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576 lines
17 KiB
C++
576 lines
17 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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*/
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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/assets.h"
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#include "mads/sequence.h"
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#include "mads/scene.h"
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namespace MADS {
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SequenceEntry::SequenceEntry() {
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_spritesIndex = 0;
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_flipped = 0;
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_frameIndex = 0;
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_frameStart = 0;
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_numSprites = 0;
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_animType = ANIMTYPE_NONE;
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_frameInc = 0;
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_depth = 0;
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_scale = 0;
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_dynamicHotspotIndex = -1;
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_triggerCountdown = 0;
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_doneFlag = 0;
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_triggerMode = SEQUENCE_TRIGGER_DAEMON;
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_numTicks = 0;
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_extraTicks = 0;
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_timeout = 0;
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_active = false;
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_nonFixed = false;
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_flags = 0;
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for (int i = 0; i < 5; ++i)
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_entries._mode[i] = SEQUENCE_TRIGGER_EXPIRE;
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_entries._count = 0;
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_actionNouns._verbId = VERB_NONE;
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_actionNouns._objectNameId = -1;
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_actionNouns._indirectObjectId = -1;
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Common::fill(&_entries._frameIndex[0], &_entries._frameIndex[SEQUENCE_ENTRY_SUBSET_MAX], 0);
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Common::fill(&_entries._trigger[0], &_entries._trigger[SEQUENCE_ENTRY_SUBSET_MAX], 0);
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}
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/*------------------------------------------------------------------------*/
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#define SEQUENCE_LIST_SIZE 30
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SequenceList::SequenceList(MADSEngine *vm) : _vm(vm) {
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// IMPORTANT: Preallocate timer slots. Note that sprite slots refer to entries
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// in this list by index, so we can't just add or delete entries later
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for (int i = 0; i < SEQUENCE_LIST_SIZE; ++i) {
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SequenceEntry rec;
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rec._active = false;
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rec._dynamicHotspotIndex = -1;
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_entries.push_back(rec);
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}
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}
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void SequenceList::clear() {
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for (uint i = 0; i < _entries.size(); ++i) {
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_entries[i]._active = false;
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_entries[i]._dynamicHotspotIndex = -1;
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}
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}
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bool SequenceList::addSubEntry(int index, SequenceTrigger mode, int frameIndex, int trigger) {
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if (_entries[index]._entries._count >= SEQUENCE_ENTRY_SUBSET_MAX)
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return true;
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int subIndex = _entries[index]._entries._count++;
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_entries[index]._entries._mode[subIndex] = mode;
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_entries[index]._entries._frameIndex[subIndex] = frameIndex;
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_entries[index]._entries._trigger[subIndex] = trigger;
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return false;
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}
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int SequenceList::add(int spriteListIndex, bool flipped, int frameIndex, int triggerCountdown, int delayTicks, int extraTicks, int numTicks,
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int msgX, int msgY, bool nonFixed, int scale, int depth, int frameInc, SpriteAnimType animType, int numSprites,
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int frameStart) {
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Scene &scene = _vm->_game->_scene;
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// Find a free slot
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uint seqIndex = 0;
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while ((seqIndex < _entries.size()) && _entries[seqIndex]._active)
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++seqIndex;
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if (seqIndex == _entries.size())
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error("TimerList full");
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if (frameStart <= 0)
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frameStart = 1;
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if (numSprites == 0)
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numSprites = scene._sprites[spriteListIndex]->getCount();
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if (frameStart == numSprites)
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frameInc = 0;
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// Set the list entry fields
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_entries[seqIndex]._active = true;
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_entries[seqIndex]._spritesIndex = spriteListIndex;
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_entries[seqIndex]._flipped = flipped;
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_entries[seqIndex]._frameIndex = frameIndex;
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_entries[seqIndex]._frameStart = frameStart;
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_entries[seqIndex]._numSprites = numSprites;
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_entries[seqIndex]._animType = animType;
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_entries[seqIndex]._frameInc = frameInc;
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_entries[seqIndex]._depth = depth;
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_entries[seqIndex]._scale = scale;
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_entries[seqIndex]._nonFixed = nonFixed;
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_entries[seqIndex]._position.x = msgX;
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_entries[seqIndex]._position.y = msgY;
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_entries[seqIndex]._numTicks = numTicks;
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_entries[seqIndex]._extraTicks = extraTicks;
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_entries[seqIndex]._timeout = scene._frameStartTime + delayTicks;
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_entries[seqIndex]._triggerCountdown = triggerCountdown;
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_entries[seqIndex]._doneFlag = false;
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_entries[seqIndex]._flags = 0;
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_entries[seqIndex]._dynamicHotspotIndex = -1;
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_entries[seqIndex]._entries._count = 0;
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_entries[seqIndex]._triggerMode = _vm->_game->_triggerSetupMode;
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_entries[seqIndex]._actionNouns = _vm->_game->_scene._action._activeAction;
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return seqIndex;
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}
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int SequenceList::addTimer(int timeout, int endTrigger) {
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Scene &scene = _vm->_game->_scene;
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uint seqIndex;
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for (seqIndex = 0; seqIndex < _entries.size(); ++seqIndex) {
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if (!_entries[seqIndex]._active)
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break;
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}
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assert(seqIndex < _entries.size());
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SequenceEntry &se = _entries[seqIndex];
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se._active = true;
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se._spritesIndex = -1;
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se._numTicks = timeout;
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se._extraTicks = 0;
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se._timeout = scene._frameStartTime + timeout;
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se._triggerCountdown = true;
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se._doneFlag = false;
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se._entries._count = 0;
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se._triggerMode = _vm->_game->_triggerSetupMode;
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se._actionNouns = _vm->_game->_scene._action._activeAction;
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addSubEntry(seqIndex, SEQUENCE_TRIGGER_EXPIRE, 0, endTrigger);
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return seqIndex;
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}
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void SequenceList::remove(int seqIndex) {
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Scene &scene = _vm->_game->_scene;
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if (_entries[seqIndex]._active) {
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if (_entries[seqIndex]._dynamicHotspotIndex >= 0)
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scene._dynamicHotspots.remove(_entries[seqIndex]._dynamicHotspotIndex);
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}
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_entries[seqIndex]._active = false;
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scene._spriteSlots.deleteTimer(seqIndex);
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}
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int SequenceList::findByTrigger(int trigger) {
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if (_entries[idx]._active) {
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for (int subIdx = 0; subIdx < _entries[idx]._entries._count; ++subIdx) {
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if (_entries[idx]._entries._trigger[subIdx] == trigger)
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return idx;
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}
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}
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}
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return -1;
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}
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void SequenceList::setSpriteSlot(int seqIndex, SpriteSlot &spriteSlot) {
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Scene &scene = _vm->_game->_scene;
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SequenceEntry &timerEntry = _entries[seqIndex];
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SpriteAsset &spriteSet = *scene._sprites[timerEntry._spritesIndex];
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spriteSlot._flags = spriteSet.isBackground() ? IMG_DELTA : IMG_UPDATE;
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spriteSlot._seqIndex = seqIndex;
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spriteSlot._spritesIndex = timerEntry._spritesIndex;
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spriteSlot._frameNumber = timerEntry._flipped ? -timerEntry._frameIndex : timerEntry._frameIndex;
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spriteSlot._depth = timerEntry._depth;
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spriteSlot._scale = timerEntry._scale;
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if (!timerEntry._nonFixed) {
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spriteSlot._position = timerEntry._position;
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} else {
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MSprite *sprite = spriteSet.getFrame(timerEntry._frameIndex - 1);
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spriteSlot._position = sprite->_offset;
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}
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}
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bool SequenceList::loadSprites(int seqIndex) {
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Scene &scene = _vm->_game->_scene;
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SequenceEntry &seqEntry = _entries[seqIndex];
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int slotIndex;
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bool result = false;
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int idx = -1;
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scene._spriteSlots.deleteTimer(seqIndex);
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if (seqEntry._doneFlag) {
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remove(seqIndex);
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return false;
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}
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if (seqEntry._spritesIndex == -1) {
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// Doesn't have an associated sprite anymore, so mark as done
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seqEntry._doneFlag = true;
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} else if ((slotIndex = scene._spriteSlots.add()) >= 0) {
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SpriteSlot &spriteSlot = scene._spriteSlots[slotIndex];
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setSpriteSlot(seqIndex, spriteSlot);
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if ((seqEntry._flags != 0) || (seqEntry._dynamicHotspotIndex >= 0)) {
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SpriteAsset &spriteSet = *scene._sprites[seqEntry._spritesIndex];
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MSprite *frame = spriteSet.getFrame(seqEntry._frameIndex - 1);
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int width = frame->w * seqEntry._scale / 200;
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int height = frame->h * seqEntry._scale / 100;
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Common::Point pt = spriteSlot._position;
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// Handle sprite movement, if present
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if (seqEntry._flags & 1) {
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seqEntry._posAccum.x += seqEntry._posDiff.x;
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if (seqEntry._posAccum.x >= 100) {
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int v = seqEntry._posAccum.x / 100;
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seqEntry._position.x += v * seqEntry._posSign.x;
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seqEntry._posAccum.x -= v * 100;
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}
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seqEntry._posAccum.y += seqEntry._posDiff.y;
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if (seqEntry._posAccum.y >= 100) {
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int v = seqEntry._posAccum.y / 100;
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seqEntry._position.y += v * seqEntry._posSign.y;
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seqEntry._posAccum.y -= v * 100;
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}
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}
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if (seqEntry._flags & 2) {
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// Check for object having moved off-screen
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if ((pt.x + width) < 0 || (pt.x + width) >= MADS_SCREEN_WIDTH ||
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pt.y < 0 || (pt.y - height) >= MADS_SCENE_HEIGHT) {
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result = true;
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seqEntry._doneFlag = true;
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}
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}
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if (seqEntry._dynamicHotspotIndex >= 0) {
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DynamicHotspot &dynHotspot = scene._dynamicHotspots[seqEntry._dynamicHotspotIndex];
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dynHotspot._bounds.left = MAX(pt.x - width, 0);
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dynHotspot._bounds.top = MAX(pt.y - height, 0);
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dynHotspot._bounds.right = dynHotspot._bounds.left + width + 1;
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dynHotspot._bounds.bottom = dynHotspot._bounds.top + height + 1;
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scene._dynamicHotspots._changed = true;
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}
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}
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// Frame adjustments
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if (seqEntry._frameStart != seqEntry._numSprites)
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seqEntry._frameIndex += seqEntry._frameInc;
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if (seqEntry._frameIndex >= seqEntry._frameStart) {
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if (seqEntry._frameIndex > seqEntry._numSprites) {
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result = true;
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if (seqEntry._animType == ANIMTYPE_CYCLED) {
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// back to the starting frame (cyclic)
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seqEntry._frameIndex = seqEntry._frameStart;
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} else {
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// Switch into reverse mode
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seqEntry._frameIndex = seqEntry._numSprites - 1;
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seqEntry._frameInc = -1;
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}
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}
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} else {
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// Currently in reverse mode and moved past starting frame
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result = true;
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if (seqEntry._animType == ANIMTYPE_CYCLED)
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{
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// Switch back to forward direction again
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seqEntry._frameIndex = seqEntry._frameStart + 1;
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seqEntry._frameInc = 1;
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} else {
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// Otherwise reset back to last sprite for further reverse animating
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seqEntry._frameIndex = seqEntry._numSprites;
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}
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}
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if (result && (seqEntry._triggerCountdown != 0)) {
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if (--seqEntry._triggerCountdown == 0)
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seqEntry._doneFlag = true;
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}
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} else {
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// Out of sprite display slots, so mark entry as done
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seqEntry._doneFlag = true;
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}
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for (int i = 0; i < seqEntry._entries._count; ++i) {
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switch (seqEntry._entries._mode[i]) {
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case SEQUENCE_TRIGGER_EXPIRE:
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case SEQUENCE_TRIGGER_LOOP:
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if (((seqEntry._entries._mode[i] == SEQUENCE_TRIGGER_EXPIRE) && seqEntry._doneFlag) ||
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((seqEntry._entries._mode[i] == SEQUENCE_TRIGGER_LOOP) && result))
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idx = i;
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break;
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case SEQUENCE_TRIGGER_SPRITE: {
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int v = seqEntry._entries._frameIndex[i];
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if ((v == seqEntry._frameIndex) || (v == 0))
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idx = i;
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break;
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}
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default:
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break;
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}
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}
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if (idx >= 0) {
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_vm->_game->_trigger = seqEntry._entries._trigger[idx];
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_vm->_game->_triggerMode = seqEntry._triggerMode;
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if (seqEntry._triggerMode != SEQUENCE_TRIGGER_DAEMON)
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scene._action._activeAction = seqEntry._actionNouns;
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}
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return result;
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}
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/**
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* Handles counting down entries in the timer list for action
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*/
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void SequenceList::tick() {
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Scene &scene = _vm->_game->_scene;
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if ((_vm->_game->_fx == 0) && (_vm->_game->_trigger != 0))
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break;
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SequenceEntry &seqEntry = _entries[idx];
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uint32 currentTimer = scene._frameStartTime;
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if (!seqEntry._active || (currentTimer < seqEntry._timeout))
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continue;
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// Set the next timeout for the timer entry
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seqEntry._timeout = currentTimer + seqEntry._numTicks;
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// Action the sprite
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if (loadSprites(idx)) {
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seqEntry._timeout += seqEntry._extraTicks;
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}
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}
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}
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void SequenceList::delay(uint32 priorFrameTime, uint32 currentTime) {
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if (_entries[idx]._active) {
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_entries[idx]._timeout += currentTime - priorFrameTime;
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}
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}
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}
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void SequenceList::setAnimRange(int seqIndex, int startVal, int endVal) {
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Scene &scene = _vm->_game->_scene;
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SequenceEntry &seqEntry = _entries[seqIndex];
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SpriteAsset &spriteSet = *scene._sprites[seqEntry._spritesIndex];
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int numSprites = spriteSet.getCount();
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int tempStart, tempEnd;
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switch (startVal) {
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case -2:
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tempStart = numSprites;
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break;
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case -1:
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tempStart = 1;
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break;
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default:
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tempStart = startVal;
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break;
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}
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switch (endVal) {
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case -2:
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case 0:
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tempEnd = numSprites;
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break;
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case -1:
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tempEnd = 1;
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break;
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default:
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tempEnd = endVal;
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break;
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}
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seqEntry._frameStart = tempStart;
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seqEntry._numSprites = tempEnd;
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seqEntry._frameIndex = (seqEntry._frameInc >= 0) ? tempStart : tempEnd;
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}
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void SequenceList::scan() {
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Scene &scene = _vm->_game->_scene;
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for (uint i = 0; i < _entries.size(); ++i) {
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if (_entries[i]._active && (_entries[i]._spritesIndex != -1)) {
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int idx = scene._spriteSlots.add();
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setSpriteSlot(i, scene._spriteSlots[idx]);
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}
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}
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}
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/**
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* Sets the depth of the specified entry in the sequence list
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*/
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void SequenceList::setDepth(int seqIndex, int depth) {
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_entries[seqIndex]._depth = depth;
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}
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void SequenceList::setPosition(int seqIndex, const Common::Point &pt) {
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_entries[seqIndex]._position = pt;
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_entries[seqIndex]._nonFixed = false;
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}
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int SequenceList::addSpriteCycle(int srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
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Scene &scene = _vm->_game->_scene;
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MSprite *spriteFrame = scene._sprites[srcSpriteIdx]->getFrame(0);
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int depth = scene._depthSurface.getDepth(Common::Point(
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spriteFrame->_offset.x + (spriteFrame->w / 2),
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spriteFrame->_offset.y + (spriteFrame->h / 2)));
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return add(srcSpriteIdx, flipped, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0,
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true, 100, depth - 1, 1, ANIMTYPE_CYCLED, 0, 0);
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}
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int SequenceList::addReverseSpriteCycle(int srcSpriteIdx, bool flipped, int numTicks,
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int triggerCountdown, int timeoutTicks, int extraTicks) {
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Scene &scene = _vm->_game->_scene;
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SpriteAsset *asset = scene._sprites[srcSpriteIdx];
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MSprite *spriteFrame = asset->getFrame(0);
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int depth = scene._depthSurface.getDepth(Common::Point(
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spriteFrame->_offset.x + (spriteFrame->w / 2),
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spriteFrame->_offset.y + (spriteFrame->h / 2)));
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return add(srcSpriteIdx, flipped, asset->getCount(), triggerCountdown, timeoutTicks, extraTicks,
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numTicks, 0, 0, true, 100, depth - 1, -1, ANIMTYPE_CYCLED, 0, 0);
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}
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int SequenceList::startCycle(int srcSpriteIndex, bool flipped, int cycleIndex) {
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int result = addSpriteCycle(srcSpriteIndex, flipped, INDEFINITE_TIMEOUT, 0, 0, 0);
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if (result >= 0)
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setAnimRange(result, cycleIndex, cycleIndex);
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return result;
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}
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int SequenceList::startPingPongCycle(int srcSpriteIndex, bool flipped, int numTicks,
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int triggerCountdown, int timeoutTicks, int extraTicks) {
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SpriteAsset *sprites = _vm->_game->_scene._sprites[srcSpriteIndex];
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MSprite *frame = sprites->getFrame(0);
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int depth = _vm->_game->_scene._depthSurface.getDepth(Common::Point(
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frame->_offset.x + frame->w / 2, frame->_offset.y + frame->h / 2));
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return add(srcSpriteIndex, flipped, 1, triggerCountdown, timeoutTicks,
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extraTicks, numTicks, 0, 0, true, 100, depth - 1, 1, ANIMTYPE_PING_PONG, 0, 0);
|
|
}
|
|
|
|
void SequenceList::updateTimeout(int srcSeqIndex, int destSeqIndex) {
|
|
Player &player = _vm->_game->_player;
|
|
int timeout;
|
|
|
|
if (srcSeqIndex >= 0)
|
|
timeout = _entries[srcSeqIndex]._timeout;
|
|
else
|
|
timeout = player._priorTimer + player._ticksAmount;
|
|
|
|
if (destSeqIndex >= 0)
|
|
_entries[destSeqIndex]._timeout = timeout;
|
|
else
|
|
player._priorTimer = timeout - player._ticksAmount;
|
|
|
|
}
|
|
|
|
void SequenceList::setScale(int spriteIdx, int scale) {
|
|
_entries[spriteIdx]._scale = scale;
|
|
}
|
|
|
|
void SequenceList::setMsgLayout(int seqIndex) {
|
|
Player &player = _vm->_game->_player;
|
|
int yp = player._playerPos.y + (player._centerOfGravity * player._currentScale) / 100;
|
|
setPosition(seqIndex, Common::Point(player._playerPos.x, yp));
|
|
setDepth(seqIndex, player._currentDepth);
|
|
setScale(seqIndex, player._currentScale);
|
|
updateTimeout(-1, seqIndex);
|
|
}
|
|
|
|
void SequenceList::setDone(int seqIndex) {
|
|
_entries[seqIndex]._doneFlag = true;
|
|
_entries[seqIndex]._timeout = _vm->_game->_player._priorTimer;
|
|
}
|
|
|
|
void SequenceList::setMotion(int seqIndex, int flags, int deltaX, int deltaY) {
|
|
SequenceEntry &se = _entries[seqIndex];
|
|
se._flags = flags | 1;
|
|
|
|
// Set the direction sign for movement
|
|
if (deltaX > 0) {
|
|
se._posSign.x = 1;
|
|
} else if (deltaX < 0) {
|
|
se._posSign.x = -1;
|
|
} else {
|
|
se._posSign.x = 0;
|
|
}
|
|
|
|
if (deltaY > 0) {
|
|
se._posSign.y = 1;
|
|
} else if (deltaY < 0) {
|
|
se._posSign.y = -1;
|
|
} else {
|
|
se._posSign.y = 0;
|
|
}
|
|
|
|
se._posDiff.x = ABS(deltaX);
|
|
se._posDiff.y = ABS(deltaY);
|
|
se._posAccum.x = se._posAccum.y = 0;
|
|
}
|
|
|
|
int SequenceList::addStampCycle(int srcSpriteIdx, bool flipped, int sprite) {
|
|
int id;
|
|
|
|
id = addSpriteCycle(srcSpriteIdx, flipped, 32767, 0, 0, 0);
|
|
if (id >= 0) {
|
|
setAnimRange(id, sprite, sprite);
|
|
_entries[id]._animType = ANIMTYPE_STAMP;
|
|
}
|
|
return (id);
|
|
}
|
|
|
|
void SequenceList::setSeqPlayer(int idx, bool flag) {
|
|
Player &player = _vm->_game->_player;
|
|
int yp = player._playerPos.y + (player._centerOfGravity * player._currentScale) / 100;
|
|
setPosition(idx, Common::Point(player._playerPos.x, yp));
|
|
setDepth(idx, player._currentDepth);
|
|
setScale(idx, player._currentScale);
|
|
|
|
if (flag)
|
|
_vm->_game->syncTimers(SYNC_SEQ, idx, SYNC_PLAYER, 0);
|
|
}
|
|
|
|
} // End of namespace
|