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174
engines/gob/minigames/geisha/mouth.cpp
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174
engines/gob/minigames/geisha/mouth.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* This file is dual-licensed.
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* In addition to the GPLv3 license mentioned above, this code is also
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* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
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* full text of the license.
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*
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*/
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#include "common/util.h"
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#include "gob/minigames/geisha/mouth.h"
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namespace Gob {
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namespace Geisha {
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Mouth::Mouth(const ANIFile &ani, const CMPFile &cmp,
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uint16 mouthAnim, uint16 mouthSprite, uint16 floorSprite) : ANIObject(ani) {
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_sprite = new ANIObject(cmp);
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_sprite->setAnimation(mouthSprite);
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_sprite->setVisible(true);
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for (int i = 0; i < kFloorCount; i++) {
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_floor[i] = new ANIObject(cmp);
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_floor[i]->setAnimation(floorSprite);
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_floor[i]->setVisible(true);
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}
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_state = kStateDeactivated;
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setAnimation(mouthAnim);
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setMode(kModeOnce);
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setPause(true);
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setVisible(true);
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}
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Mouth::~Mouth() {
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for (int i = 0; i < kFloorCount; i++)
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delete _floor[i];
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delete _sprite;
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}
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void Mouth::advance() {
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if (_state != kStateActivated)
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return;
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// Animation finished, set state to dead
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if (isPaused()) {
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_state = kStateDead;
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return;
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}
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ANIObject::advance();
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}
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void Mouth::activate() {
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if (_state != kStateDeactivated)
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return;
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_state = kStateActivated;
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setPause(false);
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}
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bool Mouth::isDeactivated() const {
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return _state == kStateDeactivated;
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}
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void Mouth::setPosition(int16 x, int16 y) {
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ANIObject::setPosition(x, y);
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int16 floorWidth, floorHeight;
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_floor[0]->getFrameSize(floorWidth, floorHeight);
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_sprite->setPosition(x, y);
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for (int i = 0; i < kFloorCount; i++)
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_floor[i]->setPosition(x + (i * floorWidth), y);
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}
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bool Mouth::draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom) {
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// If the mouth is deactivated, draw the default mouth sprite
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if (_state == kStateDeactivated)
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return _sprite->draw(dest, left, top, right, bottom);
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// If the mouth is activated, draw the current mouth animation sprite
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if (_state == kStateActivated)
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return ANIObject::draw(dest, left, top, right, bottom);
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// If the mouth is dead, draw the floor tiles
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if (_state == kStateDead) {
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int16 fLeft, fRight, fTop, fBottom;
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bool drawn = false;
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left = 0x7FFF;
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top = 0x7FFF;
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right = 0;
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bottom = 0;
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for (int i = 0; i < kFloorCount; i++) {
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if (_floor[i]->draw(dest, fLeft, fTop, fRight, fBottom)) {
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drawn = true;
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left = MIN(left , fLeft);
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top = MIN(top , fTop);
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right = MAX(right , fRight);
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bottom = MAX(bottom, fBottom);
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}
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}
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return drawn;
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}
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return false;
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}
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bool Mouth::clear(Surface &dest, int16 &left , int16 &top, int16 &right, int16 &bottom) {
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// If the mouth is deactivated, clear the default mouth sprite
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if (_state == kStateDeactivated)
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return _sprite->clear(dest, left, top, right, bottom);
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// If the mouth is activated, clear the current mouth animation sprite
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if (_state == kStateActivated)
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return ANIObject::clear(dest, left, top, right, bottom);
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// If the mouth is clear, draw the floor tiles
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if (_state == kStateDead) {
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int16 fLeft, fRight, fTop, fBottom;
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bool cleared = false;
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left = 0x7FFF;
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top = 0x7FFF;
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right = 0;
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bottom = 0;
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for (int i = 0; i < kFloorCount; i++) {
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if (_floor[i]->clear(dest, fLeft, fTop, fRight, fBottom)) {
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cleared = true;
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left = MIN(left , fLeft);
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top = MIN(top , fTop);
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right = MAX(right , fRight);
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bottom = MAX(bottom, fBottom);
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}
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}
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return cleared;
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}
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return false;
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}
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} // End of namespace Geisha
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} // End of namespace Gob
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