mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
140 lines
4.3 KiB
C++
140 lines
4.3 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.
|
|
*
|
|
*/
|
|
|
|
#include "common/debug.h"
|
|
|
|
#include "toon/flux.h"
|
|
|
|
namespace Toon {
|
|
|
|
CharacterFlux::CharacterFlux(ToonEngine *vm) : Character(vm) {
|
|
_id = 1;
|
|
_animationInstance = vm->getAnimationManager()->createNewInstance(kAnimationCharacter);
|
|
_animationInstance->setUseMask(true);
|
|
vm->getAnimationManager()->addInstance(_animationInstance);
|
|
}
|
|
|
|
CharacterFlux::~CharacterFlux() {
|
|
}
|
|
|
|
void CharacterFlux::playStandingAnim() {
|
|
debugC(4, kDebugCharacter, "playStandingAnim()");
|
|
|
|
_animationInstance->setAnimation(_walkAnim);
|
|
_animationInstance->setFrame(_facing * 3);
|
|
_animationInstance->setAnimationRange(_facing * 3, _facing * 3);
|
|
_animationInstance->stopAnimation();
|
|
_animationInstance->setLooping(true);
|
|
|
|
//s/etVisible(true);
|
|
}
|
|
|
|
void CharacterFlux::setVisible(bool visible) {
|
|
if (_vm->state()->_currentChapter == 2) {
|
|
Character::setVisible(false);
|
|
} else {
|
|
Character::setVisible(visible);
|
|
}
|
|
}
|
|
|
|
void CharacterFlux::playWalkAnim(int32 start, int32 end) {
|
|
debugC(4, kDebugCharacter, "playWalkAnim(%d, %d)", start, end);
|
|
|
|
_animationInstance->setAnimation(_walkAnim);
|
|
_animationInstance->setAnimationRange(24 + _facing * 10, 24 + _facing * 10 + 9);
|
|
_animationInstance->playAnimation();
|
|
_animationInstance->setFps(16);
|
|
_animationInstance->setLooping(true);
|
|
}
|
|
|
|
int32 CharacterFlux::fixFacingForAnimation(int32 originalFacing, int32 animationId) {
|
|
|
|
static const byte fixFluxAnimationFacing[] = {
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xee, 0xff, 0xff, 0xff,
|
|
0xff, 0xff, 0xff, 0xff, 0xee, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x55,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff };
|
|
|
|
byte animFacingFlag = fixFluxAnimationFacing[animationId];
|
|
int32 v5 = 1 << originalFacing;
|
|
int32 v6 = 1 << originalFacing;
|
|
int32 facingMask = 0;
|
|
do {
|
|
if (v6 & animFacingFlag) {
|
|
facingMask = v6;
|
|
} else if (v5 & animFacingFlag) {
|
|
facingMask = v5;
|
|
}
|
|
v5 >>= 1;
|
|
v6 <<= 1;
|
|
}
|
|
while (!facingMask);
|
|
|
|
int32 finalFacing = 0;
|
|
for (finalFacing = 0; ; ++finalFacing) {
|
|
facingMask >>= 1;
|
|
if (!facingMask)
|
|
break;
|
|
}
|
|
|
|
return finalFacing;
|
|
}
|
|
|
|
void CharacterFlux::setPosition(int32 x, int32 y) {
|
|
debugC(5, kDebugCharacter, "setPosition(%d, %d)", x, y);
|
|
|
|
_z = _vm->getLayerAtPoint(x, y);
|
|
_scale = _vm->getScaleAtPoint(x, y);
|
|
int32 width = _walkAnim->getWidth() * _scale / 1024;
|
|
int32 height = 165 * _scale / 1024;
|
|
_animationInstance->setPosition(x - width / 2, y - height, _z , false);
|
|
_animationInstance->setScale(_scale);
|
|
|
|
// in original code, flux shadow scale is 3/4 of real scale
|
|
int32 shadowScale = _scale * 3 / 4;
|
|
|
|
// work out position and scale of the shadow below character
|
|
int32 shadowWidth = _shadowAnim->getWidth() * shadowScale / 1024;
|
|
int32 shadowHeight = _shadowAnim->getHeight() * shadowScale / 1024;
|
|
_shadowAnimationInstance->setPosition(x - shadowWidth / 2, y - shadowHeight / 2 , _z , false);
|
|
_shadowAnimationInstance->setScale(shadowScale);
|
|
_x = x;
|
|
_y = y;
|
|
_finalX = x;
|
|
_finalY = y;
|
|
_animationInstance->setLayerZ(_y);
|
|
}
|
|
|
|
void CharacterFlux::update(int32 timeIncrement) {
|
|
debugC(5, kDebugCharacter, "update(%d)", timeIncrement);
|
|
Character::update(timeIncrement);
|
|
setPosition(_x, _y);
|
|
}
|
|
|
|
int32 CharacterFlux::getRandomIdleAnim() {
|
|
debugC(3, kDebugCharacter, "getRandomIdleAnim()");
|
|
static const int32 idle[] = { 0xe, 0xf, 0x21, 0x22, 0x24, 0x25, 0x27 };
|
|
return idle[_vm->randRange(0, 6)];
|
|
}
|
|
|
|
} // End of namespace Toon
|