scummvm/engines/bladerunner/item_pickup.cpp
Peter Kohaut f7acbcb057 BLADERUNNER: fixed speed of pickup effect
formating, small fixes
2016-10-09 12:03:19 +02:00

109 lines
3.0 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 "bladerunner/item_pickup.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/audio_player.h"
#include "bladerunner/gameinfo.h"
#include "slice_animations.h"
#include "slice_renderer.h"
namespace BladeRunner {
ItemPickup::ItemPickup(BladeRunnerEngine *vm) {
_vm = vm;
_facingStep = float(2.0f / 3000.0f * (2.0f * M_PI));
reset();
}
ItemPickup::~ItemPickup() {
}
void ItemPickup::setup(int animationId, int screenX, int screenY) {
_animationId = animationId;
_animationFrame = 0;
_facing = 0.0;
_timeLeft = 3000;
_scale = 0;
_screenX = CLIP(screenX, 40, 600);
_screenY = CLIP(screenY, 40, 440);
_screenRect.left = _screenX - 40;
_screenRect.right = _screenX + 40;
_screenRect.top = _screenY - 40;
_screenRect.bottom = _screenY + 40;
int pan = (150 * _screenX - 48000) / 640;
_vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(335), 80, pan, pan, 50, 0);
_timeLast = _vm->getTotalPlayTime();
}
void ItemPickup::reset() {
_animationId = -1;
_screenX = 0;
_screenY = 0;
_facing = 0.0f;
_scale = 1.0f;
_animationFrame = 0;
_timeLeft = 0;
_timeLast = 0;
}
void ItemPickup::tick() {
if (_timeLeft == 0) {
return;
}
int timeNow = _vm->getTotalPlayTime();
int timeDiff = timeNow - _timeLast;
_timeLast = timeNow;
timeDiff = MIN(MIN(timeDiff, 67), _timeLeft);
_timeLeft -= timeDiff;
if (_timeLeft >= 2000) {
_scale = 1.0f - (((2000.0f - _timeLeft) / 1000.0f) * ((2000.0f - _timeLeft) / 1000.0f));
} else if (_timeLeft < 1000) {
_scale = 1.0f - (((1000.0f - _timeLeft) / 1000.0f) * ((1000.0f - _timeLeft) / 1000.0f));
} else {
_scale = 1.0f;
}
_scale *= 75.0f;
_facing += _facingStep * timeDiff;
if (_facing > float(2.0f * M_PI)) {
_facing -= float(2.0f * M_PI);
}
_animationFrame = (_animationFrame + 1) % _vm->_sliceAnimations->getFrameCount(_animationId);
}
void ItemPickup::draw() {
if (_timeLeft == 0) {
return;
}
_vm->_sliceRenderer->drawOnScreen(_animationId, _animationFrame, _screenX, _screenY, _facing, _scale, _vm->_surface2, _vm->_zBuffer2);
}
} // End of namespace BladeRunner