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ILLUSIONS: Add Control::calcPosition and Control::readPointsConfig
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@ -284,6 +284,26 @@ void Control::deactivateObject() {
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}
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}
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void Control::readPointsConfig(byte *pointsConfig) {
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_unkPt.x = READ_LE_UINT16(pointsConfig + 0);
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_unkPt.y = READ_LE_UINT16(pointsConfig + 2);
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pointsConfig += 2;
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_pt.x = READ_LE_UINT16(pointsConfig + 0);
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_pt.y = READ_LE_UINT16(pointsConfig + 2);
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pointsConfig += 2;
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_feetPt.x = READ_LE_UINT16(pointsConfig + 0);
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_feetPt.y = READ_LE_UINT16(pointsConfig + 2);
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pointsConfig += 2;
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_position.x = READ_LE_UINT16(pointsConfig + 0);
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_position.y = READ_LE_UINT16(pointsConfig + 2);
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pointsConfig += 2;
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for (uint i = 0; i < kSubObjectsCount; ++i) {
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_subobjectsPos[i].x = READ_LE_UINT16(pointsConfig + 0);
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_subobjectsPos[i].y = READ_LE_UINT16(pointsConfig + 2);
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pointsConfig += 2;
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}
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}
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void Control::setActorPosition(Common::Point position) {
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_actor->_position = position;
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}
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@ -377,6 +397,35 @@ int Control::getPriority() {
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return p + 50 * ((objectId & 0x3F) + ((10000 * priority + positionY + 5000) << 6));
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}
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Common::Point Control::calcPosition(Common::Point posDelta) {
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Common::Point pos;
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if (_actor->_parentObjectId) {
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int16 accuX = 0, accuY = 0;
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Actor *actor = _actor;
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while (actor->_parentObjectId) {
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Control *parentControl = _vm->_dict->getObjectControl(actor->_parentObjectId);
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accuX += parentControl->_subobjectsPos[actor->_linkIndex - 1].x;
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accuY += parentControl->_subobjectsPos[actor->_linkIndex - 1].y;
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actor = parentControl->_actor;
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}
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pos = actor->_position;
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pos.x += accuX * actor->_scale / 100;
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pos.y += accuY * actor->_scale / 100;
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_actor->_position = pos;
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if (!(_actor->_flags & 8)) {
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pos.x -= posDelta.x;
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pos.y -= posDelta.y;
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}
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} else {
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pos = _actor->_position;
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if (!(_actor->_flags & 8)) {
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pos.x -= posDelta.x;
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pos.y -= posDelta.y;
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}
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}
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return pos;
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}
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uint32 Control::getSubActorParent() {
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uint32 parentObjectId = _objectId;
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while (1) {
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@ -429,7 +478,7 @@ void Control::setActorFrameIndex(int16 frameIndex) {
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_actor->_frameIndex = frameIndex;
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const Frame &frame = (*_actor->_frames)[frameIndex - 1];
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_actor->_surfInfo = frame._surfInfo;
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// TODO memcpy(&control->unkPt, (const void *)frame->config, 0x4Cu);
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readPointsConfig(frame._pointsConfig);
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_actor->_flags |= 0x2000;
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_actor->_flags |= 0x4000;
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_actor->_newFrameIndex = 0;
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@ -535,7 +584,7 @@ void Controls::placeActor(uint32 actorTypeId, Common::Point placePt, uint32 sequ
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control->_flags = actorType->_flags;
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control->_priority = actorType->_priority;
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control->_objectId = objectId;
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// TODO memcpy(&control->unkPt, (const void *)actorType->_config, 0x4Cu);
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control->readPointsConfig(actorType->_pointsConfig);
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control->_actorTypeId = actorTypeId;
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control->_actor = actor;
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/* TODO
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@ -138,6 +138,7 @@ public:
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bool isActorVisible();
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void activateObject();
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void deactivateObject();
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void readPointsConfig(byte *pointsConfig);
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void setActorPosition(Common::Point position);
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Common::Point getActorPosition();
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void setActorScale(int scale);
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@ -148,6 +149,7 @@ public:
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void clearNotifyThreadId2();
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void setPriority(int16 priority);
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int getPriority();
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Common::Point calcPosition(Common::Point posDelta);
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uint32 getSubActorParent();
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void getCollisionRectAccurate(Common::Rect &collisionRect);
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void setActorUsePan(int usePan);
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@ -171,6 +173,7 @@ public:
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Common::Point _pt;
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Common::Point _feetPt;
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Common::Point _position;
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Common::Point _subobjectsPos[kSubObjectsCount];
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// TODO 0000001C - 00000054 unknown
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void startSequenceActorIntern(uint32 sequenceId, int value, int value2, uint32 notifyThreadId);
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};
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@ -77,10 +77,11 @@ bool ActorResourceLoader::isFlag(int flag) {
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void Frame::load(byte *dataStart, Common::SeekableReadStream &stream) {
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_flags = stream.readUint16LE();
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stream.skip(2); // Skip padding
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stream.readUint32LE(); // TODO config dd
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uint32 pointsConfigOffs = stream.readUint32LE();
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_surfInfo.load(stream);
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uint32 compressedPixelsOffs = stream.readUint32LE();
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_compressedPixels = dataStart + compressedPixelsOffs;
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_pointsConfig = dataStart + pointsConfigOffs;
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debug(5, "Frame::load() compressedPixelsOffs: %08X",
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compressedPixelsOffs);
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@ -99,7 +100,7 @@ void Sequence::load(byte *dataStart, Common::SeekableReadStream &stream) {
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void ActorType::load(byte *dataStart, Common::SeekableReadStream &stream) {
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_actorTypeId = stream.readUint32LE();
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_surfInfo.load(stream);
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stream.readUint32LE(); // TODO config dd
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uint32 pointsConfigOffs = stream.readUint32LE();
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stream.readUint16LE(); // TODO namedPointsCount dw
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stream.skip(2); // Skip padding
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stream.readUint32LE(); // TODO namedPoints dd
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@ -116,6 +117,7 @@ void ActorType::load(byte *dataStart, Common::SeekableReadStream &stream) {
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_priorityLayerIndex = stream.readUint16LE();
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_regionLayerIndex = stream.readUint16LE();
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_flags = stream.readUint16LE();
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_pointsConfig = dataStart + pointsConfigOffs;
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debug(5, "ActorType::load() _actorTypeId: %08X; _color(%d,%d,%d); _scale: %d; _priority: %d; _value1E: %d",
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_actorTypeId, _color.r, _color.g, _color.b, _scale, _priority, _value1E);
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@ -45,7 +45,7 @@ protected:
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struct Frame {
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uint16 _flags;
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// TODO config dd
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byte *_pointsConfig;
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SurfInfo _surfInfo;
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byte *_compressedPixels;
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void load(byte *dataStart, Common::SeekableReadStream &stream);
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@ -61,7 +61,7 @@ struct Sequence {
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struct ActorType {
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uint32 _actorTypeId;
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SurfInfo _surfInfo;
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// TODO config dd
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byte *_pointsConfig;
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// TODO namedPointsCount dw
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// TODO namedPoints dd
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RGB _color;
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@ -136,20 +136,16 @@ Common::Error IllusionsEngine::run() {
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// Actor/graphics test
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_resSys->loadResource(0x00110007, 0, 0);
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_resSys->loadResource(0x00100006, 0, 0);
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_controls->placeActor(0x00050008, Common::Point(200, 200), 0x00060136, 0x00040001, 0);
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Control *control = *_controls->_controls.begin();
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control->setActorFrameIndex(1);
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control->appearActor();
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//_camera->panToPoint(Common::Point(800, 0), 500, 0);
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while (!shouldQuit()) {
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updateGraphics();
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_screen->updateSprites();
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_system->updateScreen();
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updateEvents();
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//break;
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}
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#endif
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@ -268,8 +264,8 @@ int IllusionsEngine::updateGraphics() {
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debug("control->_pauseCtr: %d; actor->_flags: %04X", control->_pauseCtr, actor->_flags);
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if (control->_pauseCtr == 0 && actor && (actor->_flags & 1) && !(actor->_flags & 0x0200)) {
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// TODO Common::Point drawPosition = control->calcPosition(panPoint);
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Common::Point drawPosition(200, 200);//DEBUG
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Common::Point drawPosition = control->calcPosition(panPoint);
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debug("drawPosition: %d, %d", drawPosition.x, drawPosition.y);
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if (actor->_flags & 0x2000) {
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Frame *frame = &(*actor->_frames)[actor->_frameIndex - 1];
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_screen->_decompressQueue->insert(&actor->_drawFlags, frame->_flags,
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