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authorSven Hesse2011-09-03 15:51:37 +0200
committerSven Hesse2011-09-03 18:00:09 +0200
commitdbb70e3d6f3b6ce5ff0497dbded420783edb3256 (patch)
tree830e63aa9ee927672c84ba6618e3010456d269e1
parent220fc2b59307734a26057fa6446ed13fa2c543a1 (diff)
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GOB: Add class Geisha::EvilFish
An "evil" fish in Geisha's "Diving" minigame.
-rw-r--r--engines/gob/minigames/geisha/evilfish.cpp163
-rw-r--r--engines/gob/minigames/geisha/evilfish.h86
-rw-r--r--engines/gob/module.mk1
3 files changed, 250 insertions, 0 deletions
diff --git a/engines/gob/minigames/geisha/evilfish.cpp b/engines/gob/minigames/geisha/evilfish.cpp
new file mode 100644
index 0000000000..e2672d75c8
--- /dev/null
+++ b/engines/gob/minigames/geisha/evilfish.cpp
@@ -0,0 +1,163 @@
+/* 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/evilfish.h"
+
+namespace Gob {
+
+namespace Geisha {
+
+EvilFish::EvilFish(const ANIFile &ani, uint16 screenWidth,
+ uint16 animSwimLeft, uint16 animSwimRight,
+ uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie) :
+ ANIObject(ani), _screenWidth(screenWidth),
+ _animSwimLeft(animSwimLeft), _animSwimRight(animSwimRight),
+ _animTurnLeft(animTurnLeft), _animTurnRight(animTurnRight), _animDie(animDie),
+ _shouldLeave(false), _state(kStateNone) {
+
+}
+
+EvilFish::~EvilFish() {
+}
+
+bool EvilFish::isIn(int16 x, int16 y) const {
+ int16 frameX, frameY, frameWidth, frameHeight;
+ getFramePosition(frameX, frameY);
+ getFrameSize(frameWidth, frameHeight);
+
+ if ((x < frameX) || (y < frameY))
+ return false;
+ if ((x > (frameX + frameWidth)) || (y > (frameY + frameHeight)))
+ return false;
+
+ return true;
+}
+
+void EvilFish::enter(Direction from, int16 y) {
+ _shouldLeave = false;
+
+ bool left = from == kDirectionLeft;
+
+ setAnimation(left ? _animSwimLeft : _animSwimRight);
+
+ int16 width, height;
+ getFrameSize(width, height);
+
+ setPosition(left ? -width : _screenWidth, y);
+ setVisible(true);
+
+ _state = left ? kStateSwimLeft : kStateSwimRight;
+}
+
+void EvilFish::leave() {
+ if (_state == kStateNone)
+ return;
+
+ _shouldLeave = true;
+}
+
+void EvilFish::die() {
+ if ((_state == kStateNone) || (_state == kStateDie))
+ return;
+
+ int16 x, y;
+ getFramePosition(x, y);
+
+ setAnimation(_animDie);
+ setPosition(x, y);
+
+ _state = kStateDie;
+}
+
+void EvilFish::advance() {
+ if (_state == kStateNone)
+ return;
+
+ bool wasLastFrame = lastFrame();
+
+ ANIObject::advance();
+
+ int16 x, y, width, height;
+ getFramePosition(x, y);
+ getFrameSize(width, height);
+
+ switch (_state) {
+ case kStateNone:
+ break;
+
+ case kStateSwimLeft:
+ if (!_shouldLeave && (x >= _screenWidth - width)) {
+ setAnimation(_animTurnRight);
+ setPosition(x, y);
+ _state = kStateTurnRight;
+ }
+
+ if (_shouldLeave && (x >= _screenWidth)) {
+ setVisible(false);
+
+ _shouldLeave = false;
+ _state = kStateNone;
+ }
+ break;
+
+ case kStateSwimRight:
+ if (!_shouldLeave && (x <= 0)) {
+ setAnimation(_animTurnLeft);
+ setPosition(x, y);
+ _state = kStateTurnLeft;
+ }
+
+ if (_shouldLeave && (x < -width)) {
+ setVisible(false);
+
+ _shouldLeave = false;
+ _state = kStateNone;
+ }
+ break;
+
+ case kStateTurnLeft:
+ if (wasLastFrame) {
+ setAnimation(_animSwimLeft);
+ _state = kStateSwimLeft;
+ }
+ break;
+
+ case kStateTurnRight:
+ if (wasLastFrame) {
+ setAnimation(_animSwimRight);
+ _state = kStateSwimRight;
+ }
+ break;
+
+ case kStateDie:
+ if (wasLastFrame) {
+ setVisible(false);
+
+ _state = kStateNone;
+ }
+ break;
+ }
+}
+
+} // End of namespace Geisha
+
+} // End of namespace Gob
diff --git a/engines/gob/minigames/geisha/evilfish.h b/engines/gob/minigames/geisha/evilfish.h
new file mode 100644
index 0000000000..9144cefb4b
--- /dev/null
+++ b/engines/gob/minigames/geisha/evilfish.h
@@ -0,0 +1,86 @@
+/* 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.
+ *
+ */
+
+#ifndef GOB_MINIGAMES_GEISHA_EVILFISH_H
+#define GOB_MINIGAMES_GEISHA_EVILFISH_H
+
+#include "gob/aniobject.h"
+
+namespace Gob {
+
+namespace Geisha {
+
+/** An "evil" fish in Geisha's "Diving" minigame. */
+class EvilFish : public ANIObject {
+public:
+ enum Direction {
+ kDirectionLeft,
+ kDirectionRight
+ };
+
+ EvilFish(const ANIFile &ani, uint16 screenWidth,
+ uint16 animSwimLeft, uint16 animSwimRight,
+ uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie);
+ ~EvilFish();
+
+ /** Are there coordinates within the fish's sprite? */
+ bool isIn(int16 x, int16 y) const;
+
+ /** Enter from this direction / screen edge. */
+ void enter(Direction from, int16 y);
+ /** Leave the screen in the current direction. */
+ void leave();
+
+ /** Kill the fish. */
+ void die();
+
+ /** Advance the animation to the next frame. */
+ void advance();
+
+private:
+ enum State {
+ kStateNone,
+ kStateSwimLeft,
+ kStateSwimRight,
+ kStateTurnLeft,
+ kStateTurnRight,
+ kStateDie
+ };
+
+ uint16 _screenWidth;
+
+ uint16 _animSwimLeft;
+ uint16 _animSwimRight;
+ uint16 _animTurnLeft;
+ uint16 _animTurnRight;
+ uint16 _animDie;
+
+ bool _shouldLeave;
+
+ State _state;
+};
+
+} // End of namespace Geisha
+
+} // End of namespace Gob
+
+#endif // GOB_MINIGAMES_GEISHA_EVILFISH_H
diff --git a/engines/gob/module.mk b/engines/gob/module.mk
index d451e250ff..0ea4f2617d 100644
--- a/engines/gob/module.mk
+++ b/engines/gob/module.mk
@@ -73,6 +73,7 @@ MODULE_OBJS := \
demos/demoplayer.o \
demos/scnplayer.o \
demos/batplayer.o \
+ minigames/geisha/evilfish.o \
save/savefile.o \
save/savehandler.o \
save/saveload.o \