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author | Sven Hesse | 2012-06-06 02:52:19 +0200 |
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committer | Sven Hesse | 2012-06-06 03:33:35 +0200 |
commit | b83ac21f6008287414d59ad7f9c88b63bd93bac5 (patch) | |
tree | 9b87a703053367bcf8c20de47bfe732abbdcdc10 /engines/gob/minigames/geisha/submarine.cpp | |
parent | 93dda1b227fa11d1da2d923ca63a580343f6ba4e (diff) | |
download | scummvm-rg350-b83ac21f6008287414d59ad7f9c88b63bd93bac5.tar.gz scummvm-rg350-b83ac21f6008287414d59ad7f9c88b63bd93bac5.tar.bz2 scummvm-rg350-b83ac21f6008287414d59ad7f9c88b63bd93bac5.zip |
GOB: Implement Penetration submarine shooting and dying
Shots don't result in bullets yet, though
Diffstat (limited to 'engines/gob/minigames/geisha/submarine.cpp')
-rw-r--r-- | engines/gob/minigames/geisha/submarine.cpp | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/engines/gob/minigames/geisha/submarine.cpp b/engines/gob/minigames/geisha/submarine.cpp new file mode 100644 index 0000000000..4a18c6e043 --- /dev/null +++ b/engines/gob/minigames/geisha/submarine.cpp @@ -0,0 +1,233 @@ +/* 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(kStateNone) { + turn(kDirectionN); +} + +Submarine::~Submarine() { +} + +void Submarine::turn(Direction to) { + // Nothing to do + if ((_state == kStateMove) && (_direction == to)) + return; + + _state = kStateMove; + _direction = to; + + setAnimation(directionToMove(_direction)); + setMode(kModeContinuous); + setPause(false); + setVisible(true); +} + +void Submarine::shoot() { + _state = kStateShoot; + + setAnimation(directionToShoot(_direction)); + setMode(kModeOnce); + setPause(false); + setVisible(true); +} + +void Submarine::die() { + _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()) + turn(_direction); + break; + + case kStateExit: + if (isPaused()) { + _state = kStateExited; + + setVisible(true); + } + + 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; +} + +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 |