mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
05a7b160b3
This change ensures that only RandomSource is used which also is registered with the event recorder. Moreover, it gets rid of a static RandomSource instance inside Actor::renderIdle.
157 lines
4.5 KiB
C++
157 lines
4.5 KiB
C++
/* 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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*
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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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*
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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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#include "teenagent/actor.h"
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#include "teenagent/objects.h"
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#include "teenagent/resources.h"
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#include "common/random.h"
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#include "common/textconsole.h"
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namespace TeenAgent {
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Actor::Actor() : head_index(0), idle_type(0) {}
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//idle animation lists at dseg: 0x6540
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Common::Rect Actor::renderIdle(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int delta_frame, uint zoom, Common::RandomSource &rnd) {
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if (index == 0) {
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idle_type = rnd.getRandomNumber(2);
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debug(0, "switched to idle animation %u", idle_type);
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}
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Resources * res = Resources::instance();
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byte *frames_idle;
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do {
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frames_idle = res->dseg.ptr(res->dseg.get_word(0x6540 + idle_type * 2)) + index;
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index += delta_frame;
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if (*frames_idle == 0) {
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idle_type = rnd.getRandomNumber(2);
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debug(0, "switched to idle animation %u[loop]", idle_type);
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index = 3; //put 4th frame (base 1) if idle animation loops
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}
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} while(*frames_idle == 0);
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bool mirror = orientation == kActorLeft;
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Surface *s = frames + *frames_idle - 1;
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///\todo remove copy-paste here and below
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int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - 62 * zoom / 256 - s->y; //hardcoded in original game
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return s->render(surface, xp, yp, mirror, Common::Rect(), zoom);
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}
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Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int delta_frame, bool render_head, uint zoom) {
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const uint8 frames_left_right[] = {0, 1, 2, 3, 4, 5, /* step */ 6, 7, 8, 9};
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const uint8 frames_up[] = {18, 19, 20, 21, 22, 23, 24, 25, };
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const uint8 frames_down[] = {10, 11, 12, 13, 14, 15, 16, 17, };
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const uint8 frames_head_left_right[] = {
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0x27, 0x1a, 0x1b,
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0x27, 0x1c, 0x1d,
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0x27, 0x1a,
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0x27, 0x1e, 0x1f,
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0x27, 0x1a, 0x1b,
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0x27, 0x1c,
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0x27, 0x1e,
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0x27, 0x1a,
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};
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const uint8 frames_head_up[] = {
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0x29, 0x25, 0x29, 0x29,
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0x26, 0x29, 0x26, 0x29,
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0x29, 0x25, 0x29, 0x25,
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0x29, 0x29, 0x29, 0x25,
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0x25, 0x29, 0x29, 0x26
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};
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const uint8 frames_head_down[] = {
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0x20, 0x21, 0x22, 0x23,
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0x28, 0x24, 0x28, 0x28,
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0x24, 0x28, 0x20, 0x21,
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0x20, 0x23, 0x28, 0x20,
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0x28, 0x28, 0x20, 0x28
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};
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Surface *s = NULL, *head = NULL;
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bool mirror = orientation == kActorLeft;
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index += delta_frame;
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switch (orientation) {
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case kActorLeft:
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case kActorRight:
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if (render_head) {
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if (head_index >= ARRAYSIZE(frames_head_left_right))
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head_index = 0;
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head = frames + frames_head_left_right[head_index];
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++head_index;
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}
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if (index >= ARRAYSIZE(frames_left_right))
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index = 1;
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s = frames + frames_left_right[index];
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break;
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case kActorUp:
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if (render_head) {
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if (head_index >= ARRAYSIZE(frames_head_up))
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head_index = 0;
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head = frames + frames_head_up[head_index];
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++head_index;
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}
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if (index >= ARRAYSIZE(frames_up))
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index = 1;
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s = frames + frames_up[index];
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break;
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case kActorDown:
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if (render_head) {
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if (head_index >= ARRAYSIZE(frames_head_down))
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head_index = 0;
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head = frames + frames_head_down[head_index];
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++head_index;
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}
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if (index >= ARRAYSIZE(frames_down))
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index = 1;
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s = frames + frames_down[index];
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break;
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default:
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return Common::Rect();
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}
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if (s == NULL) {
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warning("no surface, skipping");
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return Common::Rect();
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}
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Common::Rect dirty;
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Common::Rect clip(0, 0, s->w, s->h);
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if (head != NULL)
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clip.top = head->h;
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int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - s->h * zoom / 256 - s->y;
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dirty = s->render(surface, xp, yp + clip.top * zoom / 256, mirror, clip, zoom);
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if (head != NULL)
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dirty.extend(head->render(surface, xp, yp, orientation == kActorLeft, Common::Rect(), zoom));
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return dirty;
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}
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} // End of namespace TeenAgent
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