scummvm/engines/grim/iris.cpp

112 lines
2.7 KiB
C++

/* Residual - A 3D game interpreter
*
* Residual 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "engines/grim/iris.h"
#include "engines/grim/gfx_base.h"
#include "engines/grim/savegame.h"
#include "engines/grim/grim.h"
namespace Grim {
Iris::Iris() :
_playing(false), _direction(Open) {
}
Iris::~Iris() {
}
void Iris::play(Iris::Direction dir, int x, int y, int lenght) {
_playing = true;
_direction = dir;
_targetX = x;
_targetY = y;
_lenght = lenght;
_currTime = 0;
}
void Iris::draw() {
if (!_playing) {
if (_direction == Close && g_grim->getMode() != GrimEngine::SmushMode) {
g_driver->irisAroundRegion(320, 240, 320, 240);
}
return;
}
g_driver->irisAroundRegion(_x1, _y1, _x2, _y2);
}
void Iris::update(int frameTime) {
if (!_playing) {
return;
}
_currTime += frameTime;
if (_currTime >= _lenght) {
_playing = false;
return;
}
float factor = (float)_currTime / (float)_lenght;
if (_direction == Open) {
factor = 1 - factor;
}
_y1 = (int)(_targetY * factor);
_x1 = (int)(_targetX * factor);
_y2 = (int)(480 - (480 - _targetY) * factor);
_x2 = (int)(640 - (640 - _targetX) * factor);
}
void Iris::saveState(SaveGame *state) const {
state->beginSection('IRIS');
state->writeLEBool(_playing);
state->writeLEUint32((uint32)_direction);
state->writeLEUint32(_x1);
state->writeLEUint32(_y1);
state->writeLEUint32(_x2);
state->writeLEUint32(_y2);
state->writeLEUint32(_lenght);
state->writeLEUint32(_currTime);
state->endSection();
}
void Iris::restoreState(SaveGame *state) {
state->beginSection('IRIS');
_playing = state->readLEBool();
_direction = (Direction)state->readLEUint32();
_x1 = state->readLEUint32();
_y1 = state->readLEUint32();
_x2 = state->readLEUint32();
_y2 = state->readLEUint32();
_lenght = state->readLEUint32();
_currTime = state->readLEUint32();
state->endSection();
}
}