/* 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 = 0; 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 >= 271) && (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) { 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.