Initial commit

This commit is contained in:
2026-02-02 04:50:13 +01:00
commit 5b11698731
22592 changed files with 7677434 additions and 0 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,137 @@
/* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_PARTEMITTER_H
#define WINTERMUTE_PARTEMITTER_H
#include "engines/wintermute/base/base_object.h"
#include "engines/wintermute/base/particles/part_force.h"
namespace Wintermute {
class BaseRegion;
class PartParticle;
class PartEmitter : public BaseObject {
public:
DECLARE_PERSISTENT(PartEmitter, BaseObject)
PartEmitter(BaseGame *inGame, BaseScriptHolder *owner);
~PartEmitter() override;
int32 _width;
int32 _height;
int32 _angle1;
int32 _angle2;
float _rotation1;
float _rotation2;
float _angVelocity1;
float _angVelocity2;
float _growthRate1;
float _growthRate2;
bool _exponentialGrowth;
float _velocity1;
float _velocity2;
bool _velocityZBased;
float _scale1;
float _scale2;
bool _scaleZBased;
int32 _maxParticles;
int32 _lifeTime1;
int32 _lifeTime2;
bool _lifeTimeZBased;
int32 _genInterval;
int32 _genAmount;
bool _running;
int32 _overheadTime;
int32 _maxBatches;
int32 _batchesGenerated;
Common::Rect32 _border;
int32 _borderThicknessLeft;
int32 _borderThicknessRight;
int32 _borderThicknessTop;
int32 _borderThicknessBottom;
int32 _fadeInTime;
int32 _fadeOutTime;
int32 _alpha1;
int32 _alpha2;
bool _alphaTimeBased;
bool _useRegion;
char *_emitEvent;
BaseScriptHolder *_owner;
bool start();
bool update() override;
bool display() override { return display(nullptr); } // To avoid shadowing the inherited display-function.
bool display(BaseRegion *region);
bool sortParticlesByZ();
bool addSprite(const char *filename);
bool removeSprite(const char *filename);
bool setBorder(int x, int y, int width, int height);
bool setBorderThickness(int thicknessLeft, int thicknessRight, int thicknessTop, int thicknessBottom);
bool addForce(const char *name, PartForce::TForceType type, int posX, int posY, float angle, float strength);
bool removeForce(const char *name);
BaseArray<PartForce *> _forces;
// scripting interface
ScValue *scGetProperty(const char *name) override;
bool scSetProperty(const char *name, ScValue *value) override;
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
const char *scToString() override;
private:
PartForce *addForceByName(const char *name);
static int32 compareZ(const void *obj1, const void *obj2);
bool initParticle(PartParticle *particle, uint32 currentTime, uint32 timerDelta);
bool updateInternal(uint32 currentTime, uint32 timerDelta);
uint32 _lastGenTime;
BaseArray<PartParticle *> _particles;
BaseArray<char *> _sprites;
};
} // End of namespace Wintermute
#endif

View File

@@ -0,0 +1,57 @@
/* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/base/particles/part_force.h"
#include "engines/wintermute/base/base_persistence_manager.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
PartForce::PartForce(BaseGame *inGame) : BaseNamedObject(inGame) {
_pos = DXVector2(0.0f, 0.0f);
_direction = DXVector2(0.0f, 0.0f);
_type = FORCE_POINT;
}
//////////////////////////////////////////////////////////////////////////
PartForce::~PartForce() {
}
//////////////////////////////////////////////////////////////////////////
bool PartForce::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferCharPtr(TMEMBER(_name));
persistMgr->transferVector2(TMEMBER(_pos));
persistMgr->transferVector2(TMEMBER(_direction));
persistMgr->transferSint32(TMEMBER_INT(_type));
return STATUS_OK;
}
} // End of namespace Wintermute

View File

@@ -0,0 +1,57 @@
/* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_PARTFORCE_H
#define WINTERMUTE_PARTFORCE_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/base/base_named_object.h"
#include "engines/wintermute/base/gfx/xmath.h"
namespace Wintermute {
class PartForce : public BaseNamedObject {
public:
enum TForceType {
FORCE_POINT,
FORCE_GLOBAL
};
PartForce(BaseGame *inGame);
~PartForce() override;
DXVector2 _pos;
DXVector2 _direction;
TForceType _type;
bool persist(BasePersistenceManager *persistMgr) override;
};
} // End of namespace Wintermute
#endif

View File

@@ -0,0 +1,274 @@
/* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/particles/part_particle.h"
#include "engines/wintermute/base/particles/part_emitter.h"
#include "engines/wintermute/base/base_sprite.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/utils/utils.h"
#include "engines/wintermute/platform_osystem.h"
#include "engines/wintermute/dcgf.h"
#include "common/str.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
PartParticle::PartParticle(BaseGame *inGame) : BaseClass(inGame) {
_pos = DXVector2(0.0f, 0.0f);
_posZ = 0.0f;
_velocity = DXVector2(0.0f, 0.0f);
_scale = 100.0f;
_sprite = nullptr;
_creationTime = 0;
_lifeTime = 0;
_isDead = true;
BasePlatform::setRectEmpty(&_border);
_state = PARTICLE_NORMAL;
_fadeStart = 0;
_fadeTime = 0;
_currentAlpha = 255;
_alpha1 = _alpha2 = 255;
_rotation = 0.0f;
_angVelocity = 0.0f;
_growthRate = 0.0f;
_exponentialGrowth = false;
}
//////////////////////////////////////////////////////////////////////////
PartParticle::~PartParticle() {
SAFE_DELETE(_sprite);
}
//////////////////////////////////////////////////////////////////////////
bool PartParticle::setSprite(const char *filename) {
if (_sprite && _sprite->_filename && _sprite->_filename[0] && scumm_stricmp(filename, _sprite->_filename) == 0) {
_sprite->reset();
return STATUS_OK;
}
SAFE_DELETE(_sprite);
SystemClassRegistry::getInstance()->_disabled = true;
_sprite = new BaseSprite(_game, _game);
if (_sprite && DID_SUCCEED(_sprite->loadFile(filename))) {
SystemClassRegistry::getInstance()->_disabled = false;
return STATUS_OK;
} else {
SAFE_DELETE(_sprite);
SystemClassRegistry::getInstance()->_disabled = false;
return STATUS_FAILED;
}
}
//////////////////////////////////////////////////////////////////////////
bool PartParticle::update(PartEmitter *emitter, uint32 currentTime, uint32 timerDelta) {
if (_state == PARTICLE_FADEIN) {
if (currentTime - _fadeStart >= (uint32)_fadeTime) {
_state = PARTICLE_NORMAL;
_currentAlpha = _alpha1;
} else {
_currentAlpha = (int32)(((float)currentTime - (float)_fadeStart) / (float)_fadeTime * _alpha1);
}
return STATUS_OK;
} else if (_state == PARTICLE_FADEOUT) {
if (currentTime - _fadeStart >= (uint32)_fadeTime) {
_isDead = true;
return STATUS_OK;
} else {
_currentAlpha = _fadeStartAlpha - (int32)(((float)currentTime - (float)_fadeStart) / (float)_fadeTime * _fadeStartAlpha);
}
return STATUS_OK;
} else {
// time is up
if (_lifeTime > 0) {
if (currentTime - _creationTime >= (uint32)_lifeTime) {
if (emitter->_fadeOutTime > 0) {
fadeOut(currentTime, emitter->_fadeOutTime);
} else {
_isDead = true;
}
}
}
// particle hit the border
if (!_isDead && !BasePlatform::isRectEmpty(&_border)) {
Common::Point32 p;
p.x = (int32)_pos._x;
p.y = (int32)_pos._y;
if (!BasePlatform::ptInRect(&_border, p)) {
fadeOut(currentTime, emitter->_fadeOutTime);
}
}
if (_state != PARTICLE_NORMAL) {
return STATUS_OK;
}
// update alpha
if (_lifeTime > 0) {
int age = (int)(currentTime - _creationTime);
int alphaDelta = (int)(_alpha2 - _alpha1);
_currentAlpha = _alpha1 + (int)(((float)alphaDelta / (float)_lifeTime * (float)age));
}
// update position
float elapsedTime = (float)timerDelta / 1000.f;
for (int32 i = 0; i < emitter->_forces.getSize(); i++) {
PartForce *force = emitter->_forces[i];
switch (force->_type) {
case PartForce::FORCE_GLOBAL:
_velocity += force->_direction * elapsedTime;
break;
case PartForce::FORCE_POINT: {
DXVector2 vecDist = force->_pos - _pos;
float dist = fabs(DXVec2Length(&vecDist));
dist = 100.0f / dist;
_velocity += force->_direction * dist * elapsedTime;
}
break;
default:
break;
}
}
_pos += _velocity * elapsedTime;
// update rotation
_rotation += _angVelocity * elapsedTime;
_rotation = BaseUtils::normalizeAngle(_rotation);
// update scale
if (_exponentialGrowth) {
_scale += _scale / 100.0f * _growthRate * elapsedTime;
} else {
_scale += _growthRate * elapsedTime;
}
if (_scale <= 0.0f) {
_isDead = true;
}
return STATUS_OK;
}
}
//////////////////////////////////////////////////////////////////////////
bool PartParticle::display(PartEmitter *emitter) {
if (!_sprite) {
return STATUS_FAILED;
}
if (_isDead) {
return STATUS_OK;
}
_sprite->getCurrentFrame();
return _sprite->display((int)_pos._x, (int)_pos._y,
nullptr,
_scale, _scale,
BYTETORGBA(255, 255, 255, _currentAlpha),
_rotation,
emitter->_blendMode);
}
//////////////////////////////////////////////////////////////////////////
bool PartParticle::fadeIn(uint32 currentTime, int fadeTime) {
_currentAlpha = 0;
_fadeStart = currentTime;
_fadeTime = fadeTime;
_state = PARTICLE_FADEIN;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool PartParticle::fadeOut(uint32 currentTime, int fadeTime) {
//_currentAlpha = 255;
_fadeStartAlpha = _currentAlpha;
_fadeStart = currentTime;
_fadeTime = fadeTime;
_state = PARTICLE_FADEOUT;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool PartParticle::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferSint32(TMEMBER(_alpha1));
persistMgr->transferSint32(TMEMBER(_alpha2));
persistMgr->transferRect32(TMEMBER(_border));
persistMgr->transferVector2(TMEMBER(_pos));
persistMgr->transferFloat(TMEMBER(_posZ));
persistMgr->transferVector2(TMEMBER(_velocity));
persistMgr->transferFloat(TMEMBER(_scale));
persistMgr->transferUint32(TMEMBER(_creationTime));
persistMgr->transferSint32(TMEMBER(_lifeTime));
persistMgr->transferBool(TMEMBER(_isDead));
persistMgr->transferSint32(TMEMBER_INT(_state));
persistMgr->transferUint32(TMEMBER(_fadeStart));
persistMgr->transferSint32(TMEMBER(_fadeTime));
persistMgr->transferSint32(TMEMBER(_currentAlpha));
persistMgr->transferFloat(TMEMBER(_angVelocity));
persistMgr->transferFloat(TMEMBER(_rotation));
persistMgr->transferFloat(TMEMBER(_growthRate));
persistMgr->transferBool(TMEMBER(_exponentialGrowth));
persistMgr->transferSint32(TMEMBER(_fadeStartAlpha));
if (persistMgr->getIsSaving()) {
persistMgr->transferCharPtr(TMEMBER(_sprite->_filename));
} else {
char *filename;
persistMgr->transferCharPtr(TMEMBER(filename));
SystemClassRegistry::getInstance()->_disabled = true;
setSprite(filename);
SystemClassRegistry::getInstance()->_disabled = false;
SAFE_DELETE_ARRAY(filename);
}
// initialise to default
if (!persistMgr->getIsSaving()) {
_fadeStartAlpha = 0;
}
return STATUS_OK;
}
} // End of namespace Wintermute

View File

@@ -0,0 +1,91 @@
/* 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
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_PARTPARTICLE_H
#define WINTERMUTE_PARTPARTICLE_H
#include "common/rect.h"
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/base/gfx/xmath.h"
namespace Wintermute {
class PartEmitter;
class BaseSprite;
class BasePersistenceManager;
class PartParticle : public BaseClass {
public:
enum TParticleState {
PARTICLE_NORMAL,
PARTICLE_FADEIN,
PARTICLE_FADEOUT
};
PartParticle(BaseGame *inGame);
~PartParticle() override;
float _growthRate;
bool _exponentialGrowth;
float _rotation;
float _angVelocity;
int32 _alpha1;
int32 _alpha2;
Common::Rect32 _border;
DXVector2 _pos;
float _posZ;
DXVector2 _velocity;
float _scale;
BaseSprite *_sprite;
uint32 _creationTime;
int32 _lifeTime;
bool _isDead;
TParticleState _state;
bool update(PartEmitter *emitter, uint32 currentTime, uint32 timerDelta);
bool display(PartEmitter *emitter);
bool setSprite(const char *filename);
bool fadeIn(uint32 currentTime, int fadeTime);
bool fadeOut(uint32 currentTime, int fadeTime);
bool persist(BasePersistenceManager *persistMgr) override;
private:
uint32 _fadeStart;
int32 _fadeTime;
int32 _currentAlpha;
int32 _fadeStartAlpha{};
};
} // End of namespace Wintermute
#endif