/* 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 "illusions/bbdou/illusions_bbdou.h" #include "illusions/bbdou/bbdou_bubble.h" #include "illusions/actor.h" #include "illusions/camera.h" #include "illusions/dictionary.h" #include "illusions/input.h" namespace Illusions { BbdouBubble::BbdouBubble(IllusionsEngine_BBDOU *vm, BbdouSpecialCode *bbdou) : _vm(vm), _bbdou(bbdou) { } BbdouBubble::~BbdouBubble() { } void BbdouBubble::init() { static const uint32 kObjectIds3[] = { 0x0004003B, 0x0004003C, 0x0004003D, 0x0004003E, 0x0004003F, 0x00040040, 0x00040041, 0x00040042, 0x00040043, 0x00040044, 0x00040045, 0x00040046, 0x00040047, 0x00040048, 0x00040049, 0x0004004A, 0x0004004B, 0x0004004C, 0x0004004D, 0x0004004E, 0x0004004F, 0x00040050, 0x00040051, 0x00040052, 0x00040053, 0x00040054, 0x00040055, 0x00040056, 0x00040057, 0x00040058, 0x00040059, 0x0004005A }; static const uint32 kObjectIds2[] = { 0x0004001B, 0x0004001C, 0x0004001D, 0x0004001E, 0x0004001F, 0x00040020, 0x00040021, 0x00040022, 0x00040023, 0x00040024, 0x00040025, 0x00040026, 0x00040027, 0x00040028, 0x00040029, 0x0004002A, 0x0004002B, 0x0004002C, 0x0004002D, 0x0004002E, 0x0004002F, 0x00040030, 0x00040031, 0x00040032, 0x00040033, 0x00040034, 0x00040035, 0x00040036, 0x00040037, 0x00040038, 0x00040039, 0x0004003A }; _objectId1414 = 0x4005B; _objectId1418 = 0x4005C; for (uint i = 0; i < 32; ++i) _objectIds[i] = kObjectIds3[i]; for (uint i = 0; i < 32; ++i) { _items[i]._objectId = kObjectIds2[i]; _items[i]._enabled = 0; _items[i]._position.x = 0; _items[i]._position.y = 0; _items[i]._sequenceId = 0; } _currItem0 = 0; _prevItem0 = 0; _someItem0 = 0; _pt1.x = 0; _pt1.y = 0; _pt2.x = 0; _pt2.y = 0; } void BbdouBubble::addItem0(uint32 sequenceId1, uint32 sequenceId2, uint32 progResKeywordId, uint32 namedPointId, int16 count, uint32 *namedPointIds) { Item0 item0; item0._sequenceId1 = sequenceId1; item0._sequenceId2 = sequenceId2; item0._progResKeywordId = progResKeywordId; item0._baseNamedPointId = namedPointId; item0._count = count; for (int16 i = 0; i < count; ++i) item0._namedPointIds[i] = FROM_LE_32(namedPointIds[i]); item0._objectId = 0; item0._pt.x = 0; item0._pt.y = 0; _item0s.push_back(item0); } void BbdouBubble::show() { if (_prevItem0) { hide(); } _prevItem0 = _currItem0; _currItem0 = 0; calcBubbles(_pt1, _pt2); Control *control = _vm->_dict->getObjectControl(_prevItem0->_objectId); control->setActorPosition(_pt2); control->startSequenceActor(0x60057, 2, 0); control->startSequenceActor(_prevItem0->_sequenceId1, 2, 0); control->appearActor(); control->deactivateObject(); for (uint i = 0; i < 32; ++i) { if (_items[i]._enabled == 1) { Control *subControl = _vm->_dict->getObjectControl(_items[i]._objectId); subControl->setActorPosition(_items[i]._position); subControl->startSequenceActor(_items[i]._sequenceId, 2, 0); } } } void BbdouBubble::hide() { _someItem0 = _prevItem0; _prevItem0 = 0; if (_someItem0) { Control *control = _vm->_dict->getObjectControl(_someItem0->_objectId); control->startSequenceActor(_someItem0->_sequenceId2, 2, 0); for (uint i = 0; i < 32; ++i) { Control *subControl = _vm->_dict->getObjectControl(_objectIds[i]); subControl->stopActor(); subControl->disappearActor(); } for (uint i = 0; i < 32; ++i) { Control *subControl = _vm->_dict->getObjectControl(_items[i]._objectId); subControl->stopActor(); subControl->disappearActor(); } } } void BbdouBubble::setup(int16 minCount, Common::Point pt1, Common::Point pt2, uint32 progResKeywordId) { for (uint i = 0; i < 32; ++i) _items[i]._enabled = 0; int16 maxCount = 32; for (uint i = 0; i < _item0s.size(); ++i) { Item0 *item0 = &_item0s[i]; if (item0->_count < maxCount && item0->_count >= minCount && (!progResKeywordId || item0->_progResKeywordId == progResKeywordId)) { maxCount = item0->_count; _currItem0 = item0; } } _pt1 = pt1; _pt2 = pt2; _currItem0->_pt = pt2; _currItem0->_objectId = _objectId1414; if (_prevItem0 && _prevItem0->_objectId == _currItem0->_objectId) _currItem0->_objectId = _objectId1418; } uint32 BbdouBubble::addItem(uint positionIndex, uint32 sequenceId) { for (uint i = 0; i < 32; ++i) { Item141C *item = &_items[i]; if (!item->_enabled) { Common::Point itemPos = _vm->getNamedPointPosition(_currItem0->_namedPointIds[positionIndex]); Common::Point basePos = _vm->getNamedPointPosition(_currItem0->_baseNamedPointId); item->_enabled = 1; item->_sequenceId = sequenceId; item->_position.x = itemPos.x + _currItem0->_pt.x - basePos.x; item->_position.y = itemPos.y + _currItem0->_pt.y - basePos.y; return item->_objectId; } } return 0; } void BbdouBubble::calcBubbles(Common::Point &pt1, Common::Point &pt2) { const int kSequenceIdsCount = 10; const float kDistanceBetweenPoints = 30.0; static const uint32 kSequenceIds[] = { 0x00060042, 0x00060043, 0x00060044, 0x00060045, 0x00060046, 0x00060047, 0x00060048, 0x00060049, 0x0006004A, 0x0006004B }; static const int kIndexTbl[kSequenceIdsCount] = {4, 0, 8, 2, 6, 5, 1, 9, 3, 7}; int sequenceCounters[kSequenceIdsCount]; bool swapY; int centerX, centerY; float currentAngle, radius; for (int i = 0; i < 32; ++i) { Control *control = _vm->_dict->getObjectControl(_objectIds[i]); control->startSequenceActor(0x00060056, 2, 0); } for (int i = 0; i < kSequenceIdsCount; ++i) sequenceCounters[i] = 0; if (pt2.y >= pt1.y) { swapY = true; if (pt1.x == pt2.x) pt2.x = pt2.x + 20; } else { swapY = false; if (pt1.y == pt2.y) pt2.y = pt2.y + 20; } if (swapY) { centerX = (pt2.x * pt2.x - (pt2.y - pt1.y) * (pt2.y - pt1.y) - pt1.x * pt1.x) / (2 * (pt2.x - pt1.x)); centerY = pt2.y; radius = ABS(pt2.x - centerX); } else { centerX = pt2.x; centerY = (pt2.y * pt2.y - (pt2.x - pt1.x) * (pt2.x - pt1.x) - pt1.y * pt1.y) / (2 * (pt2.y - pt1.y)); radius = ABS(pt2.y - centerY); } const float fullDistance = sqrt((pt2.y - pt1.y) * (pt2.y - pt1.y) + (pt2.x - pt1.x) * (pt2.x - pt1.x)); const float arcAngle = 2 * asin(CLIP(0.5 * fullDistance / radius, -1.0, 1.0)); const float arcLength = arcAngle * radius; int pointsCount = (int)(arcLength / kDistanceBetweenPoints); float partAngle = ABS(kDistanceBetweenPoints / radius); for (int i = 0; i < pointsCount; ++i) ++sequenceCounters[kIndexTbl[i % kSequenceIdsCount]]; if (!swapY) { if (pt2.y < pt1.y) { currentAngle = M_PI * 0.5; } else { currentAngle = M_PI * 1.5; partAngle = -partAngle; } if (pt2.x < pt1.x) partAngle = -partAngle; } else { if (pt2.x <= pt1.x) { currentAngle = M_PI; } else { currentAngle = 0.0; partAngle = -partAngle; } if (pt2.y > pt1.y) partAngle = -partAngle; } int index = kSequenceIdsCount - 1; float angleStep = partAngle / (float)pointsCount * 0.5; float angleIncr = (float)(pointsCount / 2) * angleStep + partAngle; if (pointsCount > 32) pointsCount = 32; for (int i = 0; i < pointsCount; ++i) { currentAngle += angleIncr; angleIncr -= angleStep; Common::Point newPoint( centerX + _vm->getRandom(8) - 2 + (int)(cos(currentAngle) * radius), centerY + _vm->getRandom(8) - 2 - (int)(sin(currentAngle) * radius)); Control *control = _vm->_dict->getObjectControl(_objectIds[i]); for (; index >= 0; --index) { if (sequenceCounters[index] > 0) { --sequenceCounters[index]; control->setActorPosition(newPoint); control->startSequenceActor(kSequenceIds[index], 2, 0); control->appearActor(); control->deactivateObject(); break; } } } } } // End of namespace Illusions