/* 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