2014-03-02 20:06:21 -05:00
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/player.h"
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namespace MADS {
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2014-03-16 14:53:10 -04:00
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#define PLAYER_SEQ_INDEX -2
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const int Player::_directionListIndexes[32] = {
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0, 7, 4, 3, 6, 0, 2, 5, 0, 1, 9, 4, 1, 2, 7, 9, 3, 8, 9, 6, 7, 2, 3, 6, 1, 7, 9, 4, 7, 8, 0, 0
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};
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2014-03-02 20:06:21 -05:00
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Player::Player(MADSEngine *vm): _vm(vm) {
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_action = nullptr;
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_direction = 8;
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_newDirection = 8;
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_destFacing = 0;
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_spritesLoaded = false;
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2014-03-16 14:53:10 -04:00
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_spritesStart = 0;
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_spritesIdx = 0;
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_numSprites = 0;
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2014-03-02 20:06:21 -05:00
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_stepEnabled = false;
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_visible = false;
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2014-03-16 14:53:10 -04:00
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_priorVisible = false;
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2014-03-02 20:50:35 -05:00
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_visible3 = false;
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_special = 0;
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_ticksAmount = 0;
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_priorTimer = 0;
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2014-03-16 18:16:21 +01:00
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_unk3 = _unk4 = 0;
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2014-03-04 20:06:48 -05:00
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_forceRefresh = false;
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2014-03-16 14:53:10 -04:00
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_highSprites = false;
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_currentDepth = 0;
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_currentScale = 0;
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_frameOffset = 0;
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_frameNum = 0;
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_yScale = 0;
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_frameCount = 0;
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_unk1 = 0;
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_unk2 = 0;
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_unk3 = 0;
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_frameListIndex = 0;
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_actionIndex = 0;
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_hypotenuse = 0;
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Common::fill(&_actionList[0], &_actionList[12], 0);
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Common::fill(&_actionList2[0], &_actionList2[12], 0);
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Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
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2014-03-02 20:06:21 -05:00
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}
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void Player::reset() {
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_action = &_vm->_game->_scene._action;
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_destPos = _playerPos;
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_destFacing = 5;
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_newDirection = _direction;
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_moving = false;
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2014-03-16 14:53:10 -04:00
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_newSceneId = _v844BE = 0;
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2014-03-02 20:06:21 -05:00
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_next = 0;
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_routeCount = 0;
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_vm->_game->_v4 = 0;
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_action->_startWalkFlag = false;
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_action->_walkFlag = false;
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}
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2014-03-16 14:53:10 -04:00
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bool Player::loadSprites(const Common::String &prefix) {
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Common::String suffixList = "89632741";
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Common::String newPrefix;
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if (prefix.empty()) {
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newPrefix = _spritesPrefix;
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} else {
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_spritesPrefix = prefix;
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newPrefix = prefix;
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}
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_numSprites = 0;
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if (!_spritesPrefix.empty()) {
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for (int fileIndex = 0; fileIndex < PLAYER_SPRITES_FILE_COUNT; ++fileIndex) {
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Common::String setName = Common::String::format("*%s_%c.SS",
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newPrefix.c_str(), suffixList[fileIndex]);
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if (fileIndex >= 5)
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_highSprites = true;
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_spriteSetsPresent[fileIndex] = true;
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2014-03-16 15:50:17 -04:00
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int setIndex = -1;
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if (Common::File::exists(setName)) {
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setIndex = _vm->_game->_scene._sprites.addSprites(setName, 4);
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2014-03-16 14:53:10 -04:00
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++_numSprites;
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2014-03-16 15:50:17 -04:00
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} else if (fileIndex < 5) {
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2014-03-16 14:53:10 -04:00
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_highSprites = 0;
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return true;
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} else {
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_spriteSetsPresent[fileIndex] = false;
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}
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if (fileIndex == 0)
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_spritesStart = setIndex;
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}
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_spritesLoaded = true;
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_spritesChanged = false;
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_highSprites = false;
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return false;
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} else {
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Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
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_highSprites = false;
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return true;
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}
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2014-03-02 20:06:21 -05:00
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}
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void Player::turnToDestFacing() {
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if (_destFacing != 5)
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_newDirection = _destFacing;
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}
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2014-03-16 14:53:10 -04:00
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void Player::dirChanged() {
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int dirIndex = 0, dirIndex2 = 0;
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int newDir = 0, newDir2 = 0;
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if (_direction != _newDirection) {
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// Find the index for the given direction in the player direction list
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int tempDir = _direction;
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do {
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++dirIndex;
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newDir += tempDir;
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tempDir = _directionListIndexes[tempDir + 10];
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} while (tempDir != _newDirection);
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}
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if (_direction != _newDirection) {
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// Find the index for the given direction in the player direction list
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int tempDir = _direction;
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do {
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++dirIndex2;
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newDir2 += tempDir;
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tempDir = _directionListIndexes[tempDir + 20];
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} while (tempDir != _newDirection);
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}
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int diff = dirIndex - dirIndex2;
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if (diff == 0)
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diff = newDir - newDir2;
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_direction = (diff >= 0) ? _directionListIndexes[_direction + 20] : _directionListIndexes[_direction + 10];
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setupFrame();
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if ((_direction == _newDirection) && !_moving)
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updateFrame();
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_priorTimer += 1;
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}
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2014-03-02 20:06:21 -05:00
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void Player::moveComplete() {
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reset();
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_action->_inProgress = false;
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}
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2014-03-02 20:50:35 -05:00
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void Player::setupFrame() {
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Scene &scene = _vm->_game->_scene;
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2014-03-02 20:50:35 -05:00
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resetActionList();
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2014-03-16 14:53:10 -04:00
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_frameOffset = 0;
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_spritesIdx = _directionListIndexes[_direction];
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if (!_spriteSetsPresent[_spritesIdx]) {
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// Direction isn't present, so use alternate direction, with entries flipped
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_spritesIdx -= 4;
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_frameOffset = 0x8000;
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}
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SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
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assert(spriteSet._charInfo);
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_unk1 = MAX(spriteSet._charInfo->_unk1, 100);
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setTicksAmount();
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_frameCount = spriteSet._charInfo->_totalFrames;
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if (_frameCount == 0)
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_frameCount = spriteSet.getCount();
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_yScale = spriteSet._charInfo->_yScale;
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if ((_frameNum <= 0) || (_frameNum > _frameCount))
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_frameNum = 1;
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_forceRefresh = true;
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2014-03-02 20:50:35 -05:00
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}
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void Player::updateFrame() {
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2014-03-16 14:53:10 -04:00
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Scene &scene = _vm->_game->_scene;
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SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
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assert(spriteSet._charInfo);
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if (!spriteSet._charInfo->_numEntries) {
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_frameNum = 1;
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} else {
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_frameListIndex = _actionList[_actionIndex];
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if (!_visible) {
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_unk2 = 0;
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}
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else {
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_unk2 = _actionList2[_actionIndex];
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if (_actionIndex > 0)
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--_actionIndex;
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}
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// Set the player frame number
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int frameIndex = ABS(_frameListIndex);
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_frameNum = (_frameListIndex <= 0) ? spriteSet._charInfo->_frameList[frameIndex] :
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spriteSet._charInfo->_frameList2[frameIndex];
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// Set next waiting period in ticks
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if (frameIndex == 0) {
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setTicksAmount();
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} else {
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_ticksAmount = spriteSet._charInfo->_ticksList[frameIndex];
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}
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}
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2014-03-02 20:50:35 -05:00
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}
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2014-03-04 20:06:48 -05:00
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void Player::update() {
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2014-03-16 14:53:10 -04:00
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Scene &scene = _vm->_game->_scene;
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if (_forceRefresh || (_visible != _priorVisible)) {
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int slotIndex = getSpriteSlot();
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if (slotIndex >= 0)
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scene._spriteSlots[slotIndex]._spriteType = ST_EXPIRED;
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int newDepth = 1;
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int yp = MAX(_playerPos.y, (int16)(MADS_SCENE_HEIGHT - 1));
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for (int idx = 1; idx < 15; ++idx) {
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if (scene._sceneInfo->_depthList[newDepth] >= yp)
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newDepth = idx + 1;
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}
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_currentDepth = newDepth;
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// Get the scale
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int newScale = getScale(_playerPos.y);
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_currentScale = MIN(newScale, 100);
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if (_visible) {
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// Player sprite needs to be rendered
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SpriteSlot slot;
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slot._spriteType = ST_FOREGROUND;
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slot._seqIndex = PLAYER_SEQ_INDEX;
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slot._spritesIndex = _spritesStart + _spritesIdx;
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slot._frameNumber = _frameOffset + _frameNum;
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slot._position.x = _playerPos.x;
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slot._position.y = _playerPos.y + (_yScale * newScale) / 100;
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slot._depth = newDepth;
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slot._scale = newScale;
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if (slotIndex >= 0) {
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// Check if the existing player slot has the same details, and can be re-used
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SpriteSlot &s2 = scene._spriteSlots[slotIndex];
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bool equal = (s2._seqIndex == slot._seqIndex)
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&& (s2._spritesIndex == slot._spritesIndex)
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&& (s2._frameNumber == slot._frameNumber)
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&& (s2._position == slot._position)
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&& (s2._depth == slot._depth)
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&& (s2._scale == slot._scale);
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if (equal)
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// Undo the prior expiry of the player sprite
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s2._spriteType = ST_NONE;
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else
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slotIndex = -1;
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}
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if (slotIndex < 0) {
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// New slot needed, so allocate one and copy the slot data
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slotIndex = scene._spriteSlots.add();
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scene._spriteSlots[slotIndex] = slot;
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}
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// If changing a scene, check to change the scene when the player
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// has moved off-screen
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if (_newSceneId) {
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SpriteAsset *asset = scene._sprites[slot._spritesIndex];
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MSprite *frame = asset->getFrame(_frameNum - 1);
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int xScale = frame->w * newScale / 200;
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int yScale = frame->h * newScale / 100;
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int playerX = slot._position.x;
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int playerY = slot._position.y;
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if ((playerX + xScale) < 0 || (playerX + xScale) >= MADS_SCREEN_WIDTH ||
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playerY < 0 || (playerY + yScale) >= MADS_SCENE_HEIGHT) {
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scene._nextSceneId = _newSceneId;
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_newSceneId = 0;
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_vm->_game->_v4 = 0;
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}
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}
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}
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}
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_visible3 = _visible;
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_priorVisible = _visible;
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_forceRefresh = false;
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2014-03-04 20:06:48 -05:00
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}
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2014-03-02 20:50:35 -05:00
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void Player::resetActionList() {
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2014-03-16 14:53:10 -04:00
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_actionList[0] = 0;
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_actionList2[0] = 0;
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_actionIndex = 0;
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_unk2 = 0;
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_unk3 = 0;
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2014-03-02 20:50:35 -05:00
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}
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2014-03-03 00:42:41 -05:00
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void Player::setDest(const Common::Point &pt, int facing) {
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2014-03-16 14:53:10 -04:00
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Scene &scene = _vm->_game->_scene;
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resetActionList();
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setTicksAmount();
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_moving = true;
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_destFacing = facing;
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scene._sceneInfo->setRouteNode(scene._sceneInfo->_nodes.size() - 2,
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_playerPos, scene._depthSurface);
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scene._sceneInfo->setRouteNode(scene._sceneInfo->_nodes.size() - 1,
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pt, scene._depthSurface);
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bool v = scene._depthSurface.getDepthHighBit(pt);
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setupRoute(v);
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_next = 0;
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if (_routeCount > 0) {
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Common::Point srcPos = _playerPos;
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for (int routeCtr = _routeCount - 1; (routeCtr >= 0) && (_next == 0); --routeCtr) {
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int idx = _routeIndexes[routeCtr];
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const Common::Point &pt =scene._sceneInfo->_nodes[idx]._walkPos;
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_next = scanPath(scene._depthSurface, srcPos, pt);
|
|
|
|
srcPos = pt;
|
|
|
|
}
|
|
|
|
}
|
2014-03-03 00:42:41 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
void Player::nextFrame() {
|
2014-03-08 14:05:17 -05:00
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
|
2014-03-16 16:50:53 -04:00
|
|
|
uint32 newTime = _priorTimer + _ticksAmount;
|
|
|
|
if (scene._frameStartTime >= newTime) {
|
2014-03-08 14:05:17 -05:00
|
|
|
_priorTimer = scene._frameStartTime;
|
2014-03-03 00:42:41 -05:00
|
|
|
if (_moving) {
|
|
|
|
move();
|
|
|
|
} else {
|
|
|
|
idle();
|
|
|
|
}
|
|
|
|
|
|
|
|
postUpdate();
|
|
|
|
update();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::move() {
|
2014-03-16 14:53:10 -04:00
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
bool routeFlag = false;
|
|
|
|
|
|
|
|
if (_moving) {
|
|
|
|
int idx = _routeCount;
|
|
|
|
while (!_newSceneId && (_destPos.x == _playerPos.x) && (_destPos.y == _playerPos.y)) {
|
|
|
|
if (idx != 0) {
|
|
|
|
--idx;
|
|
|
|
SceneNode &node = scene._sceneInfo->_nodes[_routeIndexes[idx]];
|
|
|
|
_destPos = node._walkPos;
|
|
|
|
routeFlag = true;
|
|
|
|
}
|
|
|
|
else if (_v844BE == idx) {
|
|
|
|
// End of walking path
|
|
|
|
_routeCount = 0;
|
|
|
|
_moving = false;
|
|
|
|
turnToDestFacing();
|
|
|
|
routeFlag = true;
|
|
|
|
idx = _routeCount;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
_newSceneId = _v844BE;
|
|
|
|
_v844BC = true;
|
|
|
|
_v844BE = 0;
|
|
|
|
_stepEnabled = true;
|
|
|
|
routeFlag = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!_moving)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
_routeCount = idx;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (routeFlag && _moving)
|
|
|
|
startMovement();
|
|
|
|
|
|
|
|
if (_newDirection != _direction)
|
|
|
|
dirChanged();
|
|
|
|
else if (!_moving)
|
|
|
|
updateFrame();
|
|
|
|
|
|
|
|
int var1 = _unk1;
|
|
|
|
if (_unk4 && (_hypotenuse > 0)) {
|
|
|
|
int v1 = -(_currentScale - 100) * (_posDiff.x - 1) / _hypotenuse + _currentScale;
|
|
|
|
var1 = MAX(1, 10000 / (v1 * _currentScale * var1));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!_moving || (_direction != _newDirection))
|
|
|
|
return;
|
|
|
|
|
|
|
|
Common::Point newPos = _playerPos;
|
|
|
|
|
|
|
|
if (_v8452E < var1) {
|
|
|
|
do {
|
|
|
|
if (_v8452C < _posDiff.x)
|
|
|
|
_v8452C += _posDiff.y;
|
|
|
|
if (_v8452C >= _posDiff.x) {
|
|
|
|
if ((_posChange.y > 0) || (_newSceneId != 0))
|
|
|
|
newPos.y += _yDirection;
|
|
|
|
--_posChange.y;
|
|
|
|
_v8452C -= _posDiff.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_v8452C < _posDiff.x) {
|
|
|
|
if ((_posChange.x > 0) || (_newSceneId != 0))
|
|
|
|
newPos.x += _xDirection;
|
|
|
|
--_posChange.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((_v844BC == 0) && (_newSceneId == 0) && (_v844BE == 0)) {
|
|
|
|
routeFlag = scene._depthSurface.getDepthHighBit(newPos);
|
|
|
|
|
|
|
|
if (_special == 0)
|
|
|
|
_special = scene.getDepthHighBits(newPos);
|
|
|
|
}
|
|
|
|
|
|
|
|
_v8452E += _v84530;
|
|
|
|
|
|
|
|
} while ((_v8452E < var1) && !routeFlag && ((_posChange.x > 0) || (_posChange.y > 0) || (_newSceneId != 0)));
|
|
|
|
}
|
|
|
|
|
|
|
|
_v8452E -= var1;
|
|
|
|
|
|
|
|
if (routeFlag)
|
|
|
|
moveComplete();
|
|
|
|
else {
|
|
|
|
if (!_newSceneId) {
|
|
|
|
// If the move is complete, make sure the position is exactly on the given destination
|
|
|
|
if (_posChange.x == 0)
|
|
|
|
newPos.x = _destPos.x;
|
|
|
|
if (_posChange.y == 0)
|
|
|
|
newPos.y = _destPos.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
_playerPos = newPos;
|
|
|
|
}
|
2014-03-03 00:42:41 -05:00
|
|
|
}
|
|
|
|
|
2014-03-02 20:50:35 -05:00
|
|
|
void Player::idle() {
|
2014-03-16 14:53:10 -04:00
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
|
|
|
|
if (_direction != _newDirection) {
|
|
|
|
// The direction has changed, so reset for new direction
|
|
|
|
dirChanged();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
|
|
|
|
assert(spriteSet._charInfo);
|
|
|
|
if (spriteSet._charInfo->_numEntries == 0)
|
|
|
|
// No entries, so exit immediately
|
|
|
|
return;
|
|
|
|
|
|
|
|
int frameIndex = ABS(_frameListIndex);
|
|
|
|
int direction = (_frameListIndex < 0) ? -1 : 1;
|
|
|
|
|
|
|
|
if (frameIndex >= spriteSet._charInfo->_numEntries)
|
|
|
|
// Reset back to the start of the list
|
|
|
|
_frameListIndex = 0;
|
|
|
|
else {
|
|
|
|
_frameNum += direction;
|
|
|
|
_forceRefresh = true;
|
|
|
|
|
|
|
|
if (spriteSet._charInfo->_frameList2[frameIndex] < _frameNum) {
|
|
|
|
_unk3 = _unk2;
|
|
|
|
updateFrame();
|
|
|
|
}
|
|
|
|
if (spriteSet._charInfo->_frameList[frameIndex] < _frameNum) {
|
|
|
|
_unk3 = _unk2;
|
|
|
|
updateFrame();
|
|
|
|
}
|
|
|
|
}
|
2014-03-02 20:50:35 -05:00
|
|
|
}
|
|
|
|
|
2014-03-03 00:42:41 -05:00
|
|
|
void Player::postUpdate() {
|
2014-03-16 14:53:10 -04:00
|
|
|
if (_moving) {
|
|
|
|
if (++_frameNum > _frameCount)
|
|
|
|
_frameNum = 1;
|
|
|
|
_forceRefresh = true;
|
|
|
|
} else {
|
|
|
|
if (!_forceRefresh)
|
|
|
|
idle();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int Player::getSpriteSlot() {
|
|
|
|
SpriteSlots &spriteSlots = _vm->_game->_scene._spriteSlots;
|
|
|
|
|
|
|
|
for (uint idx = 0; idx < spriteSlots.size(); ++idx) {
|
|
|
|
if (spriteSlots[idx]._seqIndex == PLAYER_SEQ_INDEX &&
|
|
|
|
spriteSlots[idx]._spriteType >= ST_NONE)
|
|
|
|
return idx;
|
|
|
|
}
|
|
|
|
|
|
|
|
return - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int Player::getScale(int yp) {
|
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
|
|
|
|
int scale = (scene._bandsRange == 0) ? scene._sceneInfo->_maxScale :
|
|
|
|
(yp - scene._sceneInfo->_yBandsStart) * scene._scaleRange / scene._bandsRange +
|
|
|
|
scene._sceneInfo->_minScale;
|
|
|
|
|
|
|
|
return MIN(scale, 100);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::setTicksAmount() {
|
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
|
|
|
|
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
|
|
|
|
assert(spriteSet._charInfo);
|
|
|
|
|
|
|
|
_ticksAmount = spriteSet._charInfo->_ticksAmount;
|
|
|
|
if (_ticksAmount == 0)
|
|
|
|
_ticksAmount = 6;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::setupRoute(bool bitFlag) {
|
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
|
|
|
|
// Reset the flag set of nodes in use
|
|
|
|
SceneNodeList &nodes = scene._sceneInfo->_nodes;
|
|
|
|
for (uint i = 0; i < nodes.size(); ++i)
|
|
|
|
nodes[i]._active = false;
|
|
|
|
|
|
|
|
// Start constructing route node list
|
|
|
|
_routeLength = 0x3FFF;
|
|
|
|
_routeCount = 0;
|
|
|
|
|
|
|
|
setupRouteNode(_tempRoute, nodes.size() - 1, bitFlag ? 0xC000 : 0x8000, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::setupRouteNode(int *routeIndexP, int nodeIndex, int flags, int routeLength) {
|
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
SceneNodeList &nodes = scene._sceneInfo->_nodes;
|
|
|
|
SceneNode ¤tNode = nodes[nodeIndex];
|
|
|
|
currentNode._active = true;
|
|
|
|
|
|
|
|
*routeIndexP++ = nodeIndex;
|
|
|
|
|
|
|
|
int subIndex = nodes.size() - 2;
|
|
|
|
int indexVal = nodes[nodeIndex]._indexes[subIndex];
|
|
|
|
if (indexVal & flags) {
|
|
|
|
routeLength += indexVal & 0x3FFF;
|
|
|
|
if (routeLength < _routeLength) {
|
|
|
|
// Found a new shorter route to destination, so set up the route with the found one
|
|
|
|
Common::copy(_tempRoute, routeIndexP, _routeIndexes);
|
|
|
|
_routeCount = routeIndexP - _tempRoute;
|
|
|
|
_routeLength = indexVal & 0x3FFF;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for (int idx = nodes.size() - 2; idx > 0; --idx) {
|
|
|
|
int nodePos = idx - 1;
|
|
|
|
if (!nodes[nodePos]._active && ((currentNode._indexes[nodePos] & flags) != 0))
|
|
|
|
setupRouteNode(routeIndexP, nodePos, 0x8000, indexVal & 0x3fff);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode._active = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
int Player::scanPath(MSurface &depthSurface, const Common::Point &srcPos, const Common::Point &destPos) {
|
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
|
|
|
|
// For compressed depth surfaces, always return 0
|
|
|
|
if (scene._sceneInfo->_depthStyle != 2)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
int yDiff = destPos.y - srcPos.y;
|
|
|
|
int yAmount = MADS_SCREEN_WIDTH;
|
|
|
|
|
|
|
|
if (yDiff < 0) {
|
|
|
|
yDiff = -yDiff;
|
|
|
|
yAmount = -yAmount;
|
|
|
|
}
|
|
|
|
|
|
|
|
int xDiff = destPos.x - srcPos.y;
|
|
|
|
int xDirection = 1;
|
|
|
|
int xAmount = 0;
|
|
|
|
if (xDiff < 0) {
|
|
|
|
xDiff = -xDiff;
|
|
|
|
xDirection = -xDirection;
|
|
|
|
xAmount = MIN(yDiff, xDiff);
|
|
|
|
}
|
|
|
|
|
|
|
|
++xDiff;
|
|
|
|
++yDiff;
|
|
|
|
|
|
|
|
const byte *srcP = depthSurface.getBasePtr(srcPos.x, srcPos.y);
|
|
|
|
int index = xAmount;
|
|
|
|
|
|
|
|
// Outer horizontal movement loop
|
|
|
|
for (int yIndex = 0; yIndex < yDiff; ++yIndex) {
|
|
|
|
index += yDiff;
|
|
|
|
int v = (*srcP & 0x7F) >> 4;
|
|
|
|
if (v)
|
|
|
|
return v;
|
|
|
|
|
|
|
|
// Inner loop for handling vertical movement
|
|
|
|
while (index >= xDiff) {
|
|
|
|
index -= xDiff;
|
|
|
|
|
|
|
|
v = (*srcP & 0x7F) >> 4;
|
|
|
|
if (v)
|
|
|
|
return v;
|
|
|
|
|
|
|
|
srcP += yAmount;
|
|
|
|
}
|
|
|
|
|
|
|
|
srcP += xDirection;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::startMovement() {
|
|
|
|
int xDiff = _destPos.x - _playerPos.x;
|
|
|
|
int yDiff = _destPos.y - _playerPos.y;
|
|
|
|
int srcScale = getScale(_playerPos.y);
|
|
|
|
int destScale = getScale(_destPos.y);
|
|
|
|
|
|
|
|
// Sets the X direction
|
|
|
|
if (xDiff > 0)
|
|
|
|
_xDirection = 1;
|
|
|
|
else if (xDiff < 0)
|
|
|
|
_xDirection = -1;
|
|
|
|
else
|
|
|
|
_xDirection = 0;
|
|
|
|
|
|
|
|
// Sets the Y direction
|
|
|
|
if (yDiff > 0)
|
|
|
|
_yDirection = 1;
|
|
|
|
else if (yDiff < 0)
|
|
|
|
_yDirection = -1;
|
|
|
|
else
|
|
|
|
_yDirection = 0;
|
|
|
|
|
|
|
|
xDiff = ABS(xDiff);
|
|
|
|
yDiff = ABS(yDiff);
|
|
|
|
int scaleDiff = ABS(srcScale - destScale);
|
|
|
|
|
|
|
|
int xAmt100 = xDiff * 100;
|
|
|
|
int yAmt100 = yDiff * 100;
|
|
|
|
int xAmt33 = xDiff * 33;
|
|
|
|
|
|
|
|
int scaleAmount = (_unk4 ? scaleDiff * 3 : 0) + 100 * yDiff / 100;
|
|
|
|
int scaleAmount100 = scaleAmount * 100;
|
|
|
|
|
|
|
|
// Figure out direction that will need to be moved in
|
|
|
|
int majorDir;
|
|
|
|
if (xDiff == 0)
|
|
|
|
majorDir = 1;
|
|
|
|
else if (yDiff == 0)
|
|
|
|
majorDir = 3;
|
|
|
|
else {
|
|
|
|
if ((scaleAmount < xDiff) && ((xAmt33 / scaleAmount) >= 141))
|
|
|
|
majorDir = 3;
|
|
|
|
else if (yDiff <= xDiff)
|
|
|
|
majorDir = 2;
|
|
|
|
else if ((scaleAmount100 / xDiff) >= 141)
|
|
|
|
majorDir = 1;
|
|
|
|
else
|
|
|
|
majorDir = 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (majorDir) {
|
|
|
|
case 1:
|
|
|
|
_newDirection = (_yDirection <= 0) ? 8 : 2;
|
|
|
|
break;
|
|
|
|
case 2: {
|
|
|
|
_newDirection = ((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 3:
|
|
|
|
_newDirection = (_xDirection <= 0) ? 4 : 6;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
_hypotenuse = sqrt((double)(xAmt100 * xAmt100 + yAmt100 * yAmt100));
|
|
|
|
_posDiff.x = xDiff + 1;
|
|
|
|
_posDiff.y = yDiff + 1;
|
|
|
|
_posChange.x = xDiff;
|
|
|
|
_posChange.y = yDiff;
|
|
|
|
|
|
|
|
int majorChange = MAX(xDiff, yDiff);
|
|
|
|
_v84530 = (majorChange == 0) ? 0 : _hypotenuse / majorChange;
|
|
|
|
|
|
|
|
if (_playerPos.x > _destPos.x)
|
|
|
|
_v8452C = MAX(_posChange.x, _posChange.y);
|
|
|
|
else
|
|
|
|
_v8452C = 0;
|
|
|
|
|
|
|
|
_hypotenuse /= 100;
|
|
|
|
_v8452E = -_v84530;
|
2014-03-03 00:42:41 -05:00
|
|
|
}
|
|
|
|
|
2014-03-17 08:47:20 +01:00
|
|
|
void Player::sub7E53C(Common::Point pos, int direction) {
|
|
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
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reset();
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scene._action._startWalkFlag = true;
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scene._action._walkFlag = true;
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scene._destPos = pos;
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scene._destFacing = direction;
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}
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2014-03-02 20:06:21 -05:00
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} // End of namespace MADS
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