scummvm/engines/gob/minigames/geisha/mouth.cpp
Sven Hesse b83ac21f60 GOB: Implement Penetration submarine shooting and dying
Shots don't result in bullets yet, though
2012-06-06 03:33:35 +02:00

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