/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. */ #ifndef GAME_INTRO_STORY_H #define GAME_INTRO_STORY_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameTypes.h" using namespace hpl; class cInit; #define INTRO_IMAGE_NUM (6) //---------------------------------------- class cIntroImage { public: cIntroImage(); ~cIntroImage(); void Update(float afTimeStep); void OnDraw(); void FadeBrightnessTo(float afDarkness, float afTime); void FadeAlphaTo(float afDarkness, float afTime); void MoveTo(const cVector3f &avPos, float afTime); void Reset(); ////////////// // Variables cVector3f mvCameraPosition; cVector3f mvFinalPos; cVector3f mvPosStep; float mfPosCount; cVector3f mvPosDistMul; tVector3fList mlstPrevPos; int mlMaxPrevPos; iTexture *mpTexture; bool mbActive; float mfBrightness; float mfBrightnessStep; float mfFinalBrightness; float mfAlpha; float mfAlphaStep; float mfFinalAlpha; tVertexVec mvVtxVec; cInit *mpInit; iLowLevelGraphics *mpLowGfx; cTextureManager *mpTexManager; }; //---------------------------------------- class cIntroStory : public iUpdateable { public: cIntroStory(cInit *apInit); ~cIntroStory(); void Update(float afTimeStep); void Reset(); void OnDraw(); void OnPostSceneDraw(); void Exit(); bool IsActive() { return mbActive; } void SetActive(bool abX); private: void SetMessage(const tWString &asMess); void Image00(); void Image01(); void Image02(); void Image03(); void Image04(); void Image05(); bool mbSearchNext; cInit *mpInit; iLowLevelGraphics *mpLowGfx; cTextureManager *mpTexManager; cSoundHandler *mpSoundHandler; iTexture *mpBlackTexture; cIntroImage mvImages[INTRO_IMAGE_NUM]; float mfTimerCount; int mlNextStop; float mfVoiceVol; FontData *mpFont; bool mbActive; tWString msMessage; tWString msCentreText; eButtonHandlerState mLastButtonState; }; //---------------------------------------- #endif // GAME_INTRO_STORY_H