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4fef6d8972
Animations on objects/persons setup by cutaways can still be played after the end of the cutscene. (the only ?) one room in which this is reproducable is the first time you talk to the Oracle (first c44, then c47). As a Cutaway object is created for each cutscene, the _cutAnim member should be moved to an more "persistant" object. Otherwise we're reading data from free'd memory... svn-id: r13488
268 lines
6.0 KiB
C++
268 lines
6.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2004 The ScummVM project
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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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* 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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* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef QUEENGRAPHICS_H
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#define QUEENGRAPHICS_H
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#include "common/util.h"
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#include "queen/defs.h"
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#include "queen/structs.h"
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namespace Queen {
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struct BobSlot {
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bool active;
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//! current position
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int16 x, y;
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//! bounding box
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Box box;
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bool xflip;
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//! shrinking percentage
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uint16 scale;
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//! associated BobFrame
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uint16 frameNum;
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//! 'direction' for the next frame (-1, 1)
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int frameDir;
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//! animation stuff
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bool animating;
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struct {
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int16 speed, speedBak;
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//! string based animation
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struct {
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const AnimFrame *buffer;
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const AnimFrame *curPos;
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} string;
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//! normal moving animation
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struct {
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bool rebound;
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uint16 firstFrame, lastFrame;
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} normal;
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} anim;
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bool moving;
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//! moving speed
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int16 speed;
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//! move along x axis instead of y
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bool xmajor;
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//! moving direction
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int8 xdir, ydir;
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//! destination point
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int16 endx, endy;
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uint16 dx, dy;
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uint16 total;
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static const Box _defaultBox;
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void curPos(int16 xx, int16 yy);
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void move(int16 dstx, int16 dsty, int16 spd);
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void moveOneStep();
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void animOneStep();
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void animString(const AnimFrame *animBuf);
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void animNormal(uint16 firstFrame, uint16 lastFrame, uint16 speed, bool rebound, bool xflip);
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void scaleWalkSpeed(uint16 ms);
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void clear();
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};
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class QueenEngine;
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class Graphics {
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public:
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Graphics(QueenEngine *vm);
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~Graphics();
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void unpackControlBank();
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void setupArrows();
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void setupMouseCursor();
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void drawBob(const BobSlot *bs, const BobFrame *bf, const Box *box, int16 x, int16 y);
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void drawInventoryItem(uint32 frameNum, uint16 x, uint16 y);
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void pasteBob(uint16 objNum, uint16 image);
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void shrinkFrame(const BobFrame *bf, uint16 percentage);
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void sortBobs();
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void drawBobs();
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void clearBobs();
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void stopBobs();
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BobSlot *bob(int index);
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void setBobText(const BobSlot *bob, const char *text, int textX, int textY, int color, int flags);
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void handleParallax(uint16 roomNum);
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void setupNewRoom(const char *room, uint16 roomNum, int16 *furniture, uint16 furnitureCount);
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void setBobCutawayAnim(uint16 bobNum, bool xflip, const AnimFrame *af, uint8 frameCount);
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void fillAnimBuffer(const char *anim, AnimFrame *af);
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uint16 countAnimFrames(const char *anim);
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void setupObjectAnim(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible);
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uint16 setupPersonAnim(const ActorData *ad, const char *anim, uint16 curImage);
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void resetPersonAnim(uint16 bobNum);
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void erasePersonAnim(uint16 bobNum);
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void eraseAllAnims();
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uint16 refreshObject(uint16 obj);
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void setupRoomFurniture(int16 *furniture, uint16 furnitureCount);
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void setupRoomObjects();
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uint16 setupPerson(uint16 noun, uint16 curImage);
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uint16 allocPerson(uint16 noun, uint16 curImage);
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uint16 personFrames(uint16 bobNum) const { return _personFrames[bobNum]; }
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void clearPersonFrames() { memset(_personFrames, 0, sizeof(_personFrames)); }
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uint16 numFrames() const { return _numFrames; }
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uint16 numStaticFurniture() const { return _numFurnitureStatic; }
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uint16 numAnimatedFurniture() const { return _numFurnitureAnimated; }
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uint16 numFurnitureFrames() const { return _numFurnitureStatic + _numFurnitureAnimatedLen; }
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void putCameraOnBob(int bobNum) { _cameraBob = bobNum; }
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void update(uint16 room);
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enum {
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ARROW_BOB_UP = 62,
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ARROW_BOB_DOWN = 63,
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MAX_BOBS_NUMBER = 64,
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MAX_STRING_LENGTH = 255,
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MAX_STRING_SIZE = (MAX_STRING_LENGTH + 1),
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BOB_SHRINK_BUF_SIZE = 60000
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};
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private:
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BobSlot _bobs[MAX_BOBS_NUMBER];
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//! bobs to display
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BobSlot *_sortedBobs[MAX_BOBS_NUMBER];
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//! number of bobs to display
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uint16 _sortedBobsCount;
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//! used to scale a BobFrame
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BobFrame _shrinkBuffer;
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//! in-game objects/persons animations
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AnimFrame _newAnim[17][30];
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//! cutaway objects/persons animations
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AnimFrame _cutAnim[21][30];
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uint16 _personFrames[4];
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//! Number of animated furniture in current room
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uint16 _numFurnitureAnimated;
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//! Number of static furniture in current room
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uint16 _numFurnitureStatic;
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//! Total number of frames for the animated furniture
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uint16 _numFurnitureAnimatedLen;
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//! Current number of frames unpacked
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uint16 _numFrames;
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int _cameraBob;
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QueenEngine *_vm;
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static const Box _gameScreenBox;
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static const Box _fullScreenBox;
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};
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class BamScene {
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public:
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BamScene(QueenEngine *vm);
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void playSfx();
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void prepareAnimation();
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void updateCarAnimation();
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void updateFightAnimation();
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void saveState(byte *&ptr);
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void loadState(uint32 ver, byte *&ptr);
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enum {
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BOB_OBJ1 = 5,
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BOB_OBJ2 = 6,
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BOB_FX = 7
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};
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enum {
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F_STOP = 0,
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F_PLAY = 1,
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F_REQ_STOP = 2
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};
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enum {
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SFX_SKIP = 8
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};
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uint16 _flag, _index;
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private:
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struct BamDataObj {
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int16 x, y;
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int16 frame;
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};
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#ifdef __PALM_OS__
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public:
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#endif
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struct BamDataBlock {
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BamDataObj obj1; // truck / Frank
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BamDataObj obj2; // Rico / robot
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BamDataObj fx;
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int16 sfx;
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};
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#ifdef __PALM_OS__
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private:
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#endif
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BobSlot *_obj1;
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BobSlot *_obj2;
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BobSlot *_objfx;
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bool _screenShaked;
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const BamDataBlock *_fightData;
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uint16 _lastSoundIndex;
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QueenEngine *_vm;
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#ifndef __PALM_OS__
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static const BamDataBlock _carData[];
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static const BamDataBlock _fight1Data[];
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static const BamDataBlock _fight2Data[];
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static const BamDataBlock _fight3Data[];
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#endif
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};
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} // End of namespace Queen
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#endif
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