mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
b83ac21f60
Shots don't result in bullets yet, though
170 lines
4.1 KiB
C++
170 lines
4.1 KiB
C++
/* 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 2
|
|
* 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, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
#include "common/util.h"
|
|
|
|
#include "gob/minigames/geisha/mouth.h"
|
|
|
|
namespace Gob {
|
|
|
|
namespace Geisha {
|
|
|
|
Mouth::Mouth(const ANIFile &ani, const CMPFile &cmp,
|
|
uint16 mouthAnim, uint16 mouthSprite, uint16 floorSprite) : ANIObject(ani) {
|
|
|
|
_sprite = new ANIObject(cmp);
|
|
_sprite->setAnimation(mouthSprite);
|
|
_sprite->setVisible(true);
|
|
|
|
for (int i = 0; i < kFloorCount; i++) {
|
|
_floor[i] = new ANIObject(cmp);
|
|
_floor[i]->setAnimation(floorSprite);
|
|
_floor[i]->setVisible(true);
|
|
}
|
|
|
|
_state = kStateDeactivated;
|
|
|
|
setAnimation(mouthAnim);
|
|
setMode(kModeOnce);
|
|
setPause(true);
|
|
setVisible(true);
|
|
}
|
|
|
|
Mouth::~Mouth() {
|
|
for (int i = 0; i < kFloorCount; i++)
|
|
delete _floor[i];
|
|
|
|
delete _sprite;
|
|
}
|
|
|
|
void Mouth::advance() {
|
|
if (_state != kStateActivated)
|
|
return;
|
|
|
|
// Animation finished, set state to dead
|
|
if (isPaused()) {
|
|
_state = kStateDead;
|
|
return;
|
|
}
|
|
|
|
ANIObject::advance();
|
|
}
|
|
|
|
void Mouth::activate() {
|
|
if (_state != kStateDeactivated)
|
|
return;
|
|
|
|
_state = kStateActivated;
|
|
|
|
setPause(false);
|
|
}
|
|
|
|
bool Mouth::isDeactivated() const {
|
|
return _state == kStateDeactivated;
|
|
}
|
|
|
|
void Mouth::setPosition(int16 x, int16 y) {
|
|
ANIObject::setPosition(x, y);
|
|
|
|
int16 floorWidth, floorHeight;
|
|
_floor[0]->getFrameSize(floorWidth, floorHeight);
|
|
|
|
_sprite->setPosition(x, y);
|
|
|
|
for (int i = 0; i < kFloorCount; i++)
|
|
_floor[i]->setPosition(x + (i * floorWidth), y);
|
|
}
|
|
|
|
bool Mouth::draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom) {
|
|
// If the mouth is deactivated, draw the default mouth sprite
|
|
if (_state == kStateDeactivated)
|
|
return _sprite->draw(dest, left, top, right, bottom);
|
|
|
|
// If the mouth is activated, draw the current mouth animation sprite
|
|
if (_state == kStateActivated)
|
|
return ANIObject::draw(dest, left, top, right, bottom);
|
|
|
|
// If the mouth is dead, draw the floor tiles
|
|
if (_state == kStateDead) {
|
|
int16 fLeft, fRight, fTop, fBottom;
|
|
bool drawn = false;
|
|
|
|
left = 0x7FFF;
|
|
top = 0x7FFF;
|
|
right = 0;
|
|
bottom = 0;
|
|
|
|
for (int i = 0; i < kFloorCount; i++) {
|
|
if (_floor[i]->draw(dest, fLeft, fTop, fRight, fBottom)) {
|
|
drawn = true;
|
|
left = MIN(left , fLeft);
|
|
top = MIN(top , fTop);
|
|
right = MAX(right , fRight);
|
|
bottom = MAX(bottom, fBottom);
|
|
}
|
|
}
|
|
|
|
return drawn;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Mouth::clear(Surface &dest, int16 &left , int16 &top, int16 &right, int16 &bottom) {
|
|
// If the mouth is deactivated, clear the default mouth sprite
|
|
if (_state == kStateDeactivated)
|
|
return _sprite->clear(dest, left, top, right, bottom);
|
|
|
|
// If the mouth is activated, clear the current mouth animation sprite
|
|
if (_state == kStateActivated)
|
|
return ANIObject::clear(dest, left, top, right, bottom);
|
|
|
|
// If the mouth is clear, draw the floor tiles
|
|
if (_state == kStateDead) {
|
|
int16 fLeft, fRight, fTop, fBottom;
|
|
bool cleared = false;
|
|
|
|
left = 0x7FFF;
|
|
top = 0x7FFF;
|
|
right = 0;
|
|
bottom = 0;
|
|
|
|
for (int i = 0; i < kFloorCount; i++) {
|
|
if (_floor[i]->clear(dest, fLeft, fTop, fRight, fBottom)) {
|
|
cleared = true;
|
|
left = MIN(left , fLeft);
|
|
top = MIN(top , fTop);
|
|
right = MAX(right , fRight);
|
|
bottom = MAX(bottom, fBottom);
|
|
}
|
|
}
|
|
|
|
return cleared;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
} // End of namespace Geisha
|
|
|
|
} // End of namespace Gob
|