mirror of
https://github.com/libretro/scummvm.git
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d3e64544b3
Rename the surfaces to more meaningful names and move ownership out of the VQA classes. This means that the VQA classes no longer create their own internal surfaces but instead draw on externally provided surfaces.
110 lines
3.0 KiB
C++
110 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/item_pickup.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/audio_player.h"
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#include "bladerunner/gameinfo.h"
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#include "bladerunner/slice_animations.h"
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#include "bladerunner/slice_renderer.h"
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#include "bladerunner/zbuffer.h"
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namespace BladeRunner {
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ItemPickup::ItemPickup(BladeRunnerEngine *vm) {
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_vm = vm;
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_facingStep = float(2.0f / 3000.0f * (2.0f * M_PI));
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reset();
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}
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ItemPickup::~ItemPickup() {
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}
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void ItemPickup::setup(int animationId, int screenX, int screenY) {
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_animationId = animationId;
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_animationFrame = 0;
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_facing = 0.0;
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_timeLeft = 3000;
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_scale = 0;
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_screenX = CLIP(screenX, 40, 600);
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_screenY = CLIP(screenY, 40, 440);
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_screenRect.left = _screenX - 40;
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_screenRect.right = _screenX + 40;
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_screenRect.top = _screenY - 40;
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_screenRect.bottom = _screenY + 40;
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int pan = (150 * _screenX - 48000) / 640;
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_vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(335), 80, pan, pan, 50, 0);
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_timeLast = _vm->getTotalPlayTime();
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}
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void ItemPickup::reset() {
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_animationId = -1;
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_screenX = 0;
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_screenY = 0;
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_facing = 0.0f;
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_scale = 1.0f;
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_animationFrame = 0;
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_timeLeft = 0;
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_timeLast = 0;
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}
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void ItemPickup::tick() {
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if (_timeLeft == 0) {
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return;
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}
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int timeNow = _vm->getTotalPlayTime();
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int timeDiff = timeNow - _timeLast;
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_timeLast = timeNow;
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timeDiff = MIN(MIN(timeDiff, 67), _timeLeft);
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_timeLeft -= timeDiff;
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if (_timeLeft >= 2000) {
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_scale = 1.0f - (((2000.0f - _timeLeft) / 1000.0f) * ((2000.0f - _timeLeft) / 1000.0f));
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} else if (_timeLeft < 1000) {
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_scale = 1.0f - (((1000.0f - _timeLeft) / 1000.0f) * ((1000.0f - _timeLeft) / 1000.0f));
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} else {
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_scale = 1.0f;
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}
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_scale *= 75.0f;
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_facing += _facingStep * timeDiff;
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if (_facing > float(2.0f * M_PI)) {
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_facing -= float(2.0f * M_PI);
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}
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_animationFrame = (_animationFrame + 1) % _vm->_sliceAnimations->getFrameCount(_animationId);
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}
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void ItemPickup::draw() {
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if (_timeLeft == 0) {
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return;
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}
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_vm->_sliceRenderer->drawOnScreen(_animationId, _animationFrame, _screenX, _screenY, _facing, _scale, _vm->_surfaceGame, _vm->_zbuffer->getData());
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}
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} // End of namespace BladeRunner
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