/* 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. * */ #include "fullpipe/fullpipe.h" #include "fullpipe/floaters.h" #include "fullpipe/utils.h" #include "fullpipe/objects.h" #include "fullpipe/motion.h" #include "fullpipe/statics.h" #include "fullpipe/scene.h" #include "fullpipe/constants.h" #include "fullpipe/objectnames.h" namespace Fullpipe { void Floaters::init(GameVar *var) { _array1.clear(); _array2.clear(); GameVar *varFliers = var->getSubVarByName(sO_Fliers); if (!varFliers) return; GameVar *sub = varFliers->getSubVarByName("flyIdleRegion"); if (sub) { _hRgn.reset(new ReactPolygonal()); _hRgn->_points.resize(sub->getSubVarsCount()); sub = sub->_subVars; uint idx = 0; while (sub) { _hRgn->_points[idx].x = sub->_subVars->_value.intValue; _hRgn->_points[idx].y = sub->_subVars->_nextVarObj->_value.intValue; ++idx; sub = sub->_nextVarObj; } } sub = varFliers->getSubVarByName("flyIdlePath"); if (sub) { _array1.resize(sub->getSubVarsCount()); sub = sub->_subVars; uint idx = 0; while (sub) { FloaterArray1 &f = _array1[idx]; f.val1 = sub->_subVars->_value.intValue; f.val2 = sub->_subVars->_nextVarObj->_value.intValue; ++idx; sub = sub->_nextVarObj; } } } void Floaters::genFlies(Scene *sc, int x, int y, int priority, int flags) { StaticANIObject *ani = new StaticANIObject(g_fp->accessScene(SC_COMMON)->getStaticANIObject1ById(ANI_FLY, -1)); ani->_statics = ani->getStaticsById(ST_FLY_FLY); ani->_movement = 0; ani->setOXY(x, y); ani->_flags |= 4; ani->_priority = priority; sc->addStaticANIObject(ani, 1); ani->startAnim(MV_FLY_FLY, 0, -1); int nummoves; if (ani->_movement->_currMovement) nummoves = ani->_movement->_currMovement->_dynamicPhases.size(); else nummoves = ani->_movement->_dynamicPhases.size(); ani->_movement->setDynamicPhaseIndex(g_fp->_rnd.getRandomNumber(nummoves - 1)); _array2.push_back(FloaterArray2()); FloaterArray2 &arr2 = _array2.back(); arr2.ani = ani; arr2.val11 = 15.0; arr2.val3 = y; arr2.val5 = y; arr2.val2 = x; arr2.val4 = x; arr2.fflags = flags; } void Floaters::update() { for (uint i = 0; i < _array2.size(); ++i) { FloaterArray2 &a2 = _array2[i]; if (_array2[i].val13 <= 0) { if (_array2[i].val4 != a2.val2 || a2.val5 != a2.val3) { if (_array2[i].val9 < 2.0) _array2[i].val9 = 2.0; int dy = a2.val3 - a2.val5; int dx = a2.val2 - a2.val4; double dst = sqrt((double)(dy * dy + dx * dx)); double at = atan2((double)dy, (double)dx); int newX = (int)(cos(at) * a2.val9); int newY = (int)(sin(at) * a2.val9); if (dst < a2.val9) { newX = a2.val2 - a2.val4; newY = a2.val3 - a2.val5; } if (dst <= 30.0) { if (dst < 30.0) { a2.val9 = a2.val9 - a2.val9 * 0.5; if (a2.val9 < 2.0) a2.val9 = 2.0; } } else { a2.val9 = a2.val9 * 0.5 + a2.val9; if (a2.val9 > a2.val11) a2.val9 = a2.val11; } a2.val4 += newX; a2.val5 += newY; a2.ani->setOXY(newX + a2.ani->_ox, newY + a2.ani->_oy); if (a2.val4 == a2.val2 && a2.val5 == a2.val3) { a2.val9 = 0.0; a2.val13 = g_fp->_rnd.getRandomNumber(200) + 20; if (a2.fflags & 1) { g_fp->_currentScene->deleteStaticANIObject(a2.ani); if (a2.ani) delete a2.ani; _array2.remove_at(i); i--; if (!_array2.size()) g_fp->stopAllSoundInstances(SND_CMN_060); continue; } } } else { if ((a2.fflags & 4) && a2.countdown < 1) { a2.fflags |= 1; a2.val2 = a2.val6; a2.val3 = a2.val7; } else { if (a2.fflags & 2) { int idx1 = g_fp->_rnd.getRandomNumber(_array1.size() - 1); a2.val2 = _array1[idx1].val1; a2.val3 = _array1[idx1].val2; } else { if (!_hRgn) error("Floaters::update(): empty fliers region"); const Common::Rect rect = _hRgn->getBBox(); int x2 = rect.left + g_fp->_rnd.getRandomNumber(rect.right - rect.left); int y2 = rect.top + g_fp->_rnd.getRandomNumber(rect.bottom - rect.top); if (_hRgn->pointInRegion(x2, y2)) { int dx = a2.val2 - x2; int dy = a2.val3 - y2; double dst = sqrt((double)(dy * dy + dx * dx)); if (dst < 300.0 || !_hRgn->pointInRegion(a2.val4, a2.val5)) { a2.val2 = x2; a2.val3 = y2; } } } g_fp->playSound(SND_CMN_061, 0); if (a2.fflags & 4) a2.countdown--; } } } else { a2.val13--; } if (!a2.ani->_movement && a2.ani->_statics->_staticsId == ST_FLY_FLY) { if (!a2.val15) { g_fp->playSound(SND_CMN_060, 1); a2.val15 = 1; } a2.ani->startAnim(MV_FLY_FLY, 0, -1); } } } void Floaters::stopAll() { for (uint i = 0; i < _array2.size(); i++) { FloaterArray2 &a2 = _array2[i]; g_fp->_currentScene->deleteStaticANIObject(a2.ani); delete a2.ani; } _array2.clear(); g_fp->stopAllSoundInstances(SND_CMN_060); } } // End of namespace Fullpipe