IntroStory.h
/* 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/>.
*
*/
/*
* 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