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Diffstat (limited to 'engines/avalanche/background.cpp')
-rw-r--r-- | engines/avalanche/background.cpp | 369 |
1 files changed, 369 insertions, 0 deletions
diff --git a/engines/avalanche/background.cpp b/engines/avalanche/background.cpp new file mode 100644 index 0000000000..c84c049c8f --- /dev/null +++ b/engines/avalanche/background.cpp @@ -0,0 +1,369 @@ +/* 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. + * + */ + +/* + * This code is based on the original source code of Lord Avalot d'Argent version 1.3. + * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. + */ + +/* Original name: CELER The unit for updating the screen pics. */ + +#include "avalanche/avalanche.h" +#include "avalanche/background.h" + +namespace Avalanche { + +const int16 Background::kOnDisk = -1; + +Background::Background(AvalancheEngine *vm) { + _vm = vm; + _spriteNum = 0; +} + +Background::~Background() { + release(); +} + +/** + * @remarks Originally called 'pics_link' + */ +void Background::update() { + if (_vm->_menu->isActive()) + return; // No animation when the menus are up. + + switch (_vm->_room) { + case kRoomOutsideArgentPub: + if ((_vm->_roomTime % 12) == 0) + draw(-1, -1, (_vm->_roomTime / 12) % 4); + break; + case kRoomBrummieRoad: + if ((_vm->_roomTime % 2) == 0) + draw(-1, -1, (_vm->_roomTime / 2) % 4); + break; + case kRoomBridge: + if ((_vm->_roomTime % 2) == 0) + draw(-1, -1, 3 + (_vm->_roomTime / 2) % 4); + break; + case kRoomYours: + if ((!_vm->_avvyIsAwake) && ((_vm->_roomTime % 4) == 0)) + draw(-1, -1, (_vm->_roomTime / 12) % 2); + break; + case kRoomArgentPub: + if (((_vm->_roomTime % 7) == 1) && (_vm->_malagauche != 177)) { + // Malagauche cycle. + _vm->_malagauche++; + switch (_vm->_malagauche) { + case 1: + case 11: + case 21: + draw(-1, -1, 11); // Looks forwards. + break; + case 8: + case 18: + case 28: + case 32: + draw(-1, -1, 10); // Looks at you. + break; + case 30: + draw(-1, -1, 12); // Winks. + break; + case 33: + _vm->_malagauche = 0; + break; + } + } + + switch (_vm->_roomTime % 200) { + case 179: + case 197: + draw(-1, -1, 4); // Dogfood's drinking cycle. + break; + case 182: + case 194: + draw(-1, -1, 5); + break; + case 185: + draw(-1, -1, 6); + break; + case 199: + _vm->_npcFacing = 177; // Impossible value for this. + break; + default: + if (_vm->_roomTime % 200 <= 178) { // Normally. + byte direction = 1; + uint16 angle = _vm->bearing(1); + if (((angle >= 1) && (angle <= 90)) || ((angle >= 358) && (angle <= 360))) + direction = 3; + else if ((angle >= 293) && (angle <= 357)) + direction = 2; + else if ((angle >= 270) && (angle <= 292)) + direction = 4; + + if (direction != _vm->_npcFacing) { // Dogfood. + draw(-1, -1, direction - 1); + _vm->_npcFacing = direction; + } + } + } + break; + case kRoomWestHall: + if ((_vm->_roomTime % 3) == 0) { + switch ((_vm->_roomTime / 3) % 6) { + case 4: + draw(-1, -1, 0); + break; + case 1: + case 3: + case 5: + draw(-1, -1, 1); + break; + case 0: + case 2: + draw(-1, -1, 2); + break; + } + } + break; + case kRoomLustiesRoom: + if (!(_vm->_lustieIsAsleep)) { + byte direction = 0; + uint16 angle = _vm->bearing(1); + if ((_vm->_roomTime % 45) > 42) + direction = 4; // du Lustie blinks. + // Bearing of Avvy from du Lustie. + else if ((angle <= 45) || ((angle >= 315) && (angle <= 360))) + direction = 1; // Middle. + else if ((angle >= 45) && (angle <= 180)) + direction = 2; // Left. + else if ((angle >= 181) && (angle <= 314)) + direction = 3; // Right. + + if (direction != _vm->_npcFacing) { // du Lustie. + draw(-1, -1, direction - 1); + _vm->_npcFacing = direction; + } + } + break; + case kRoomAylesOffice: + if ((!_vm->_aylesIsAwake) && (_vm->_roomTime % 14 == 0)) { + switch ((_vm->_roomTime / 14) % 2) { + case 0: + draw(-1, -1, 0); // Frame 2: EGA. + break; + case 1: + draw(-1, -1, 2); // Frame 1: Natural. + break; + } + } + break; + case kRoomRobins: + if (_vm->_tiedUp) { + switch (_vm->_roomTime % 54) { + case 20: + draw(-1, -1, 3); // Frame 4: Avalot blinks. + break; + case 23: + draw(-1, -1, 1); // Frame 1: Back to normal. + break; + } + } + break; + case kRoomNottsPub: { + // Bearing of Avvy from Port. + byte direction = 0; + uint16 angle = _vm->bearing(4); + if ((angle <= 45) || ((angle >= 315) && (angle <= 360))) + direction = 2; // Middle. + else if ((angle >= 45) && (angle <= 180)) + direction = 6; // Left. + else if ((angle >= 181) && (angle <= 314)) + direction = 8; // Right. + + if ((_vm->_roomTime % 60) > 57) + direction--; // Blinks. + + if (direction != _vm->_npcFacing) { // Port. + draw(-1, -1, direction - 1); + _vm->_npcFacing = direction; + } + + switch (_vm->_roomTime % 50) { + case 45 : + draw(-1, -1, 8); // Spurge blinks. + break; + case 49 : + draw(-1, -1, 9); + break; + } + break; + } + case kRoomDucks: { + if ((_vm->_roomTime % 3) == 0) // The fire flickers. + draw(-1, -1, (_vm->_roomTime / 3) % 3); + + // Bearing of Avvy from Duck. + byte direction = 0; + uint16 angle = _vm->bearing(1); + if ((angle <= 45) || ((angle >= 315) && (angle <= 360))) + direction = 4; // Middle. + else if ((angle >= 45) && (angle <= 180)) + direction = 6; // Left. + else if ((angle >= 181) && (angle <= 314)) + direction = 8; // Right. + + if ((_vm->_roomTime % 45) > 42) + direction++; // Duck blinks. + + if (direction != _vm->_npcFacing) { // Duck. + draw(-1, -1, direction - 1); + _vm->_npcFacing = direction; + } + break; + } + default: + break; + } + + if ((_vm->_bellsAreRinging) && (_vm->getFlag('B'))) { + // They're ringing the bells. + switch (_vm->_roomTime % 4) { + case 1: + if (_nextBell < 5) + _nextBell = 12; + _nextBell--; + // CHECKME: 2 is a guess. No length in the original? + _vm->_sound->playNote(_vm->kNotes[_nextBell], 2); + break; + case 2: + _vm->_sound->stopSound(); + break; + } + } +} + +void Background::load(byte number) { + Common::File f; + _filename = _filename.format("chunk%d.avd", number); + if (!f.open(_filename)) + return; // We skip because some rooms don't have sprites in the background. + + f.seek(44); + _spriteNum = f.readByte(); + for (int i = 0; i < _spriteNum; i++) + _offsets[i] = f.readSint32LE(); + + for (int i = 0; i < _spriteNum; i++) { + f.seek(_offsets[i]); + + SpriteType sprite; + sprite._type = (PictureType)(f.readByte()); + sprite._x = f.readSint16LE(); + sprite._y = f.readSint16LE(); + sprite._xl = f.readSint16LE(); + sprite._yl = f.readSint16LE(); + sprite._size = f.readSint32LE(); + bool natural = f.readByte(); + bool memorize = f.readByte(); + + if (memorize) { + _sprites[i]._x = sprite._x; + _sprites[i]._xl = sprite._xl; + _sprites[i]._y = sprite._y; + _sprites[i]._yl = sprite._yl; + _sprites[i]._type = sprite._type; + + if (natural) + _vm->_graphics->getNaturalPicture(_sprites[i]); + else { + _sprites[i]._size = sprite._size; + _sprites[i]._picture = _vm->_graphics->loadPictureRaw(f, _sprites[i]._xl * 8, _sprites[i]._yl + 1); + } + } else + _sprites[i]._x = kOnDisk; + } + f.close(); +} + +void Background::release() { + for (int i = 0; i < _spriteNum; i++) { + if (_sprites[i]._x > kOnDisk) + _sprites[i]._picture.free(); + } +} + +/** + * Draw background animation + * @remarks Originally called 'show_one' + */ +void Background::draw(int16 destX, int16 destY, byte sprId) { + assert(sprId < 40); + + if (_sprites[sprId]._x > kOnDisk) { + if (destX < 0) { + destX = _sprites[sprId]._x * 8; + destY = _sprites[sprId]._y; + } + drawSprite(destX, destY, _sprites[sprId]); + } else { + Common::File f; + if (!f.open(_filename)) // Filename was set in loadBackgroundSprites(). + return; // We skip because some rooms don't have sprites in the background. + + f.seek(_offsets[sprId]); + + SpriteType sprite; + sprite._type = (PictureType)(f.readByte()); + sprite._x = f.readSint16LE(); + sprite._y = f.readSint16LE(); + sprite._xl = f.readSint16LE(); + sprite._yl = f.readSint16LE(); + sprite._size = f.readSint32LE(); + f.skip(2); // Natural and Memorize are used in Load() + sprite._picture = _vm->_graphics->loadPictureRaw(f, sprite._xl * 8, sprite._yl + 1); + + if (destX < 0) { + destX = sprite._x * 8; + destY = sprite._y; + } + drawSprite(destX, destY, sprite); + + sprite._picture.free(); + f.close(); + } +} + +/** + * @remarks Originally called 'display_it' + */ +void Background::drawSprite(int16 x, int16 y, SpriteType &sprite) { + // These pictures are practically parts of the background. -10 is for the drop-down menu. + _vm->_graphics->drawBackgroundSprite(x, y - 10, sprite); +} + +void Background::resetVariables() { + _nextBell = 0; +} + +void Background::synchronize(Common::Serializer &sz) { + sz.syncAsByte(_nextBell); +} +} // End of namespace Avalanche. |