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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 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.
+ *
+ */
+
+#ifndef SHERLOCK_SCALPEL_TSAGE_LOGO_H
+#define SHERLOCK_SCALPEL_TSAGE_LOGO_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/file.h"
+#include "common/list.h"
+#include "common/str.h"
+#include "common/str-array.h"
+#include "common/util.h"
+#include "graphics/surface.h"
+#include "sherlock/scalpel/tsage/resources.h"
+#include "sherlock/screen.h"
+
+namespace Sherlock {
+namespace Scalpel {
+
+class ScalpelEngine;
+
+namespace TsAGE {
+
+class ObjectSurface : public Surface {
+public:
+ Common::Point _centroid;
+public:
+ ObjectSurface() : Surface() {}
+ virtual ~ObjectSurface() {}
+};
+
+class Visage {
+private:
+ Common::SeekableReadStream *_stream;
+
+ /**
+ * Translates a raw image resource into a graphics surface
+ */
+ void surfaceFromRes(ObjectSurface &s);
+public:
+ static TLib *_tLib;
+ int _resNum;
+ int _rlbNum;
+public:
+ Visage();
+ ~Visage();
+
+ /**
+ * Set the visage number
+ */
+ void setVisage(int resNum, int rlbNum = 9999);
+
+ /**
+ * Clear the visage
+ */
+ void clear();
+
+ /**
+ * Get a frame from the visage
+ */
+ void getFrame(ObjectSurface &s, int frameNum);
+
+ /**
+ * Return the number of frames
+ */
+ int getFrameCount() const;
+
+ /**
+ * Returns whether the visage is loaded
+ */
+ bool isLoaded() const;
+};
+
+class Object {
+private:
+ Visage _visage;
+ uint32 _updateStartFrame;
+ bool _isAnimating;
+ bool _finished;
+ uint32 _walkStartFrame;
+ int _angle;
+ int _changeCtr;
+ int _majorDiff, _minorDiff;
+ Common::Point _moveDelta;
+ Common::Point _moveSign;
+
+ /**
+ * Return the next frame when the object is animating
+ */
+ int changeFrame();
+
+ /**
+ * Gets the next frame in the sequence
+ */
+ int getNewFrame();
+
+ /**
+ * Calculate the angle between the current position and a designated destination
+ */
+ void calculateMoveAngle();
+
+ /**
+ * Handle any object movement
+ */
+ void move();
+
+ /**
+ * Returns whether not to make any movement
+ */
+ bool dontMove() const;
+
+ /**
+ * Ends any current movement
+ */
+ void endMove();
+public:
+ static ScalpelEngine *_vm;
+ Common::Point _position;
+ Common::Point _destination;
+ Common::Rect _oldBounds;
+ int _frame;
+ int _numFrames;
+ int _frameChange;
+public:
+ Object();
+
+ /**
+ * Load the data for the object
+ */
+ void setVisage(int visage, int strip);
+
+ /**
+ * Sets whether the object is animating
+ */
+ void setAnimMode(bool isAnimating);
+
+ /**
+ * Starts an object moving to a given destination
+ */
+ void setDestination(const Common::Point &pt);
+
+ /**
+ * Returns true if an animation is ended
+ */
+ bool isAnimEnded() const;
+
+ /**
+ * Return true if object is moving
+ */
+ bool isMoving() const;
+
+ /**
+ * Erase the area the object was previously drawn at, by restoring the background
+ */
+ void erase();
+
+ /**
+ * Update the frame
+ */
+ void update();
+
+ /**
+ * Remove an object from being displayed
+ */
+ void remove() { _visage.clear(); }
+};
+
+struct AnimationFrame {
+ int frame;
+ int x;
+ int y;
+};
+
+class Logo {
+private:
+ ScalpelEngine *_vm;
+ TLib _lib;
+ int _counter;
+ bool _finished;
+ byte _originalPalette[PALETTE_SIZE];
+ byte _palette1[PALETTE_SIZE];
+ byte _palette2[PALETTE_SIZE];
+ byte _palette3[PALETTE_SIZE];
+ Object _objects[4];
+ uint _waitFrames;
+ uint32 _waitStartFrame;
+ int _animateObject;
+ uint32 _animateStartFrame;
+ uint _animateFrameDelay;
+ const AnimationFrame *_animateFrames;
+ uint _animateFrame;
+
+ Logo(ScalpelEngine *vm);
+ ~Logo();
+
+ void nextFrame();
+
+ bool finished() const;
+
+ /**
+ * Wait for a number of frames. Note that the frame count in _events is
+ * not the same as the number of calls to nextFrame().
+ */
+ void waitFrames(uint frames);
+
+ /**
+ * Start an animation sequence. Used for sequences that are described
+ * one frame at a time because they do unusual things, or run at
+ * unusual rates.
+ */
+ void startAnimation(uint object, uint frameDelay, const AnimationFrame *frames);
+
+ /**
+ * Load the background for the scene
+ */
+ void loadBackground();
+
+ /**
+ * Fade from the current palette to a new one
+ */
+ void fade(const byte palette[PALETTE_SIZE], int step = 6);
+public:
+ static bool show(ScalpelEngine *vm);
+};
+
+} // end of namespace TsAGE
+} // end of namespace Scalpel
+} // end of namespace Sherlock
+
+#endif