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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
* 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 AGS_PLUGINS_AGS_SNOW_RAIN_WEATHER_H
#define AGS_PLUGINS_AGS_SNOW_RAIN_WEATHER_H
#include "ags/plugins/plugin_base.h"
#include "ags/plugins/serializer.h"
namespace AGS3 {
namespace Plugins {
namespace AGSSnowRain {
struct View {
int view = 0;
int loop = 0;
bool is_default = false;
BITMAP *bitmap = nullptr;
void syncGame(Serializer &s);
};
struct Drop {
float x = 0;
float y = 0;
int alpha = 0;
float speed = 0;
int max_y = 0;
int kind_id = 0;
int drift = 0;
float drift_speed = 0;
float drift_offset = 0;
void clear() {
x = 0;
y = 0;
alpha = 0;
speed = 0;
max_y = 0;
kind_id = 0;
drift = 0;
drift_speed = 0;
drift_offset = 0;
}
};
class Weather {
private:
void ClipToRange(int &variable, int min, int max);
bool _mIsSnow;
int32 &_screenWidth;
int32 &_screenHeight;
IAGSEngine *&_engine;
int _mMinDrift = 0;
int _mMaxDrift = 0;
int _mDeltaDrift = 0;
int _mMinDriftSpeed = 0;
int _mMaxDriftSpeed = 0;
int _mDeltaDriftSpeed = 0;
int _mAmount = 0;
int _mTargetAmount = 0;
int _mMinAlpha = 0;
int _mMaxAlpha = 0;
int _mDeltaAlpha = 0;
float _mWindSpeed = 0;
bool _mBaselineFixed;
int _mTopBaseline = 0;
int _mBottomBaseline = 0;
int _mDeltaBaseline = 0;
int _mMinFallSpeed = 0;
int _mMaxFallSpeed = 0;
int _mDeltaFallSpeed = 0;
Drop _mParticles[2000];
View _mViews[5];
bool _mViewsInitialized;
public:
Weather(bool IsSnow, int32 &scrWidth, int32 &scrHeight, IAGSEngine *&engine);
void Initialize();
void InitializeParticles();
void syncGame(Serializer &s);
bool ReinitializeViews();
bool IsActive();
void Update();
void UpdateWithDrift();
void EnterRoom();
void SetDriftRange(int min_value, int max_value);
void SetDriftSpeed(int min_value, int max_value);
void ChangeAmount(int amount);
void SetView(int kind_id, int event, int view, int loop);
void SetDefaultView(int view, int loop);
void SetTransparency(int min_value, int max_value);
void SetWindSpeed(int value);
// Sets baseline and marks baseline as fixed
void SetBaseline(int top, int bottom);
// Resets baselines to the (0, screen_height);
// marks baseline for auto-update on screen change
void ResetBaseline();
void SetAmount(int amount);
void SetFallSpeed(int min_value, int max_value);
};
} // namespace AGSSnowRain
} // namespace Plugins
} // namespace AGS3
#endif
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