1 | // |
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2 | // Monsterz |
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3 | // |
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4 | // Copyright: (c) 2005-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #ifdef WIN32 |
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16 | # define _USE_MATH_DEFINES /* for M_PI */ |
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17 | # define WIN32_LEAN_AND_MEAN |
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18 | # include <windows.h> |
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19 | #endif |
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20 | |
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21 | #include <cmath> |
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22 | #include <cstdlib> |
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23 | #include <ctime> |
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24 | |
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25 | #include "core.h" |
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26 | |
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27 | using namespace lol; |
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28 | |
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29 | #include "monsterz.h" |
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30 | #include "title.h" |
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31 | |
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32 | /* |
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33 | * Title implementation class |
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34 | */ |
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35 | |
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36 | class TitleData |
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37 | { |
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38 | friend class Title; |
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39 | |
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40 | private: |
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41 | int title, stars, clouds, eagle, logo, ground; |
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42 | int anim[6]; |
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43 | int event[7]; |
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44 | |
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45 | enum |
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46 | { |
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47 | IDLE, |
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48 | ANIM, |
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49 | EVENT, |
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50 | } |
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51 | state; |
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52 | |
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53 | enum |
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54 | { |
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55 | DAY, |
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56 | NIGHT, |
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57 | STEALTH, |
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58 | RADIO, |
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59 | } |
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60 | period, nextperiod; |
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61 | |
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62 | vec2 cloudpos[5]; |
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63 | vec2 cloudspeed[5]; |
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64 | |
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65 | vec2i ground_pos; |
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66 | |
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67 | int eagley; |
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68 | |
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69 | float timer, length, eagletimer; |
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70 | int nframes, animid; |
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71 | }; |
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72 | |
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73 | static vec2i const animsize[] = |
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74 | { |
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75 | vec2i(384, 384), |
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76 | vec2i(284, 81), |
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77 | vec2i(38, 146), |
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78 | vec2i(29, 137), |
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79 | vec2i(284, 82), |
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80 | vec2i(384, 384), |
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81 | }; |
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82 | |
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83 | static vec2i const animpos[] = |
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84 | { |
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85 | vec2i(0, 0), |
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86 | vec2i(65, 255), |
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87 | vec2i(239, 168), |
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88 | vec2i(248, 168), |
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89 | vec2i(63, 255), |
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90 | vec2i(0, 0), |
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91 | }; |
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92 | |
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93 | static vec2i const eventsize[] = |
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94 | { |
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95 | vec2i(143, 16), |
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96 | vec2i(68, 49), |
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97 | vec2i(17, 29), |
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98 | vec2i(50, 80), |
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99 | vec2i(237, 238), |
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100 | vec2i(59, 53), |
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101 | vec2i(140, 15), |
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102 | }; |
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103 | |
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104 | static vec2i const eventpos[] = |
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105 | { |
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106 | vec2i(0, 322), |
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107 | vec2i(316, 286), |
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108 | vec2i(246, 245), |
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109 | vec2i(279, 173), |
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110 | vec2i(42, 101), |
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111 | vec2i(231, 154), |
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112 | vec2i(0, 322), |
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113 | }; |
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114 | |
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115 | /* |
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116 | * Public Title class |
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117 | */ |
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118 | |
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119 | Title::Title() |
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120 | : data(new TitleData()) |
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121 | { |
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122 | srand(rand() ^ time(NULL)); |
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123 | |
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124 | data->logo = Tiler::Register(PNG_TITLE_LOGO, vec2i(380, 181), 0, 1.0f); |
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125 | data->ground = Tiler::Register(PNG_TITLE_GROUND, vec2i(384, 80), 0, 1.0f); |
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126 | data->ground_pos = vec2i(640 / 2 - 384 / 2, 480 / 4 - 80); |
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127 | |
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128 | data->title = Tiler::Register(PNG_TITLE, 384, 0, 1.0f); |
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129 | data->stars = Tiler::Register(PNG_STARS, vec2i(384, 144), 0, 1.0f); |
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130 | data->clouds = Tiler::Register(PNG_CLOUDS, vec2i(160, 32), 0, 1.0f); |
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131 | data->eagle = Tiler::Register(PNG_EAGLE, 16, 0, 1.0f); |
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132 | for (int n = 0; n < 6; n++) |
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133 | data->anim[n] = Tiler::Register(PNG_TITLEANIM[n], |
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134 | animsize[n], 0, 1.0f); |
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135 | for (int n = 0; n < 7; n++) |
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136 | data->event[n] = Tiler::Register(PNG_TITLEEVENT[n], |
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137 | eventsize[n], 0, 1.0f); |
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138 | data->state = TitleData::IDLE; |
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139 | data->period = TitleData::DAY; |
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140 | data->nextperiod = TitleData::DAY; |
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141 | data->timer = RandF(2000.0f, 3000.0f); |
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142 | data->eagletimer = RandF(DURATION_EAGLE, 4 * DURATION_EAGLE); |
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143 | |
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144 | for (int n = 0; n < 5; n++) |
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145 | { |
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146 | data->cloudpos[n] = vec2(RandF(384), RandF(130, 190)); |
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147 | data->cloudspeed[n] = RandF(-0.01f, 0.01f); |
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148 | } |
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149 | |
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150 | data->eagley = 140 + rand() % 40; |
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151 | |
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152 | position = vec3i(24, 72, 1); |
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153 | bbox[0] = position; |
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154 | bbox[1] = bbox[0] + vec3i(384, 384, 0); |
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155 | |
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156 | Input::TrackMouse(this); |
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157 | } |
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158 | |
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159 | void Title::TickGame(float deltams) |
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160 | { |
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161 | Entity::TickGame(deltams); |
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162 | |
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163 | data->timer -= deltams; |
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164 | data->eagletimer -= deltams; |
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165 | |
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166 | /* Probability of playing an animation given the current period */ |
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167 | static float const p1[] = { 0.6f, 0.3f, 0.0f, 0.2f }; |
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168 | /* Probability of a period change given the current period */ |
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169 | static float const p2[] = { 0.1f, 0.2f, 0.5f, 0.5f }; |
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170 | /* Number of frames in transition anims and events */ |
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171 | static int const t1[] = { 31, 26, 7, 7, 32, 6, 31 }; |
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172 | static int const t2[] = { 2, 4, 11, 4, 6, 2 }; |
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173 | |
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174 | for (int n = 0; n < 5; n++) |
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175 | { |
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176 | data->cloudpos[n].x += deltams * data->cloudspeed[n].x; |
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177 | if (data->cloudpos[n].x > 384.0f) |
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178 | data->cloudpos[n].x -= 384.0f; |
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179 | else if (data->cloudpos[n].x < 0.0f) |
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180 | data->cloudpos[n].x += 384.0f; |
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181 | } |
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182 | |
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183 | switch (data->state) |
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184 | { |
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185 | case TitleData::IDLE: |
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186 | if (data->eagletimer < 0.0f) |
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187 | { |
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188 | data->eagletimer = RandF(DURATION_EAGLE, 4 * DURATION_EAGLE); |
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189 | data->eagley = 140 + rand() % 40; |
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190 | } |
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191 | if (data->timer > 0.0f) |
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192 | break; |
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193 | if (RandF() < p1[data->period]) |
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194 | { |
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195 | switch (data->period) |
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196 | { |
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197 | case TitleData::DAY: |
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198 | data->animid = rand() % 4; |
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199 | break; |
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200 | case TitleData::NIGHT: |
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201 | data->animid = (rand() % 2) ? 4 : 6; |
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202 | break; |
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203 | case TitleData::STEALTH: |
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204 | /* XXX: we should not be here! */ |
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205 | break; |
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206 | case TitleData::RADIO: |
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207 | data->animid = 5; |
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208 | break; |
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209 | } |
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210 | data->state = TitleData::EVENT; |
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211 | data->nframes = t1[data->animid]; |
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212 | data->timer = data->length = data->nframes * 100.0f; |
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213 | } |
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214 | else if (RandF() < p2[data->period]) |
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215 | { |
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216 | switch (data->period) |
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217 | { |
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218 | case TitleData::DAY: |
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219 | data->nextperiod = TitleData::NIGHT; |
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220 | data->animid = 0; |
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221 | break; |
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222 | case TitleData::NIGHT: |
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223 | if (RandF() < 0.6f) |
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224 | { |
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225 | data->nextperiod = TitleData::DAY; |
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226 | data->animid = 5; |
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227 | } |
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228 | else |
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229 | { |
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230 | data->nextperiod = TitleData::STEALTH; |
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231 | data->animid = 1; |
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232 | } |
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233 | break; |
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234 | case TitleData::STEALTH: |
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235 | if (RandF() < 0.3f) |
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236 | { |
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237 | data->nextperiod = TitleData::RADIO; |
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238 | data->animid = 2; |
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239 | } |
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240 | else |
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241 | { |
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242 | data->nextperiod = TitleData::NIGHT; |
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243 | data->animid = 4; |
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244 | } |
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245 | break; |
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246 | case TitleData::RADIO: |
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247 | data->nextperiod = TitleData::STEALTH; |
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248 | data->animid = 3; |
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249 | break; |
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250 | } |
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251 | data->state = TitleData::ANIM; |
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252 | data->nframes = t2[data->animid]; |
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253 | data->timer = data->length = data->nframes * 100.0f; |
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254 | } |
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255 | else |
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256 | { |
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257 | data->timer = RandF(500.0f, 1000.0f); |
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258 | } |
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259 | break; |
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260 | case TitleData::ANIM: |
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261 | if (data->timer < 0.0f) |
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262 | data->period = data->nextperiod; |
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263 | /* Fall through */ |
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264 | case TitleData::EVENT: |
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265 | if (data->timer < 0.0f) |
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266 | { |
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267 | data->state = TitleData::IDLE; |
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268 | data->timer = RandF(500.0f, 1000.0f); |
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269 | } |
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270 | break; |
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271 | } |
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272 | } |
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273 | |
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274 | void Title::TickDraw(float deltams) |
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275 | { |
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276 | Entity::TickDraw(deltams); |
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277 | |
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278 | /* The background, always here. */ |
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279 | int backid = (int)data->period; |
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280 | Scene::GetDefault()->AddTile((data->title << 16) | backid, |
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281 | data->ground_pos.x, data->ground_pos.y, 1, 0); |
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282 | |
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283 | /* The stars */ |
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284 | if (data->period != TitleData::DAY) |
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285 | { |
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286 | Scene::GetDefault()->AddTile((data->stars << 16) | 0, |
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287 | 24 + 0, 72 + 240, 2, 0); |
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288 | } |
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289 | |
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290 | /* The clouds. FIXME: tune color grading later */ |
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291 | int cloudoff = data->period == TitleData::DAY ? 0 : 3; |
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292 | |
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293 | for (int n = 0; n < 5; n++) |
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294 | { |
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295 | int cloudid = n * 4 + cloudoff; |
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296 | Scene::GetDefault()->AddTile((data->clouds << 16) | cloudid, |
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297 | 24 + data->cloudpos[n].x, |
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298 | 72 + data->cloudpos[n].y, 2, 0); |
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299 | Scene::GetDefault()->AddTile((data->clouds << 16) | cloudid, |
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300 | 24 + data->cloudpos[n].x - 384.0f, |
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301 | 72 + data->cloudpos[n].y, 2, 0); |
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302 | } |
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303 | |
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304 | /* Maybe an eagle? */ |
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305 | if (data->eagletimer >= 0.0f) |
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306 | { |
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307 | int eagleid = (int)(data->eagletimer / 100) % 6; |
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308 | if (data->period != TitleData::DAY) |
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309 | eagleid += 6; |
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310 | float phase = sinf(data->eagletimer * (2.0f * M_PI / 100 / 6)); |
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311 | int x = (DURATION_EAGLE - data->eagletimer) * 384 / DURATION_EAGLE; |
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312 | int y = data->eagley + 5.0f * sinf(phase); |
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313 | Scene::GetDefault()->AddTile((data->eagle << 16) | eagleid, |
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314 | 24 + x, 72 + y, 3, 0); |
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315 | } |
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316 | |
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317 | /* The ground. */ |
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318 | for (int x = (data->ground_pos.x - 1) % 384 - 384; |
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319 | x < Video::GetSize().x; x += 384) |
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320 | { |
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321 | Scene::GetDefault()->AddTile((data->ground << 16) | 0, |
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322 | x, data->ground_pos.y, 0, 0); |
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323 | } |
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324 | |
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325 | /* Maybe an animation? */ |
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326 | int tiler = 0; |
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327 | int id = 0; |
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328 | vec2i pos = 0; |
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329 | |
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330 | switch (data->state) |
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331 | { |
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332 | case TitleData::IDLE: |
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333 | break; |
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334 | case TitleData::ANIM: |
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335 | tiler = data->anim[data->animid]; |
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336 | pos = animpos[data->animid]; |
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337 | pos.y = 384 - animsize[data->animid].y - pos.y; // Hack |
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338 | id = (data->length - data->timer) * data->nframes / data->length; |
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339 | if (id < 0) id = 0; |
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340 | if (id > data->nframes - 1) id = data->nframes - 1; |
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341 | break; |
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342 | case TitleData::EVENT: |
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343 | tiler = data->event[data->animid]; |
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344 | pos = eventpos[data->animid]; |
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345 | pos.y = 384 - eventsize[data->animid].y - pos.y; // Hack |
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346 | id = (data->length - data->timer) * data->nframes / data->length; |
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347 | if (id < 0) id = 0; |
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348 | if (id > data->nframes - 1) id = data->nframes - 1; |
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349 | break; |
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350 | } |
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351 | if (tiler) |
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352 | Scene::GetDefault()->AddTile((tiler << 16) | id, |
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353 | data->ground_pos.x + pos.x, |
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354 | data->ground_pos.y + pos.y, 1, 0); |
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355 | |
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356 | /* The logo, on top of the rest. */ |
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357 | Scene::GetDefault()->AddTile((data->logo << 16) | 0, 26, 250, 3, 0); |
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358 | } |
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359 | |
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360 | int Title::IsClicked() const |
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361 | { |
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362 | return clicked[0]; |
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363 | } |
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364 | |
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365 | Title::~Title() |
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366 | { |
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367 | Input::UntrackMouse(this); |
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368 | Tiler::Deregister(data->logo); |
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369 | Tiler::Deregister(data->ground); |
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370 | Tiler::Deregister(data->title); |
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371 | Tiler::Deregister(data->stars); |
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372 | Tiler::Deregister(data->clouds); |
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373 | Tiler::Deregister(data->eagle); |
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374 | for (int n = 0; n < 6; n++) |
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375 | Tiler::Deregister(data->anim[n]); |
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376 | for (int n = 0; n < 7; n++) |
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377 | Tiler::Deregister(data->event[n]); |
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378 | delete data; |
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379 | } |
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380 | |
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