1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "bladerunner/item_pickup.h"
24 
25 #include "bladerunner/audio_player.h"
26 #include "bladerunner/bladerunner.h"
27 #include "bladerunner/game_info.h"
28 #include "bladerunner/slice_animations.h"
29 #include "bladerunner/slice_renderer.h"
30 #include "bladerunner/time.h"
31 #include "bladerunner/zbuffer.h"
32 #include "bladerunner/game_constants.h"
33 
34 namespace BladeRunner {
35 
ItemPickup(BladeRunnerEngine * vm)36 ItemPickup::ItemPickup(BladeRunnerEngine *vm) {
37 	_vm = vm;
38 	_facingStep = float(2.0f / 3000.0f * (2.0f * M_PI));
39 	reset();
40 }
41 
~ItemPickup()42 ItemPickup::~ItemPickup() {
43 }
44 
setup(int animationId,int screenX,int screenY)45 void ItemPickup::setup(int animationId, int screenX, int screenY) {
46 	_animationId = animationId;
47 	_animationFrame = 0;
48 	_facing = 0.0;
49 	_timeLeft = 3000u;
50 	_scale = 0;
51 	_screenX = CLIP(screenX, 40, 600);
52 	_screenY = CLIP(screenY, 40, 440);
53 	_screenRect.left = _screenX - 40;
54 	_screenRect.right = _screenX + 40;
55 	_screenRect.top = _screenY - 40;
56 	_screenRect.bottom = _screenY + 40;
57 
58 	int pan = (75 * (2 * _screenX - 640)) / 640; // map [0..640] to [-75..75]
59 	_vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(kSfxGETITEM1), 80, pan, pan, 50, 0);
60 
61 	_timeLast = _vm->_time->currentSystem();
62 }
63 
reset()64 void ItemPickup::reset() {
65 	_animationId = -1;
66 	_screenX = 0;
67 	_screenY = 0;
68 	_facing = 0.0f;
69 	_scale = 1.0f;
70 	_animationFrame = 0;
71 	_timeLeft = 0u;
72 	_timeLast = 0u;
73 }
74 
tick()75 void ItemPickup::tick() {
76 	if (_timeLeft == 0u) {
77 		return;
78 	}
79 
80 	uint32 timeNow = _vm->_time->currentSystem();
81 	// unsigned difference is intentional
82 	uint32 timeDiff = timeNow - _timeLast;
83 	_timeLast = timeNow;
84 	timeDiff = MIN(MIN<uint32>(timeDiff, 67u), _timeLeft);
85 	_timeLeft = (_timeLeft < timeDiff) ? 0 : (_timeLeft - timeDiff);
86 
87 	if (_timeLeft >= 2000u) {
88 		_scale = 1.0f - (((2000.0f - _timeLeft) / 1000.0f) * ((2000.0f - _timeLeft) / 1000.0f));
89 	} else if (_timeLeft < 1000u) {
90 		_scale = 1.0f - (((1000.0f - _timeLeft) / 1000.0f) * ((1000.0f - _timeLeft) / 1000.0f));
91 	} else {
92 		_scale = 1.0f;
93 	}
94 	_scale *= 75.0f;
95 
96 	_facing += _facingStep * timeDiff;
97 	if (_facing > float(2.0f * M_PI)) {
98 		_facing -= float(2.0f * M_PI);
99 	}
100 
101 	_animationFrame = (_animationFrame + 1) % _vm->_sliceAnimations->getFrameCount(_animationId);
102 }
103 
draw()104 void ItemPickup::draw() {
105 	if (_timeLeft == 0u) {
106 		return;
107 	}
108 
109 	_vm->_sliceRenderer->drawOnScreen(_animationId, _animationFrame, _screenX, _screenY, _facing, _scale, _vm->_surfaceFront);
110 }
111 } // End of namespace BladeRunner
112