/* 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/audio_player.h" #include "bladerunner/bladerunner.h" #include "bladerunner/game_info.h" #include "bladerunner/slice_animations.h" #include "bladerunner/slice_renderer.h" #include "bladerunner/time.h" #include "bladerunner/zbuffer.h" #include "bladerunner/game_constants.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 = 3000u; _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 = (75 * (2 * _screenX - 640)) / 640; // map [0..640] to [-75..75] _vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(kSfxGETITEM1), 80, pan, pan, 50, 0); _timeLast = _vm->_time->currentSystem(); } void ItemPickup::reset() { _animationId = -1; _screenX = 0; _screenY = 0; _facing = 0.0f; _scale = 1.0f; _animationFrame = 0; _timeLeft = 0u; _timeLast = 0u; } void ItemPickup::tick() { if (_timeLeft == 0u) { return; } uint32 timeNow = _vm->_time->currentSystem(); // unsigned difference is intentional uint32 timeDiff = timeNow - _timeLast; _timeLast = timeNow; timeDiff = MIN(MIN(timeDiff, 67u), _timeLeft); _timeLeft = (_timeLeft < timeDiff) ? 0 : (_timeLeft - timeDiff); if (_timeLeft >= 2000u) { _scale = 1.0f - (((2000.0f - _timeLeft) / 1000.0f) * ((2000.0f - _timeLeft) / 1000.0f)); } else if (_timeLeft < 1000u) { _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 == 0u) { return; } _vm->_sliceRenderer->drawOnScreen(_animationId, _animationFrame, _screenX, _screenY, _facing, _scale, _vm->_surfaceFront); } } // End of namespace BladeRunner