scummvm/kyra/animator.cpp
Oystein Eftevaag ed7a6e900d Kyra cleanup path step 2
* Moved more code out of kyra.cpp.
  Specifically moved Kyra1 specific sequence helper functions to sequence.cpp 
  (and updateKyragemFading() from animator.cpp for the same reason),
  and some generic animation functions to animator.cpp. This is mainly
  in preparation for Kyra2.
* Additionally, cleaned up my last bugfix a little bit :)

svn-id: r20493
2006-02-11 08:31:13 +00:00

692 lines
20 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 The ScummVM project
*
* 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 "kyra/kyra.h"
#include "kyra/screen.h"
#include "kyra/animator.h"
#include "kyra/sprites.h"
#include "common/system.h"
namespace Kyra {
ScreenAnimator::ScreenAnimator(KyraEngine *vm, OSystem *system) {
_vm = vm;
_screen = vm->screen();
_initOk = false;
_updateScreen = false;
_system = system;
_screenObjects = _actors = _items = _sprites = _objectQueue = 0;
_noDrawShapesFlag = 0;
}
ScreenAnimator::~ScreenAnimator() {
close();
}
void ScreenAnimator::init(int actors_, int items_, int sprites_) {
debug(9, "ScreenAnimator::init(%d, %d, %d)", actors_, items_, 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 ScreenAnimator::close() {
debug(9, "ScreenAnimator::close()");
if (_initOk) {
_initOk = false;
delete [] _screenObjects;
_screenObjects = _actors = _items = _sprites = _objectQueue = 0;
}
}
void ScreenAnimator::initAnimStateList() {
AnimObject *animStates = _screenObjects;
animStates[0].index = 0;
animStates[0].active = 1;
animStates[0].flags = 0x800;
animStates[0].background = _vm->_shapes[2];
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 = _vm->_shapes[3];
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[349+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 ScreenAnimator::preserveAllBackgrounds() {
debug(9, "ScreenAnimator::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 ScreenAnimator::flagAllObjectsForBkgdChange() {
debug(9, "ScreenAnimator::flagAllObjectsForBkgdChange()");
AnimObject *curObject = _objectQueue;
while (curObject) {
curObject->bkgdChangeFlag = 1;
curObject = curObject->nextAnimObject;
}
}
void ScreenAnimator::flagAllObjectsForRefresh() {
debug(9, "ScreenAnimator::flagAllObjectsForRefresh()");
AnimObject *curObject = _objectQueue;
while (curObject) {
curObject->refreshFlag = 1;
curObject = curObject->nextAnimObject;
}
}
void ScreenAnimator::restoreAllObjectBackgrounds() {
debug(9, "ScreenAnimator::restoreAllObjectBackground()");
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 ScreenAnimator::preserveAnyChangedBackgrounds() {
debug(9, "ScreenAnimator::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 ScreenAnimator::preserveOrRestoreBackground(AnimObject *obj, bool restore) {
debug(9, "ScreenAnimator::preserveOrRestoreBackground(0x%X, restore)", obj, restore);
int x = 0, y = 0, width = obj->width << 3, height = obj->height;
if (restore) {
x = obj->x2;
y = obj->y2;
} else {
x = obj->x1;
y = obj->y1;
}
if (x < 0)
x = 0;
if (y < 0)
y = 0;
int temp;
temp = x + width;
if (temp >= 319) {
x = 319 - width;
}
temp = y + height;
if (temp >= 136) {
y = 136 - height;
}
if (restore) {
_screen->copyBlockToPage(_screen->_curPage, x, y, width, height, obj->background);
} else {
_screen->copyRegionToBuffer(_screen->_curPage, x, y, width, height, obj->background);
}
}
void ScreenAnimator::prepDrawAllObjects() {
debug(9, "ScreenAnimator::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) {
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[4+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[4+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[4+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 (flagUnk3 & 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 (flagUnk3 & 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 ScreenAnimator::copyChangedObjectsForward(int refreshFlag) {
debug(9, "ScreenAnimator::copyChangedObjectsForward(%d)", refreshFlag);
AnimObject *curObject = _objectQueue;
while (curObject) {
if (curObject->active) {
if (curObject->refreshFlag || refreshFlag) {
int xpos = 0, ypos = 0, width = 0, height = 0;
xpos = curObject->x1 - (curObject->width2+1);
ypos = curObject->y1 - curObject->height2;
width = (curObject->width + ((curObject->width2)>>3)+1)<<3;
height = curObject->height + curObject->height2*2;
if (xpos < 8) {
xpos = 8;
} else if (xpos + width > 312) {
width = 312 - xpos;
}
if (ypos < 8) {
ypos = 8;
} else if (ypos + height > 136) {
height = 136 - ypos;
}
_screen->copyRegion(xpos, ypos, xpos, ypos, width, height, 2, 0, Screen::CR_CLIPPED);
curObject->refreshFlag = 0;
_updateScreen = true;
}
}
curObject = curObject->nextAnimObject;
}
if (_updateScreen) {
_screen->updateScreen();
_updateScreen = false;
}
}
void ScreenAnimator::updateAllObjectShapes() {
debug(9, "ScreenAnimator::updateAllObjectShapes()");
restoreAllObjectBackgrounds();
preserveAnyChangedBackgrounds();
prepDrawAllObjects();
copyChangedObjectsForward(0);
}
void ScreenAnimator::animRemoveGameItem(int index) {
debug(9, "ScreenAnimator::animRemoveGameItem(%d)", 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 ScreenAnimator::animAddGameItem(int index, uint16 sceneId) {
debug(9, "ScreenAnimator::animRemoveGameItem(%d, %d)", index, 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[220+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 ScreenAnimator::animAddNPC(int character) {
debug(9, "ScreenAnimator::animAddNPC(%d)", 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[4+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;
}
AnimObject *ScreenAnimator::objectRemoveQueue(AnimObject *queue, AnimObject *rem) {
debug(9, "ScreenAnimator::objectRemoveQueue(0x%X, 0x%X)", queue, 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;
}
AnimObject *ScreenAnimator::objectAddHead(AnimObject *queue, AnimObject *head) {
debug(9, "ScreenAnimator::objectAddHead(0x%X, 0x%X)", queue, head);
head->nextAnimObject = queue;
return head;
}
AnimObject *ScreenAnimator::objectQueue(AnimObject *queue, AnimObject *add) {
debug(9, "ScreenAnimator::objectQueue(0x%X, 0x%X)", queue, 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 ScreenAnimator::addObjectToQueue(AnimObject *object) {
debug(9, "ScreenAnimator::addObjectToQueue(0x%X)", object);
if (!_objectQueue) {
_objectQueue = objectAddHead(0, object);
} else {
_objectQueue = objectQueue(_objectQueue, object);
}
}
void ScreenAnimator::refreshObject(AnimObject *object) {
debug(9, "ScreenAnimator::refreshObject(0x%X)", object);
_objectQueue = objectRemoveQueue(_objectQueue, object);
if (_objectQueue) {
_objectQueue = objectQueue(_objectQueue, object);
} else {
_objectQueue = objectAddHead(0, object);
}
}
void ScreenAnimator::makeBrandonFaceMouse() {
debug(9, "ScreenAnimator::makeBrandonFaceMouse()");
if (_vm->mouseX() >= _vm->_currentCharacter->x1) {
_vm->_currentCharacter->facing = 3;
} else {
_vm->_currentCharacter->facing = 5;
}
animRefreshNPC(0);
updateAllObjectShapes();
}
int16 ScreenAnimator::fetchAnimWidth(const uint8 *shape, int16 mult) {
debug(9, "ScreenAnimator::fetchAnimWidth(0x%X, %d)", shape, mult);
if (_vm->features() & GF_TALKIE)
shape += 2;
return (((int16)READ_LE_UINT16((shape+3))) * mult) >> 8;
}
int16 ScreenAnimator::fetchAnimHeight(const uint8 *shape, int16 mult) {
debug(9, "ScreenAnimator::fetchAnimHeight(0x%X, %d)", shape, mult);
if (_vm->features() & GF_TALKIE)
shape += 2;
return (int16)(((int8)*(shape+2)) * mult) >> 8;
}
void ScreenAnimator::setBrandonAnimSeqSize(int width, int height) {
debug(9, "ScreenAnimator::setBrandonAnimSeqSize(%d, %d)", width, height);
restoreAllObjectBackgrounds();
_brandonAnimSeqSizeWidth = _actors[0].width;
_brandonAnimSeqSizeHeight = _actors[0].height;
_actors[0].width = width + 1;
_actors[0].height = height;
preserveAllBackgrounds();
}
void ScreenAnimator::resetBrandonAnimSeqSize() {
debug(9, "ScreenAnimator::resetBrandonAnimSeqSize()");
restoreAllObjectBackgrounds();
_actors[0].width = _brandonAnimSeqSizeWidth;
_actors[0].height = _brandonAnimSeqSizeHeight;
preserveAllBackgrounds();
}
void ScreenAnimator::animRefreshNPC(int character) {
debug(9, "ScreenAnimator::animRefreshNPC(%d)", 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()[4+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()[4+_brandonDrawFrame];
if (_vm->_brandonStatusBit0x02Flag) {
++_brandonDrawFrame;
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;
_brandonScaleX = _vm->_scaleTable[ch->y1];
_brandonScaleY = _vm->_scaleTable[ch->y1];
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 ScreenAnimator::setCharacterDefaultFrame(int character) {
debug(9, "ScreenAnimator::setCharacterDefaultFrame()");
static 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 ScreenAnimator::setCharactersHeight() {
debug(9, "ScreenAnimator::setCharactersHeight()");
static 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