/* 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) { turn(kDirectionN); } Submarine::~Submarine() { } 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() { _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