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scummvm-cursorfix/engines/ultima/nuvie/core/effect.h
2026-02-02 04:50:13 +01:00

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/* 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/>.
*
*/
#ifndef NUVIE_CORE_EFFECT_H
#define NUVIE_CORE_EFFECT_H
#include "ultima/nuvie/misc/call_back.h"
#include "ultima/nuvie/core/map.h"
#include "ultima/nuvie/core/obj_manager.h"
#include "ultima/nuvie/core/anim_manager.h"
namespace Ultima {
namespace Nuvie {
//class Actor;
class EffectManager;
class Game;
class MapWindow;
class NuvieAnim;
class Screen;
class TimedAdvance;
class TimedCallback;
class ObjManager;
// Effects add themselves to EffectManager and most start immediately.
/* Effects: * = unwritten or untested
* Quake - earthquake from cyclops or volcanos
* Hit - hit actor anim + sfx
* Explosive - explosion caused by powder keg, volcanos, or cannonball hit
* ThrowObject - any thrown object or tile
* Cannonball (FIX: change to UseCodeThrow)
* Missile - throw object to ground or actor; optionally cause damage
* *Boomerang - spin Missile and return to sender
* Drop - throw obj from inventory to ground
* Sleep - pause game & advance time quickly
* Fade - fade the mapwindow in or out
* GameFadeIn - blocks user-input until Fade is complete
* *Palette - do something with the color palette
* Vanish - fade from an image of the mapwindow to the real mapwindow
* *FadeObject - might not need this since Vanish can be used
* U6WhitePotion - will probably make PaletteEffect to do this
*/
/* Control animation and sounds in the game world.
*/
class Effect : public CallBack {
protected:
Game *game;
EffectManager *effect_manager;
bool defunct;
uint32 retain_count;
public:
Effect();
~Effect() override;
void retain() {
retain_count++;
}
void release() {
if (retain_count > 0) retain_count--;
}
bool is_retained() const {
return retain_count == 0 ? false : true;
}
void delete_self() {
defunct = true;
}
void add_anim(NuvieAnim *anim);
bool is_defunct() const {
return defunct;
}
uint16 callback(uint16, CallBack *, void *) override {
return 0;
}
};
/* Toss a cannon ball from one actor to another, or from an object towards
* a numbered direction.
*/
class CannonballEffect : public Effect {
UseCode *usecode;
NuvieAnim *anim;
// *sfx;
Obj *obj;
MapCoord target_loc; // where cannonball will hit
void start_anim();
public:
CannonballEffect(Obj *src_obj, sint8 direction = -1);
// CannonballEffect(Actor *src_actor, Actor *target_actor); from a ship
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
class ProjectileEffect : public Effect {
protected:
uint16 tile_num;
MapCoord start_loc; // where explosion will start
vector<MapCoord> targets;
uint8 anim_speed;
bool trail;
uint16 initial_tile_rotation;
uint16 rotation_amount;
uint8 src_tile_y_offset;
uint16 finished_tiles;
vector<MapEntity> hit_entities;
virtual void start_anim();
public:
ProjectileEffect() : tile_num(0), anim_speed(0), trail(false),
initial_tile_rotation(0), rotation_amount(0), src_tile_y_offset(0),
finished_tiles(0) {
}
ProjectileEffect(uint16 tileNum, MapCoord start, MapCoord target, uint8 speed, bool trailFlag, uint16 initialTileRotation, uint16 rotationAmount, uint8 src_y_offset);
ProjectileEffect(uint16 tileNum, MapCoord start, const vector<MapCoord> &t, uint8 speed, bool trailFlag, uint16 initialTileRotation);
void init(uint16 tileNum, MapCoord start, const vector<MapCoord> &t, uint8 speed, bool trailFlag, uint16 initialTileRotation, uint16 rotationAmount, uint8 src_y_offset);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
vector<MapEntity> *get_hit_entities() {
return &hit_entities;
}
};
class ExpEffect : public ProjectileEffect {
//UseCode *usecode;
NuvieAnim *anim;
//Obj *obj;
uint16 exp_tile_num;
protected:
void start_anim() override;
public:
ExpEffect(uint16 tileNum, const MapCoord &location);
};
/* Use to add an effect with timed activity. Self-contained timer must be
* stopped/started with the included methods.
*/
class TimedEffect : public Effect {
protected:
TimedCallback *timer;
public:
TimedEffect() {
timer = nullptr;
}
TimedEffect(uint32 delay) {
timer = nullptr;
start_timer(delay);
}
~TimedEffect() override {
stop_timer();
}
void start_timer(uint32 delay);
void stop_timer();
void delete_self() {
stop_timer();
Effect::delete_self();
}
uint16 callback(uint16 msg, CallBack *caller, void *data) override {
if (msg == MESG_TIMED) delete_self(); //= 0;
return 0;
}
};
/* Shake the visible play area around.
*/
class QuakeEffect : public TimedEffect {
MapWindow *map_window;
static QuakeEffect *current_quake; // do nothing if already active
sint32 sx, sy; // last map_window movement amount
MapCoord orig; // map_window location at start
Actor *orig_actor; // center map_window on actor
uint32 stop_time;
uint8 strength; // magnitude
public:
QuakeEffect(uint8 magnitude, uint32 duration, Actor *keep_on = nullptr);
~QuakeEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
void init_directions();
void recenter_map();
void stop_quake();
};
/* Hit target actor.
*/
class HitEffect : public Effect {
public:
HitEffect(Actor *target, uint32 duration = 300);
HitEffect(const MapCoord &location);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
/* Print text to MapWindow for a given duration
*/
class TextEffect : public Effect {
public:
TextEffect(Std::string text);
TextEffect(Std::string text, const MapCoord &location);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
/* Create explosion animation and sounds from the source location out to
* specified radius. Hit actors and objects for `dmg'.
*/
class ExplosiveEffect : public Effect {
protected:
NuvieAnim *anim;
// *sfx;
MapCoord start_at;
uint32 radius;
uint16 hit_damage; // hp taken off actors hit by explosion
void start_anim();
public:
ExplosiveEffect(uint16 x, uint16 y, uint32 size, uint16 dmg = 0);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
// children can override
virtual void delete_self() {
Effect::delete_self();
}
virtual bool hit_object(Obj *obj) {
return false; // explosion hit something
}
// true return=end effect
};
/* Explosion that sends usecode event to an object on completion.
*/
class UseCodeExplosiveEffect : public ExplosiveEffect {
Obj *obj; // explosion came from this object (can be nullptr)
Obj *original_obj; // don't hit this object (chain-reaction avoidance hack)
public:
UseCodeExplosiveEffect(Obj *src_obj, uint16 x, uint16 y, uint32 size, uint16 dmg = 0, Obj *dont_hit_me = nullptr)
: ExplosiveEffect(x, y, size, dmg), obj(src_obj), original_obj(dont_hit_me) {
}
void delete_self() override;
bool hit_object(Obj *hit_obj) override; // explosion hit something
};
/* Toss object tile from one location to another with a TossAnim, and play a
* sound effect. The ThrowObjectEffect is constructed with uninitialized
* parameters and isn't started until start_anim() is called.
*/
class ThrowObjectEffect : public Effect {
protected:
ObjManager *obj_manager;
NuvieAnim *anim; // TossAnim
// *sfx;
MapCoord start_at, stop_at; // start_at -> stop_at
Obj *throw_obj; // object being thrown
const Tile *throw_tile; // graphic to use (default is object's tile)
uint16 throw_speed; // used in animation
uint16 degrees; // rotation of tile
uint8 stop_flags; // TossAnim blocking flags
public:
ThrowObjectEffect();
~ThrowObjectEffect() override { }
void hit_target(); // stops effect
void start_anim();
uint16 callback(uint16 msg, CallBack *caller, void *data) override = 0;
};
/* Drop an object from an actor's inventory. Object is removed from the actor
* after starting the effect, and added to the map when the effect is complete.
* Effect speed is gametype-defined.
*/
class DropEffect : public ThrowObjectEffect {
Actor *drop_from_actor;
public:
DropEffect(Obj *obj, uint16 qty, Actor *actor, MapCoord *drop_loc);
void hit_target();
void get_obj(Obj *obj, uint16 qty);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
#define MISSILE_DEFAULT_SPEED 200
#define MISSILE_HIT_TARGET TOSS_TO_BLOCKING
#define MISSILE_HIT_OBJECTS (TOSS_TO_BLOCKING|TOSS_TO_OBJECT)
#define MISSILE_HIT_ACTORS (TOSS_TO_BLOCKING|TOSS_TO_ACTOR)
#define MISSILE_HIT_ALL (TOSS_TO_BLOCKING|TOSS_TO_OBJECT|TOSS_TO_ACTOR)
/* Throw a missile towards a target location. If the target is an actor or
* object, it will be hit for the requested damage. If the target is an empty
* map location, the object will be added to the map. The missile always stops
* if hitting a blocking tile.
*
* Decide in the attack logic, before constructing this, whether or not it was
* successful, and use the appropriate constructor. You can set the effect to
* hit any actors or objects in the way if the attack missed.
*/
class MissileEffect : public ThrowObjectEffect {
ActorManager *actor_manager;
uint16 hit_damage; // hp taken off actor/object hit by missile
Actor *hit_actor;
Obj *hit_obj;
public:
MissileEffect(uint16 tile_num, uint16 obj_n, const MapCoord &source,
const MapCoord &target, uint8 dmg, uint8 intercept = MISSILE_HIT_TARGET, uint16 speed = MISSILE_DEFAULT_SPEED);
void init(uint16 tile_num, uint16 obj_n, const MapCoord &source,
const MapCoord &target, uint32 dmg, uint8 intercept, uint32 speed);
void hit_target();
void hit_blocking();
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
#if 0
/* Throw an object and bring it back.
*/
class BoomerangEffect : public ThrowObjectEffect {
// I might even add an arc from the center line for a cool effect.
};
/* Cycle or modify the game palette in some way.
*/
class PaletteEffect : public TimedEffect {
// palette effects are created from child classes (new BlackPotionEffect();)
// ...and these can include SFX like any other effect
// but PaletteEffect is not abstract (new PaletteEffect(timing & color params...);)
};
#endif
/* For sleeping at inns. Fade-out, advance time, and fade-in.
*/
class SleepEffect : public Effect {
TimedAdvance *timer; // timed event
uint8 stop_hour, stop_minute; // sleep until this time
Std::string stop_time;
public:
SleepEffect(Std::string until);
SleepEffect(uint8 to_hour);
~SleepEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
void delete_self();
};
typedef enum { FADE_PIXELATED, FADE_CIRCLE, FADE_PIXELATED_ONTOP } FadeType;
typedef enum { FADE_IN, FADE_OUT } FadeDirection;
/* Manipulate the MapWindow for two types of fades. One is a stippled-like fade
* that draws pixels to random locations on the screen until completely flooded
* with a set color. The other changes the ambient light until fully black.
*/
class FadeEffect : public TimedEffect {
protected:
static FadeEffect *current_fade; // do nothing if already active
MapWindow *map_window;
Screen *screen; // for PIXELATED, the overlay is blitted to the screen...
Common::Rect *viewport; // ...at the MapWindow coordinates set here
Graphics::ManagedSurface *overlay; // this is what gets blitted
FadeType fade_type; // PIXELATED[_ONTOP] or CIRCLE
FadeDirection fade_dir; // IN (removing color) or OUT (adding color)
uint32 fade_speed; // meaning of this depends on fade_type
uint8 pixelated_color; // color from palette that is being faded to/from
Graphics::ManagedSurface *fade_from; // image being faded from or to (or nullptr if coloring)
uint16 fade_x, fade_y; // start fade from this point (to fade_from size)
uint32 evtime, prev_evtime; // time of last message to callback()
uint32 pixel_count, colored_total; // number of pixels total/colored
uint16 fade_iterations; // number of times we've updated the fade effect
public:
FadeEffect(FadeType fade, FadeDirection dir, uint32 color = 0, uint32 speed = 0);
FadeEffect(FadeType fade, FadeDirection dir, Graphics::ManagedSurface *capture, uint32 speed = 0);
FadeEffect(FadeType fade, FadeDirection dir, Graphics::ManagedSurface *capture, uint16 x, uint16 y, uint32 speed = 0);
~FadeEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
bool pixelated_fade_out();
bool pixelated_fade_in();
bool circle_fade_out();
bool circle_fade_in();
void delete_self();
protected:
void init(FadeType fade, FadeDirection dir, uint32 color, Graphics::ManagedSurface *capture, uint16 x, uint16 y, uint32 speed);
void init_pixelated_fade();
void init_circle_fade();
inline bool find_free_pixel(uint32 &rnum, uint32 pixel_count);
uint32 pixels_to_check();
bool pixelated_fade_core(uint32 pixels_to_check, sint16 fade_to);
// inline uint32 get_random_pixel(uint16 center_thresh = 0);
};
/* Front-end to FadeEffect that fades in, and resumes game.
*/
class GameFadeInEffect : public FadeEffect {
public:
GameFadeInEffect(uint32 color);
~GameFadeInEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
/* Captures an image of the MapWindow without an object, then places the object
* on the map and fades to the new image. (or the opposite if FADE_OUT is used)
*/
class FadeObjectEffect : public Effect {
ObjManager *obj_manager;
Obj *fade_obj;
FadeDirection fade_dir;
public:
FadeObjectEffect(Obj *obj, FadeDirection dir);
~FadeObjectEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
/* Do a blocking fade-to (FADE_OUT) from a captured image of the game area, to
* the active game area. (transparent) This is used for vanish or morph effects.
*/
#define VANISH_WAIT true
#define VANISH_NOWAIT false
class VanishEffect : public Effect {
bool input_blocked;
public:
VanishEffect(bool pause_user = VANISH_NOWAIT);
~VanishEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
class TileFadeEffect : public TimedEffect {
//TileAnim *anim;
//Tile *to_tile;
//Tile *anim_tile;
Actor *actor;
//uint8 color_from, color_to;
bool inc_reverse;
uint16 spd;
uint16 num_anim_running;
public:
TileFadeEffect(const MapCoord &loc, Tile *from, Tile *to, FadeType type, uint16 speed);
//TileFadeEffect(MapCoord loc, Tile *from, uint8 color_from, uint8 color_to, bool reverse, uint16 speed);
TileFadeEffect(Actor *a, uint16 speed);
~TileFadeEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
protected:
void add_actor_anim();
void add_fade_anim(const MapCoord &loc, Tile *tile);
void add_tile_anim(const MapCoord &loc, Tile *tile);
void add_obj_anim(Obj *obj);
};
class TileBlackFadeEffect : public TimedEffect {
Actor *actor;
Obj *obj;
uint8 color;
bool reverse;
uint16 fade_speed;
uint16 num_anim_running;
public:
TileBlackFadeEffect(Actor *a, uint8 fade_color, uint16 speed);
TileBlackFadeEffect(Obj *o, uint8 fade_color, uint16 speed);
~TileBlackFadeEffect() override;
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
protected:
void init(uint8 fade_color, uint16 speed);
void add_actor_anim();
void add_obj_anim(Obj *o);
void add_tile_anim(const MapCoord &loc, Tile *tile);
};
/* Briefly modify the mapwindow colors, disable map-blacking and player
* movement for a few seconds, then enable both.
*/
class XorEffect : public TimedEffect {
MapWindow *map_window;
uint32 length;
Graphics::ManagedSurface *capture; // this is what gets blitted
void xor_capture(uint8 mod);
void init_effect();
public:
/* eff_ms=length of visual effect */
XorEffect(uint32 eff_ms);
~XorEffect() override { }
/* Called by the timer between each effect stage. */
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
/* Briefly modify the mapwindow colors, disable map-blacking and player
* movement for a few seconds, then enable both.
*/
class U6WhitePotionEffect : public TimedEffect {
MapWindow *map_window;
uint8 state; // 0=start, 1=eff1, 2=eff2, 3=x-ray, 4=complete
uint32 start_length, eff1_length, eff2_length, xray_length;
Graphics::ManagedSurface *capture; // this is what gets blitted
Obj *potion; // allows effect to call usecode and delete object
void xor_capture(uint8 mod);
void init_effect();
public:
/* eff_ms=length of visual effect; delay_ms=length of x-ray effect */
U6WhitePotionEffect(uint32 eff_ms, uint32 delay_ms, Obj *callback_obj = nullptr);
~U6WhitePotionEffect() override { }
/* Called by the timer between each effect stage. */
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
class XRayEffect : public TimedEffect {
uint32 xray_length;
void init_effect();
public:
/* eff_ms=length of x-ray effect */
XRayEffect(uint32 eff_ms);
~XRayEffect() override { }
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
/* Pause the game, create an effect, and wait for user input to continue. */
class PauseEffect: public Effect {
public:
/* Called by the Effect handler when input is available. */
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
virtual void delete_self() {
Effect::delete_self();
}
PauseEffect();
~PauseEffect() override { }
};
/* Gather text from scroll input then continue. */
class TextInputEffect: public Effect {
Std::string input;
public:
/* Called by the Effect handler when input is available. */
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
TextInputEffect(const char *allowed_chars, bool can_escape);
~TextInputEffect() override { }
Std::string get_input() {
return input;
}
};
class WizardEyeEffect: public Effect {
public:
/* Called by the Effect handler when input is available. */
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
virtual void delete_self() {
Effect::delete_self();
}
WizardEyeEffect(const MapCoord &location, uint16 duration);
~WizardEyeEffect() override { }
};
/* colors for PeerEffect */
const uint8 peer_tilemap[4] = {
0x0A, // GROUND/PASSABLE
0x09, // WATER
0x07, // WALLS/BLOCKED
0x0C // DANGER/DAMAGING
};
#define PEER_TILEW 4
const uint8 peer_tile[PEER_TILEW * PEER_TILEW] = {
0, 1, 0, 1,
1, 0, 1, 0,
0, 1, 0, 1,
1, 0, 1, 0
};
/* Display an overview of the current area in the MapWindow. Any new actions
* cancel the effect and return to the prompt.
* (area is 48x48 tiles around the player, regardless of MapWindow size)
*/
class PeerEffect : public PauseEffect {
MapWindow *map_window;
Graphics::ManagedSurface *overlay; // this is what gets blitted
Obj *gem; // allows effect to call usecode and delete object
MapCoord area; // area to display (top-left corner)
uint8 tile_trans; // peer_tile transparency mask (0 or 1)
uint16 map_pitch;
inline void blit_tile(uint16 x, uint16 y, uint8 c);
inline void blit_actor(Actor *actor);
inline uint8 get_tilemap_type(uint16 wx, uint16 wy, uint8 wz);
void fill_buffer(uint8 *mapbuffer, uint16 x, uint16 y);
void peer();
public:
PeerEffect(uint16 x, uint16 y, uint8 z, Obj *callback_obj = 0);
~PeerEffect() override { }
void init_effect();
void delete_self() override;
};
class WingStrikeEffect : public Effect {
protected:
Actor *actor;
public:
WingStrikeEffect(Actor *target_actor);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
class HailStormEffect : public Effect {
public:
HailStormEffect(const MapCoord &target);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
#define EFFECT_PROCESS_GUI_INPUT true
/* Run an effect asynchronously and keep updating the world until the effect completes. */
class AsyncEffect : public Effect {
protected:
Effect *effect;
bool effect_complete;
public:
AsyncEffect(Effect *e);
~AsyncEffect() override;
void run(bool process_gui_input = false);
uint16 callback(uint16 msg, CallBack *caller, void *data) override;
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif