scummvm/engines/gob/minigames/geisha/submarine.cpp

257 lines
4.8 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 "gob/minigames/geisha/submarine.h"
namespace Gob {
namespace Geisha {
enum Animation {
kAnimationDriveS = 4,
kAnimationDriveE = 5,
kAnimationDriveN = 6,
kAnimationDriveW = 7,
kAnimationDriveSE = 8,
kAnimationDriveNE = 9,
kAnimationDriveSW = 10,
kAnimationDriveNW = 11,
kAnimationShootS = 12,
kAnimationShootN = 13,
kAnimationShootW = 14,
kAnimationShootE = 15,
kAnimationShootNE = 16,
kAnimationShootSE = 17,
kAnimationShootSW = 18,
kAnimationShootNW = 19,
kAnimationExplodeN = 28,
kAnimationExplodeS = 29,
kAnimationExplodeW = 30,
kAnimationExplodeE = 31,
kAnimationExit = 32
};
Submarine::Submarine(const ANIFile &ani) : ANIObject(ani), _state(kStateMove), _direction(kDirectionNone) {
turn(kDirectionN);
}
Submarine::~Submarine() {
}
Submarine::Direction Submarine::getDirection() const {
return _direction;
}
void Submarine::turn(Direction to) {
// Nothing to do
if ((to == kDirectionNone) || ((_state == kStateMove) && (_direction == to)))
return;
_direction = to;
move();
}
void Submarine::move() {
uint16 frame = getFrame();
uint16 anim = (_state == kStateShoot) ? directionToShoot(_direction) : directionToMove(_direction);
setAnimation(anim);
setFrame(frame);
setPause(false);
setVisible(true);
setMode((_state == kStateShoot) ? kModeOnce : kModeContinuous);
}
void Submarine::shoot() {
_state = kStateShoot;
setAnimation(directionToShoot(_direction));
setMode(kModeOnce);
setPause(false);
setVisible(true);
}
void Submarine::die() {
if (!canMove())
return;
_state = kStateDie;
setAnimation(directionToExplode(_direction));
setMode(kModeOnce);
setPause(false);
setVisible(true);
}
void Submarine::leave() {
_state = kStateExit;
setAnimation(kAnimationExit);
setMode(kModeOnce);
setPause(false);
setVisible(true);
}
void Submarine::advance() {
ANIObject::advance();
switch (_state) {
case kStateShoot:
if (isPaused()) {
_state = kStateMove;
move();
}
break;
case kStateExit:
if (isPaused())
_state = kStateExited;
break;
case kStateDie:
if (isPaused())
_state = kStateDead;
break;
default:
break;
}
}
bool Submarine::canMove() const {
return (_state == kStateMove) || (_state == kStateShoot);
}
bool Submarine::isDead() const {
return _state == kStateDead;
}
bool Submarine::isShooting() const {
return _state == kStateShoot;
}
bool Submarine::hasExited() const {
return _state == kStateExited;
}
uint16 Submarine::directionToMove(Direction direction) const {
switch (direction) {
case kDirectionN:
return kAnimationDriveN;
case kDirectionNE:
return kAnimationDriveNE;
case kDirectionE:
return kAnimationDriveE;
case kDirectionSE:
return kAnimationDriveSE;
case kDirectionS:
return kAnimationDriveS;
case kDirectionSW:
return kAnimationDriveSW;
case kDirectionW:
return kAnimationDriveW;
case kDirectionNW:
return kAnimationDriveNW;
default:
break;
}
return 0;
}
uint16 Submarine::directionToShoot(Direction direction) const {
switch (direction) {
case kDirectionN:
return kAnimationShootN;
case kDirectionNE:
return kAnimationShootNE;
case kDirectionE:
return kAnimationShootE;
case kDirectionSE:
return kAnimationShootSE;
case kDirectionS:
return kAnimationShootS;
case kDirectionSW:
return kAnimationShootSW;
case kDirectionW:
return kAnimationShootW;
case kDirectionNW:
return kAnimationShootNW;
default:
break;
}
return 0;
}
uint16 Submarine::directionToExplode(Direction direction) const {
// Only 4 exploding animations (spinning clockwise)
switch (direction) {
case kDirectionNW:
case kDirectionN:
return kAnimationExplodeN;
case kDirectionNE:
case kDirectionE:
return kAnimationExplodeE;
case kDirectionSE:
case kDirectionS:
return kAnimationExplodeS;
case kDirectionSW:
case kDirectionW:
return kAnimationExplodeW;
default:
break;
}
return 0;
}
} // End of namespace Geisha
} // End of namespace Gob