/* 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 3 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 * aint32 with this program; if not, write to the Free Software * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #include "saga2/saga2.h" #include "saga2/spelshow.h" namespace Saga2 { // ------------------------------------------------------------------ // This file contains the member functions for: // EffectDisplayPrototype // EffectDisplayPrototypeList // SpellDisplayPrototype // SpellDisplayPrototypeList // SpellDisplayList /* ===================================================================== * Imports * ===================================================================== */ extern ColorSchemeList *spellSchemes; extern ColorTable spellColorMaps[]; extern int32 loadedColorMaps; /* ===================================================================== * EffectDisplayPrototype implementation * ===================================================================== */ EffectDisplayPrototype::EffectDisplayPrototype( int16 nodes, SpellLocationFunction *newLocation, SpellSpritationFunction *newSpriteno, SpellStatusFunction *newStatus, SpellHeightFunction *newHeight, SpellBreadthFunction *newBreadth, SpellInitFunction *newInit) { _nodeCount = nodes; _location = newLocation; _spriteno = newSpriteno; _status = newStatus; _height = newHeight; _breadth = newBreadth; _init = newInit; _next = nullptr; _ID = kSpellNone; } /* ===================================================================== * EffectDisplayPrototypeList implementation * ===================================================================== */ EffectDisplayPrototypeList::EffectDisplayPrototypeList(int32 c) { _count = 0; _maxCount = 0; _effects = new pEffectDisplayPrototype[c](); for (int i = 0; i < c; i++) _effects[i] = nullptr; assert(_effects); if (_effects) _maxCount = c; } EffectDisplayPrototypeList::~EffectDisplayPrototypeList() { if (_maxCount && _effects) delete[] _effects; _maxCount = 0; _effects = nullptr; } int32 EffectDisplayPrototypeList::add(EffectDisplayPrototype *edp) { assert(_count < _maxCount); edp->setID(_count); _effects[_count++] = edp; return _count - 1; } void EffectDisplayPrototypeList::cleanup() { if (_maxCount && _effects) for (int i = 0; i < _maxCount; i++) if (_effects[i]) { delete _effects[i]; _effects[i] = nullptr; } _maxCount = 0; } void EffectDisplayPrototypeList::append(EffectDisplayPrototype *nedp, int32 acount) { assert(acount < _maxCount); EffectDisplayPrototype *edp = _effects[acount]; while (edp->_next) edp = edp->_next; edp->_next = nedp; } EffectDisplayPrototype *EffectDisplayPrototypeList::operator[](EffectID e) { assert(e < _maxCount); return _effects[e]; } /* ===================================================================== * SpellDisplayPrototype implementation * ===================================================================== */ SpellDisplayPrototype::SpellDisplayPrototype( EffectID e, int32 e1, int32 e2, int32 e3, int32 e4, effectDirectionInit sc, effectCollisionCont cc, SpellAge sa, uint32 spID, uint8 sco, uint8) { _effect = e; // Effect ID _effParm1 = e1; // effect setting 1 _effParm2 = e2; // effect setting 1 _effParm3 = e3; // effect setting 1 _effParm4 = e4; // effect setting 1 _scatter = sc; // direction init mode _elasticity = cc; // collision flags _maxAge = sa; // auto self-destruct age _primarySpriteID = spID; // RES_ID( x, y, z, 0 ) to get sprites _primarySpriteNo = sco; // sprites available _secondarySpriteID = spID; // RES_ID( x, y, z, 0 ) to get sprites _secondarySpriteNo = sco; // sprites available //_effCount=eco; // effectrons to allocate _ID = kSpellNone; _implementAge = 0; } SpellDisplayPrototype *SpellDisplayPrototypeList::operator[](SpellID s) { assert(s >= 0 && s < _count); return _spells[s]; } void SpellDisplayPrototype::getColorTranslation(ColorTable map, Effectron *e) { int32 i = _colorMap[whichColorMap(_effect, e)]; i = MAX(0, MIN(loadedColorMaps, i)); buildColorTable(map, spellSchemes->_schemes[i]->bank, 11); } /* ===================================================================== * SpellDisplayPrototypeList implementation * ===================================================================== */ void SpellDisplayPrototypeList::init() { // originally this was going to load data from the resfile // that plan has been cancelled } void SpellDisplayPrototypeList::cleanup() { if (_spells) { for (int i = 0; i < _maxCount; i++) if (_spells[i]) { delete _spells[i]; _spells[i] = nullptr; } delete[] _spells; _spells = nullptr; _maxCount = 0; } } SpellDisplayPrototypeList::SpellDisplayPrototypeList(uint16 s) { _count = 0; _maxCount = 0; _spells = new pSpellDisplayPrototype[s](); for (int i = 0; i < s; i++) _spells[i] = nullptr; assert(_spells); if (_spells) _maxCount = s; } SpellDisplayPrototypeList::~SpellDisplayPrototypeList() { if (_maxCount && _spells) delete[] _spells; _spells = nullptr; } int32 SpellDisplayPrototypeList::add(SpellDisplayPrototype *sdp) { assert(_count < _maxCount); sdp->setID((SpellID) _count); _spells[_count++] = sdp; return _count; } /* ===================================================================== * SpellDisplayList implementation * ===================================================================== */ SpellDisplayList::SpellDisplayList(uint16 s) { _count = 0; _maxCount = 0; _spells = new pSpellInstance[s](); for (int i = 0; i < s; i++) _spells[i] = nullptr; if (_spells) _maxCount = s; init(); } SpellDisplayList::~SpellDisplayList() { cleanup(); } void SpellDisplayList::init() { _count = 0; } void SpellDisplayList::cleanup() { if (_maxCount && _spells) delete[] _spells; _spells = nullptr; } void SpellDisplayList::add(SpellInstance *newSpell) { assert(newSpell); if (_count < _maxCount) _spells[_count++] = newSpell; } void SpellDisplayList::buildList() { if (_count) for (int16 i = 0; i < _count; i++) // check all active _spells if (!_spells[i]->buildList()) { // update tidyKill(i--); // that spell is done } } void SpellDisplayList::updateStates(int32 deltaTime) { if (_count) for (int16 i = 0; i < _count; i++) _spells[i]->updateStates(deltaTime); } void SpellDisplayList::tidyKill(uint16 spellNo) { assert(_count); if (_spells[spellNo]) { delete _spells[spellNo]; _spells[spellNo] = nullptr; } if (spellNo < _count--) { for (uint16 i = spellNo; i <= _count; i++) _spells[i] = _spells[i + 1]; _spells[_count + 1] = nullptr; } } } // end of namespace Saga2