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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef QUEEN_GRAPHICS_H
#define QUEEN_GRAPHICS_H
#include "common/util.h"
#include "queen/structs.h"
namespace Queen {
struct BobSlot {
bool active;
//! current position
int16 x, y;
//! bounding box
Box box;
bool xflip;
//! shrinking percentage
uint16 scale;
//! associated BobFrame
uint16 frameNum;
//! 'direction' for the next frame (-1, 1)
int frameDir;
//! animation stuff
bool animating;
struct {
int16 speed, speedBak;
//! string based animation
struct {
const AnimFrame *buffer;
const AnimFrame *curPos;
} string;
//! normal moving animation
struct {
bool rebound;
uint16 firstFrame, lastFrame;
} normal;
} anim;
bool moving;
//! moving speed
int16 speed;
//! move along x axis instead of y
bool xmajor;
//! moving direction
int8 xdir, ydir;
//! destination point
int16 endx, endy;
uint16 dx, dy;
uint16 total;
void curPos(int16 xx, int16 yy);
void move(int16 dstx, int16 dsty, int16 spd);
void moveOneStep();
void animOneStep();
void animString(const AnimFrame *animBuf);
void animNormal(uint16 firstFrame, uint16 lastFrame, uint16 speed, bool rebound, bool xflip);
void scaleWalkSpeed(uint16 ms);
void clear();
void clear(const Box *defaultBox);
};
class QueenEngine;
class Graphics {
public:
Graphics(QueenEngine *vm);
~Graphics();
//! unpacks control frames (ie. arrows)
void unpackControlBank();
//! setup dialog arrows
void setupArrows();
//! setup mouse cursor
void setupMouseCursor();
//! draw a bob
void drawBob(const BobSlot *bs, const BobFrame *bf, const Box *box, int16 x, int16 y);
//! draw an inventory item
void drawInventoryItem(uint32 frameNum, uint16 x, uint16 y);
//! draw a bob directly on the backdrop bitmap
void pasteBob(uint16 objNum, uint16 image);
//! resize a bobframe
void shrinkFrame(const BobFrame *bf, uint16 percentage);
//! animate/move bobs and sort them
void sortBobs();
//! draw all the sorted bobs
void drawBobs();
//! clear all setup bobs
void clearBobs();
//! stop all animating/movings bobs
void stopBobs();
//! returns a reference to the specified bob
BobSlot *bob(int index);
void clearBob(int index) { bob(index)->clear(&_defaultBox); }
//! display a text 'near' the specified bob
void setBobText(const BobSlot *bob, const char *text, int textX, int textY, int color, int flags);
//! handles parallax scrolling for the specified room
void handleParallax(uint16 roomNum);
void setupNewRoom(const char *room, uint16 roomNum, int16 *furniture, uint16 furnitureCount);
void setBobCutawayAnim(uint16 bobNum, bool xflip, const AnimFrame *af, uint8 frameCount);
void fillAnimBuffer(const char *anim, AnimFrame *af);
uint16 countAnimFrames(const char *anim);
void setupObjectAnim(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible);
uint16 setupPersonAnim(const ActorData *ad, const char *anim, uint16 curImage);
void resetPersonAnim(uint16 bobNum);
void erasePersonAnim(uint16 bobNum);
void eraseAllAnims();
uint16 refreshObject(uint16 obj);
void setupRoomFurniture(int16 *furniture, uint16 furnitureCount);
void setupRoomObjects();
uint16 setupPerson(uint16 noun, uint16 curImage);
uint16 allocPerson(uint16 noun, uint16 curImage);
uint16 personFrames(uint16 bobNum) const { return _personFrames[bobNum]; }
void clearPersonFrames() { memset(_personFrames, 0, sizeof(_personFrames)); }
uint16 numFrames() const { return _numFrames; }
uint16 numStaticFurniture() const { return _numFurnitureStatic; }
uint16 numAnimatedFurniture() const { return _numFurnitureAnimated; }
uint16 numFurnitureFrames() const { return _numFurnitureStatic + _numFurnitureAnimatedLen; }
void putCameraOnBob(int bobNum) { _cameraBob = bobNum; }
void update(uint16 room);
enum {
ARROW_BOB_UP = 62,
ARROW_BOB_DOWN = 63,
MAX_BOBS_NUMBER = 64,
MAX_STRING_LENGTH = 255,
MAX_STRING_SIZE = (MAX_STRING_LENGTH + 1),
BOB_SHRINK_BUF_SIZE = 60000
};
private:
BobSlot _bobs[MAX_BOBS_NUMBER];
//! bobs to display
BobSlot *_sortedBobs[MAX_BOBS_NUMBER];
//! number of bobs to display
uint16 _sortedBobsCount;
//! used to scale a BobFrame
BobFrame _shrinkBuffer;
//! in-game objects/persons animations
AnimFrame _newAnim[17][30];
//! cutaway objects/persons animations
AnimFrame _cutAnim[21][30];
uint16 _personFrames[4];
//! number of animated furniture in current room
uint16 _numFurnitureAnimated;
//! number of static furniture in current room
uint16 _numFurnitureStatic;
//! total number of frames for the animated furniture
uint16 _numFurnitureAnimatedLen;
//! current number of frames unpacked
uint16 _numFrames;
//! bob number followed by camera
int _cameraBob;
QueenEngine *_vm;
const Box _defaultBox;
const Box _gameScreenBox;
const Box _fullScreenBox;
};
class BamScene {
public:
BamScene(QueenEngine *vm);
void playSfx();
void prepareAnimation();
void updateCarAnimation();
void updateFightAnimation();
void saveState(byte *&ptr);
void loadState(uint32 ver, byte *&ptr);
enum {
BOB_OBJ1 = 5,
BOB_OBJ2 = 6,
BOB_FX = 7
};
enum {
F_STOP = 0,
F_PLAY = 1,
F_REQ_STOP = 2
};
uint16 _flag, _index;
private:
struct BamDataObj {
int16 x, y;
int16 frame;
};
struct BamDataBlock {
BamDataObj obj1; // truck / Frank
BamDataObj obj2; // Rico / robot
BamDataObj fx;
int16 sfx;
};
BobSlot *_obj1;
BobSlot *_obj2;
BobSlot *_objfx;
bool _screenShaked;
const BamDataBlock *_fightData;
uint16 _lastSoundIndex;
QueenEngine *_vm;
static const BamDataBlock _carData[];
static const BamDataBlock _fight1Data[];
static const BamDataBlock _fight2Data[];
static const BamDataBlock _fight3Data[];
static const BamDataBlock _fight4Data[];
};
} // End of namespace Queen
#endif
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