scummvm/engines/kyra/animator_lok.cpp

659 lines
19 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/endian.h"
#include "kyra/kyra_lok.h"
#include "kyra/screen.h"
#include "kyra/animator_lok.h"
#include "kyra/sprites.h"
#include "common/system.h"
namespace Kyra {
Animator_LoK::Animator_LoK(KyraEngine_LoK *vm, OSystem *system) {
_vm = vm;
_screen = vm->screen();
_initOk = false;
_system = system;
_screenObjects = _actors = _items = _sprites = _objectQueue = 0;
_noDrawShapesFlag = 0;
_actorBkgBackUp[0] = new uint8[_screen->getRectSize(8, 69)];
memset(_actorBkgBackUp[0], 0, _screen->getRectSize(8, 69));
_actorBkgBackUp[1] = new uint8[_screen->getRectSize(8, 69)];
memset(_actorBkgBackUp[1], 0, _screen->getRectSize(8, 69));
}
Animator_LoK::~Animator_LoK() {
close();
delete[] _actorBkgBackUp[0];
delete[] _actorBkgBackUp[1];
}
void Animator_LoK::init(int actors_, int items_, int sprites_) {
_screenObjects = new AnimObject[actors_ + items_ + sprites_];
assert(_screenObjects);
memset(_screenObjects, 0, sizeof(AnimObject) * (actors_ + items_ + sprites_));
_actors = _screenObjects;
_sprites = &_screenObjects[actors_];
_items = &_screenObjects[actors_ + items_];
_brandonDrawFrame = 113;
_initOk = true;
}
void Animator_LoK::close() {
if (_initOk) {
_initOk = false;
delete[] _screenObjects;
_screenObjects = _actors = _items = _sprites = _objectQueue = 0;
}
}
void Animator_LoK::initAnimStateList() {
AnimObject *animStates = _screenObjects;
animStates[0].index = 0;
animStates[0].active = 1;
animStates[0].flags = 0x800;
animStates[0].background = _actorBkgBackUp[0];
animStates[0].rectSize = _screen->getRectSize(4, 48);
animStates[0].width = 4;
animStates[0].height = 48;
animStates[0].width2 = 4;
animStates[0].height2 = 3;
for (int i = 1; i <= 4; ++i) {
animStates[i].index = i;
animStates[i].active = 0;
animStates[i].flags = 0x800;
animStates[i].background = _actorBkgBackUp[1];
animStates[i].rectSize = _screen->getRectSize(4, 64);
animStates[i].width = 4;
animStates[i].height = 48;
animStates[i].width2 = 4;
animStates[i].height2 = 3;
}
for (int i = 5; i < 16; ++i) {
animStates[i].index = i;
animStates[i].active = 0;
animStates[i].flags = 0;
}
for (int i = 16; i < 28; ++i) {
animStates[i].index = i;
animStates[i].flags = 0;
animStates[i].background = _vm->_shapes[345+i];
animStates[i].rectSize = _screen->getRectSize(3, 24);
animStates[i].width = 3;
animStates[i].height = 16;
animStates[i].width2 = 0;
animStates[i].height2 = 0;
}
}
void Animator_LoK::preserveAllBackgrounds() {
uint8 curPage = _screen->_curPage;
_screen->_curPage = 2;
AnimObject *curObject = _objectQueue;
while (curObject) {
if (curObject->active && !curObject->disable) {
preserveOrRestoreBackground(curObject, false);
curObject->bkgdChangeFlag = 0;
}
curObject = curObject->nextAnimObject;
}
_screen->_curPage = curPage;
}
void Animator_LoK::flagAllObjectsForBkgdChange() {
AnimObject *curObject = _objectQueue;
while (curObject) {
curObject->bkgdChangeFlag = 1;
curObject = curObject->nextAnimObject;
}
}
void Animator_LoK::flagAllObjectsForRefresh() {
AnimObject *curObject = _objectQueue;
while (curObject) {
curObject->refreshFlag = 1;
curObject = curObject->nextAnimObject;
}
}
void Animator_LoK::restoreAllObjectBackgrounds() {
AnimObject *curObject = _objectQueue;
_screen->_curPage = 2;
while (curObject) {
if (curObject->active && !curObject->disable) {
preserveOrRestoreBackground(curObject, true);
curObject->x2 = curObject->x1;
curObject->y2 = curObject->y1;
}
curObject = curObject->nextAnimObject;
}
_screen->_curPage = 0;
}
void Animator_LoK::preserveAnyChangedBackgrounds() {
AnimObject *curObject = _objectQueue;
_screen->_curPage = 2;
while (curObject) {
if (curObject->active && !curObject->disable && curObject->bkgdChangeFlag) {
preserveOrRestoreBackground(curObject, false);
curObject->bkgdChangeFlag = 0;
}
curObject = curObject->nextAnimObject;
}
_screen->_curPage = 0;
}
void Animator_LoK::preserveOrRestoreBackground(AnimObject *obj, bool restore) {
int x = 0, y = 0, width = obj->width, height = obj->height;
if (restore) {
x = obj->x2 >> 3;
y = obj->y2;
} else {
x = obj->x1 >> 3;
y = obj->y1;
}
if (x < 0)
x = 0;
if (y < 0)
y = 0;
int temp;
temp = x + width;
if (temp >= 39)
x = 39 - width;
temp = y + height;
if (temp >= 136)
y = 136 - height;
if (restore)
_screen->copyBlockToPage(_screen->_curPage, x << 3, y, width << 3, height, obj->background);
else
_screen->copyRegionToBuffer(_screen->_curPage, x << 3, y, width << 3, height, obj->background);
}
void Animator_LoK::prepDrawAllObjects() {
AnimObject *curObject = _objectQueue;
int drawPage = 2;
int flagUnk1 = 0, flagUnk2 = 0, flagUnk3 = 0;
if (_noDrawShapesFlag)
return;
if (_vm->_brandonStatusBit & 0x20)
flagUnk1 = 0x200;
if (_vm->_brandonStatusBit & 0x40)
flagUnk2 = 0x4000;
while (curObject) {
if (curObject->active) {
int xpos = curObject->x1;
int ypos = curObject->y1;
int drawLayer = 0;
if (!(curObject->flags & 0x800))
drawLayer = 7;
else if (curObject->disable)
drawLayer = 0;
else
drawLayer = _vm->_sprites->getDrawLayer(curObject->drawY);
// talking head functionallity
if (_vm->_talkingCharNum != -1 && (_vm->_currentCharacter->currentAnimFrame != 88 || curObject->index != 0)) {
const int16 baseAnimFrameTable1[] = { 0x11, 0x35, 0x59, 0x00, 0x00, 0x00 };
const int16 baseAnimFrameTable2[] = { 0x15, 0x39, 0x5D, 0x00, 0x00, 0x00 };
const int8 xOffsetTable1[] = { 2, 4, 0, 5, 2, 0, 0, 0 };
const int8 xOffsetTable2[] = { 6, 4, 8, 3, 6, 0, 0, 0 };
const int8 yOffsetTable1[] = { 0, 8, 1, 1, 0, 0, 0, 0 };
const int8 yOffsetTable2[] = { 0, 8, 1, 1, 0, 0, 0, 0 };
if (curObject->index == 0 || curObject->index <= 4) {
int shapesIndex = 0;
if (curObject->index == _vm->_charSayUnk3) {
shapesIndex = _vm->_currHeadShape + baseAnimFrameTable1[curObject->index];
} else {
shapesIndex = baseAnimFrameTable2[curObject->index];
int temp2 = 0;
if (curObject->index == 2) {
if (_vm->_characterList[2].sceneId == 77 || _vm->_characterList[2].sceneId == 86)
temp2 = 1;
else
temp2 = 0;
} else {
temp2 = 1;
}
if (!temp2)
shapesIndex = -1;
}
xpos = curObject->x1;
ypos = curObject->y1;
int tempX = 0, tempY = 0;
if (curObject->flags & 0x1) {
tempX = (xOffsetTable1[curObject->index] * _brandonScaleX) >> 8;
tempY = yOffsetTable1[curObject->index];
} else {
tempX = (xOffsetTable2[curObject->index] * _brandonScaleX) >> 8;
tempY = yOffsetTable2[curObject->index];
}
tempY = (tempY * _brandonScaleY) >> 8;
xpos += tempX;
ypos += tempY;
if (_vm->_scaleMode && _brandonScaleX != 256)
++xpos;
if (curObject->index == 0 && shapesIndex != -1) {
if (!(_vm->_brandonStatusBit & 2)) {
flagUnk3 = 0x100;
if ((flagUnk1 & 0x200) || (flagUnk2 & 0x4000))
flagUnk3 = 0;
int tempFlags = 0;
if (flagUnk3 & 0x100) {
tempFlags = curObject->flags & 1;
tempFlags |= 0x800 | flagUnk1 | 0x100;
}
if (!(flagUnk3 & 0x100) && (flagUnk2 & 0x4000)) {
tempFlags = curObject->flags & 1;
tempFlags |= 0x900 | flagUnk1 | 0x4000;
_screen->drawShape(drawPage, _vm->_shapes[shapesIndex], xpos, ypos, 2, tempFlags | 4, _vm->_brandonPoisonFlagsGFX, int(1), int(_vm->_brandonInvFlag), drawLayer, _brandonScaleX, _brandonScaleY);
} else {
if (!(flagUnk2 & 0x4000)) {
tempFlags = curObject->flags & 1;
tempFlags |= 0x900 | flagUnk1;
}
_screen->drawShape(drawPage, _vm->_shapes[shapesIndex], xpos, ypos, 2, tempFlags | 4, _vm->_brandonPoisonFlagsGFX, int(1), drawLayer, _brandonScaleX, _brandonScaleY);
}
}
} else {
if (shapesIndex != -1) {
int tempFlags = 0;
if (curObject->flags & 1)
tempFlags = 1;
_screen->drawShape(drawPage, _vm->_shapes[shapesIndex], xpos, ypos, 2, tempFlags | 0x800, drawLayer);
}
}
}
}
xpos = curObject->x1;
ypos = curObject->y1;
curObject->flags |= 0x800;
if (curObject->index == 0) {
flagUnk3 = 0x100;
if (flagUnk1 & 0x200 || flagUnk2 & 0x4000)
flagUnk3 = 0;
if (_vm->_brandonStatusBit & 2)
curObject->flags &= 0xFFFFFFFE;
if (!_vm->_scaleMode) {
if (flagUnk3 & 0x100)
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x100, (uint8*)_vm->_brandonPoisonFlagsGFX, int(1), drawLayer);
else if (flagUnk2 & 0x4000)
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x4000, int(_vm->_brandonInvFlag), drawLayer);
else
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1, drawLayer);
} else {
if (flagUnk3 & 0x100)
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x104, (uint8*)_vm->_brandonPoisonFlagsGFX, int(1), drawLayer, _brandonScaleX, _brandonScaleY);
else if (flagUnk2 & 0x4000)
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x4004, int(_vm->_brandonInvFlag), drawLayer, _brandonScaleX, _brandonScaleY);
else
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x4, drawLayer, _brandonScaleX, _brandonScaleY);
}
} else {
if (curObject->index >= 16 && curObject->index <= 27)
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | 4, drawLayer, (int)_vm->_scaleTable[curObject->drawY], (int)_vm->_scaleTable[curObject->drawY]);
else
_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags, drawLayer);
}
}
curObject = curObject->nextAnimObject;
}
}
void Animator_LoK::copyChangedObjectsForward(int refreshFlag) {
for (AnimObject *curObject = _objectQueue; curObject; curObject = curObject->nextAnimObject) {
if (curObject->active) {
if (curObject->refreshFlag || refreshFlag) {
int xpos = 0, ypos = 0, width = 0, height = 0;
xpos = (curObject->x1>>3) - (curObject->width2>>3) - 1;
ypos = curObject->y1 - curObject->height2;
width = curObject->width + (curObject->width2>>3) + 2;
height = curObject->height + curObject->height2*2;
if (xpos < 1)
xpos = 1;
else if (xpos > 39)
continue;
if (xpos + width > 39)
width = 39 - xpos;
if (ypos < 8)
ypos = 8;
else if (ypos > 136)
continue;
if (ypos + height > 136)
height = 136 - ypos;
_screen->copyRegion(xpos << 3, ypos, xpos << 3, ypos, width << 3, height, 2, 0);
curObject->refreshFlag = 0;
}
}
}
_screen->updateScreen();
}
void Animator_LoK::updateAllObjectShapes() {
restoreAllObjectBackgrounds();
preserveAnyChangedBackgrounds();
prepDrawAllObjects();
copyChangedObjectsForward(0);
}
void Animator_LoK::animRemoveGameItem(int index) {
restoreAllObjectBackgrounds();
AnimObject *animObj = &_items[index];
animObj->sceneAnimPtr = 0;
animObj->animFrameNumber = -1;
animObj->refreshFlag = 1;
animObj->bkgdChangeFlag = 1;
updateAllObjectShapes();
animObj->active = 0;
objectRemoveQueue(_objectQueue, animObj);
}
void Animator_LoK::animAddGameItem(int index, uint16 sceneId) {
restoreAllObjectBackgrounds();
assert(sceneId < _vm->_roomTableSize);
Room *currentRoom = &_vm->_roomTable[sceneId];
AnimObject *animObj = &_items[index];
animObj->active = 1;
animObj->refreshFlag = 1;
animObj->bkgdChangeFlag = 1;
animObj->drawY = currentRoom->itemsYPos[index];
animObj->sceneAnimPtr = _vm->_shapes[216+currentRoom->itemsTable[index]];
animObj->animFrameNumber = -1;
animObj->x1 = currentRoom->itemsXPos[index];
animObj->y1 = currentRoom->itemsYPos[index];
animObj->x1 -= fetchAnimWidth(animObj->sceneAnimPtr, _vm->_scaleTable[animObj->drawY]) >> 1;
animObj->y1 -= fetchAnimHeight(animObj->sceneAnimPtr, _vm->_scaleTable[animObj->drawY]);
animObj->x2 = animObj->x1;
animObj->y2 = animObj->y1;
animObj->width2 = 0;
animObj->height2 = 0;
_objectQueue = objectQueue(_objectQueue, animObj);
preserveAnyChangedBackgrounds();
animObj->refreshFlag = 1;
animObj->bkgdChangeFlag = 1;
}
void Animator_LoK::animAddNPC(int character) {
restoreAllObjectBackgrounds();
AnimObject *animObj = &_actors[character];
const Character *ch = &_vm->_characterList[character];
animObj->active = 1;
animObj->refreshFlag = 1;
animObj->bkgdChangeFlag = 1;
animObj->drawY = ch->y1;
animObj->sceneAnimPtr = _vm->_shapes[ch->currentAnimFrame];
animObj->x1 = animObj->x2 = ch->x1 + _vm->_defaultShapeTable[ch->currentAnimFrame-7].xOffset;
animObj->y1 = animObj->y2 = ch->y1 + _vm->_defaultShapeTable[ch->currentAnimFrame-7].yOffset;
if (ch->facing >= 1 && ch->facing <= 3)
animObj->flags |= 1;
else if (ch->facing >= 5 && ch->facing <= 7)
animObj->flags &= 0xFFFFFFFE;
_objectQueue = objectQueue(_objectQueue, animObj);
preserveAnyChangedBackgrounds();
animObj->refreshFlag = 1;
animObj->bkgdChangeFlag = 1;
}
Animator_LoK::AnimObject *Animator_LoK::objectRemoveQueue(AnimObject *queue, AnimObject *rem) {
AnimObject *cur = queue;
AnimObject *prev = queue;
while (cur != rem && cur) {
AnimObject *temp = cur->nextAnimObject;
if (!temp)
break;
prev = cur;
cur = temp;
}
if (cur == queue) {
if (!cur)
return 0;
return cur->nextAnimObject;
}
if (!cur->nextAnimObject) {
if (cur == rem) {
if (!prev)
return 0;
else
prev->nextAnimObject = 0;
}
} else {
if (cur == rem)
prev->nextAnimObject = rem->nextAnimObject;
}
return queue;
}
Animator_LoK::AnimObject *Animator_LoK::objectAddHead(AnimObject *queue, AnimObject *head) {
head->nextAnimObject = queue;
return head;
}
Animator_LoK::AnimObject *Animator_LoK::objectQueue(AnimObject *queue, AnimObject *add) {
if (add->drawY <= queue->drawY || !queue) {
add->nextAnimObject = queue;
return add;
}
AnimObject *cur = queue;
AnimObject *prev = queue;
while (add->drawY > cur->drawY) {
AnimObject *temp = cur->nextAnimObject;
if (!temp)
break;
prev = cur;
cur = temp;
}
if (add->drawY <= cur->drawY) {
prev->nextAnimObject = add;
add->nextAnimObject = cur;
} else {
cur->nextAnimObject = add;
add->nextAnimObject = 0;
}
return queue;
}
void Animator_LoK::addObjectToQueue(AnimObject *object) {
if (!_objectQueue)
_objectQueue = objectAddHead(0, object);
else
_objectQueue = objectQueue(_objectQueue, object);
}
void Animator_LoK::refreshObject(AnimObject *object) {
_objectQueue = objectRemoveQueue(_objectQueue, object);
if (_objectQueue)
_objectQueue = objectQueue(_objectQueue, object);
else
_objectQueue = objectAddHead(0, object);
}
void Animator_LoK::makeBrandonFaceMouse() {
Common::Point mouse = _vm->getMousePos();
if (mouse.x >= _vm->_currentCharacter->x1)
_vm->_currentCharacter->facing = 3;
else
_vm->_currentCharacter->facing = 5;
animRefreshNPC(0);
updateAllObjectShapes();
}
int16 Animator_LoK::fetchAnimWidth(const uint8 *shape, int16 mult) {
if (_vm->gameFlags().useAltShapeHeader)
shape += 2;
return (((int16)READ_LE_UINT16((shape+3))) * mult) >> 8;
}
int16 Animator_LoK::fetchAnimHeight(const uint8 *shape, int16 mult) {
if (_vm->gameFlags().useAltShapeHeader)
shape += 2;
return (int16)(((int8)*(shape+2)) * mult) >> 8;
}
void Animator_LoK::setBrandonAnimSeqSize(int width, int height) {
restoreAllObjectBackgrounds();
_brandonAnimSeqSizeWidth = _actors[0].width;
_brandonAnimSeqSizeHeight = _actors[0].height;
_actors[0].width = width + 1;
_actors[0].height = height;
preserveAllBackgrounds();
}
void Animator_LoK::resetBrandonAnimSeqSize() {
restoreAllObjectBackgrounds();
_actors[0].width = _brandonAnimSeqSizeWidth;
_actors[0].height = _brandonAnimSeqSizeHeight;
preserveAllBackgrounds();
}
void Animator_LoK::animRefreshNPC(int character) {
AnimObject *animObj = &_actors[character];
Character *ch = &_vm->characterList()[character];
animObj->refreshFlag = 1;
animObj->bkgdChangeFlag = 1;
int facing = ch->facing;
if (facing >= 1 && facing <= 3)
animObj->flags |= 1;
else if (facing >= 5 && facing <= 7)
animObj->flags &= 0xFFFFFFFE;
animObj->drawY = ch->y1;
animObj->sceneAnimPtr = _vm->shapes()[ch->currentAnimFrame];
animObj->animFrameNumber = ch->currentAnimFrame;
if (character == 0) {
if (_vm->brandonStatus() & 10) {
animObj->animFrameNumber = 88;
ch->currentAnimFrame = 88;
}
if (_vm->brandonStatus() & 2) {
animObj->animFrameNumber = _brandonDrawFrame;
ch->currentAnimFrame = _brandonDrawFrame;
animObj->sceneAnimPtr = _vm->shapes()[_brandonDrawFrame];
if (_vm->_brandonStatusBit0x02Flag) {
++_brandonDrawFrame;
// TODO: check this
if (_brandonDrawFrame >= 122) {
_brandonDrawFrame = 113;
_vm->_brandonStatusBit0x02Flag = 0;
}
}
}
}
int xOffset = _vm->_defaultShapeTable[ch->currentAnimFrame-7].xOffset;
int yOffset = _vm->_defaultShapeTable[ch->currentAnimFrame-7].yOffset;
if (_vm->_scaleMode) {
animObj->x1 = ch->x1;
animObj->y1 = ch->y1;
int newScale = _vm->_scaleTable[ch->y1];
_brandonScaleX = newScale;
_brandonScaleY = newScale;
animObj->x1 += (_brandonScaleX * xOffset) >> 8;
animObj->y1 += (_brandonScaleY * yOffset) >> 8;
} else {
animObj->x1 = ch->x1 + xOffset;
animObj->y1 = ch->y1 + yOffset;
}
animObj->width2 = 4;
animObj->height2 = 3;
refreshObject(animObj);
}
void Animator_LoK::setCharacterDefaultFrame(int character) {
static const uint16 initFrameTable[] = {
7, 41, 77, 0, 0
};
assert(character < ARRAYSIZE(initFrameTable));
Character *edit = &_vm->characterList()[character];
edit->sceneId = 0xFFFF;
edit->facing = 0;
edit->currentAnimFrame = initFrameTable[character];
// edit->unk6 = 1;
}
void Animator_LoK::setCharactersHeight() {
static const int8 initHeightTable[] = {
48, 40, 48, 47, 56,
44, 42, 47, 38, 35,
40
};
for (int i = 0; i < 11; ++i)
_vm->characterList()[i].height = initHeightTable[i];
}
} // end of namespace Kyra