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engines/grim/iris.cpp
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108
engines/grim/iris.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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#include "engines/grim/iris.h"
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#include "engines/grim/gfx_base.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/grim.h"
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namespace Grim {
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Iris::Iris() : _playing(false), _direction(Open), _x1(0), _y1(0), _x2(0), _y2(0),
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_targetX(0), _targetY(0), _length(0), _currTime(0) {
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}
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Iris::~Iris() {
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}
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void Iris::play(Iris::Direction dir, int x, int y, int length) {
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_playing = true;
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_direction = dir;
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_targetX = x;
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_targetY = y;
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_length = length;
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_currTime = 0;
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}
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void Iris::draw() {
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if (!_playing) {
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if (_direction == Close && g_grim->getMode() != GrimEngine::SmushMode) {
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g_driver->irisAroundRegion(320, 240, 320, 240);
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}
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return;
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}
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g_driver->irisAroundRegion(_x1, _y1, _x2, _y2);
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}
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void Iris::update(int frameTime) {
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if (!_playing) {
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return;
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}
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_currTime += frameTime;
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if (_currTime >= _length) {
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_playing = false;
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return;
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}
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float factor = (float)_currTime / (float)_length;
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if (_direction == Open) {
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factor = 1 - factor;
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}
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_y1 = (int)(_targetY * factor);
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_x1 = (int)(_targetX * factor);
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_y2 = (int)(480 - (480 - _targetY) * factor);
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_x2 = (int)(640 - (640 - _targetX) * factor);
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}
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void Iris::saveState(SaveGame *state) const {
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state->beginSection('IRIS');
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state->writeBool(_playing);
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state->writeLEUint32((uint32)_direction);
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state->writeLESint32(_x1);
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state->writeLESint32(_y1);
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state->writeLESint32(_x2);
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state->writeLESint32(_y2);
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state->writeLESint32(_length);
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state->writeLESint32(_currTime);
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state->endSection();
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}
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void Iris::restoreState(SaveGame *state) {
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state->beginSection('IRIS');
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_playing = state->readBool();
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_direction = (Direction)state->readLEUint32();
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_x1 = state->readLESint32();
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_y1 = state->readLESint32();
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_x2 = state->readLESint32();
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_y2 = state->readLESint32();
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_length = state->readLESint32();
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_currTime = state->readLESint32();
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state->endSection();
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}
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}
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