);
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Graphics::Surface *getEffectScreen();
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Graphics::Surface *getBackScreen();
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// Water Effect
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void scheduleWaterEffect(uint16);
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void clearWaterEffect();
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// Flies Effect
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void setFliesEffect(uint16 count, bool fireflies);
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void clearFliesEffect();
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/** Update the screen with the water and fly effects */
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void updateEffects();
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// Transitions
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void scheduleTransition(RivenTransition id, const Common::Rect &rect = Common::Rect(0, 0, 608, 392));
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void runScheduledTransition();
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void fadeToBlack();
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void setTransitionMode(RivenTransitionMode mode);
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// Credits
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void beginCredits();
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void updateCredits();
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uint getCurCreditsImage() { return _creditsImage; }
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protected:
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MohawkSurface *decodeImage(uint16 id);
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MohawkEngine *getVM() { return (MohawkEngine *)_vm; }
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private:
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MohawkEngine_Riven *_vm;
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MohawkBitmap *_bitmapDecoder;
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int _screenUpdateNesting;
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bool _screenUpdateRunning;
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bool _enableCardUpdateScript;
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// Effects
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WaterEffect *_waterEffect;
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FliesEffect *_fliesEffect;
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// Transitions
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RivenTransition _scheduledTransition;
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Common::Rect _transitionRect;
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RivenTransitionMode _transitionMode;
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uint _transitionFrames;
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uint _transitionDuration;
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int16 _transitionOffset;
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// Screen Related
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Graphics::Surface *_mainScreen;
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Graphics::Surface *_effectScreen;
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bool _dirtyScreen;
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Graphics::PixelFormat _pixelFormat;
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void updateScreen();
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void clearMainScreen();
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// Credits
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uint _creditsImage, _creditsPos;
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};
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/**
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* Move slightly the water portions of a view to simulate waves
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*/
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class WaterEffect {
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public:
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WaterEffect(MohawkEngine_Riven *vm, uint16 sfxeID);
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~WaterEffect();
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void update();
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private:
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MohawkEngine_Riven *_vm;
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// Record values
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Common::Rect _rect;
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uint16 _speed;
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Common::Array<Common::SeekableReadStream *> _frameScripts;
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// Cur frame
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uint16 _curFrame;
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uint32 _lastFrameTime;
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};
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/**
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* The flies effect draws flies in the scene
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*
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* It can draw either regular flies or fireflies.
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* The flies' movement is simulated in 3 dimensions.
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*/
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class FliesEffect {
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public:
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FliesEffect(MohawkEngine_Riven *vm, uint16 count, bool fireflies);
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~FliesEffect();
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/** Simulate the flies' movement and draw them to the screen */
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void update();
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private:
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struct FliesEffectEntry {
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bool light;
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int posX;
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int posY;
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int posZ;
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const uint16 *alphaMap;
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uint width;
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uint height;
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int framesTillLightSwitch;
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bool hasBlur;
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int blurPosX;
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int blurPosY;
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const uint16 *blurAlphaMap;
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uint blurWidth;
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uint blurHeight;
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float posXFloat;
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float posYFloat;
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float posZFloat;
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float directionAngleRad;
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float directionAngleRadZ;
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float speed;
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};
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struct FliesEffectData {
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bool lightable;
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bool unlightIfTooBright;
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bool isLarge;
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bool canBlur;
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float maxSpeed;
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float minSpeed;
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int maxAcceleration;
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float blurSpeedTreshold;
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float blurDistance;
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uint32 color32;
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int minFramesLit;
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int maxLightDuration;
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};
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MohawkEngine_Riven *_vm;
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uint _nextUpdateTime;
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int _updatePeriodMs;
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Common::Rect _gameRect;
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Graphics::Surface *_effectSurface;
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Graphics::Surface *_backSurface;
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Common::Array<Common::Rect> _screenSurfaceDirtyRects;
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Common::Array<Common::Rect> _effectsSurfaceDirtyRects;
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const FliesEffectData *_parameters;
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static const FliesEffectData _firefliesParameters;
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static const FliesEffectData _fliesParameters;
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Common::Array<FliesEffectEntry> _fly;
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void initFlies(uint16 count);
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void initFlyRandomPosition(uint index);
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void initFlyAtPosition(uint index, int posX, int posY, int posZ);
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void updateFlies();
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void updateFlyPosition(uint index);
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void draw();
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void updateScreen();
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void selectAlphaMap(bool horGridOffset, bool vertGridoffset, const uint16 **alphaMap, uint *width, uint *height);
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void colorBlending(uint32 flyColor, byte &r, byte &g, byte &b, int alpha);
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void addToScreenDirtyRects(const Common::Rect &rect);
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void addToEffectsDirtyRects(const Common::Rect &rect);
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void restoreEffectsSurface();
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int randomBetween(int min, int max);
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};
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} // End of namespace Mohawk
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#endif
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