mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-05 00:36:57 +00:00
0fe2ba6a0d
svn-id: r49069
659 lines
19 KiB
C++
659 lines
19 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/endian.h"
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#include "kyra/kyra_lok.h"
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#include "kyra/screen.h"
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#include "kyra/animator_lok.h"
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#include "kyra/sprites.h"
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#include "common/system.h"
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namespace Kyra {
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Animator_LoK::Animator_LoK(KyraEngine_LoK *vm, OSystem *system) {
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_vm = vm;
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_screen = vm->screen();
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_initOk = false;
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_system = system;
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_screenObjects = _actors = _items = _sprites = _objectQueue = 0;
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_noDrawShapesFlag = 0;
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_actorBkgBackUp[0] = new uint8[_screen->getRectSize(8, 69)];
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memset(_actorBkgBackUp[0], 0, _screen->getRectSize(8, 69));
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_actorBkgBackUp[1] = new uint8[_screen->getRectSize(8, 69)];
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memset(_actorBkgBackUp[1], 0, _screen->getRectSize(8, 69));
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}
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Animator_LoK::~Animator_LoK() {
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close();
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delete[] _actorBkgBackUp[0];
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delete[] _actorBkgBackUp[1];
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}
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void Animator_LoK::init(int actors_, int items_, int sprites_) {
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_screenObjects = new AnimObject[actors_ + items_ + sprites_];
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assert(_screenObjects);
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memset(_screenObjects, 0, sizeof(AnimObject) * (actors_ + items_ + sprites_));
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_actors = _screenObjects;
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_sprites = &_screenObjects[actors_];
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_items = &_screenObjects[actors_ + items_];
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_brandonDrawFrame = 113;
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_initOk = true;
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}
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void Animator_LoK::close() {
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if (_initOk) {
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_initOk = false;
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delete[] _screenObjects;
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_screenObjects = _actors = _items = _sprites = _objectQueue = 0;
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}
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}
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void Animator_LoK::initAnimStateList() {
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AnimObject *animStates = _screenObjects;
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animStates[0].index = 0;
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animStates[0].active = 1;
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animStates[0].flags = 0x800;
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animStates[0].background = _actorBkgBackUp[0];
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animStates[0].rectSize = _screen->getRectSize(4, 48);
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animStates[0].width = 4;
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animStates[0].height = 48;
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animStates[0].width2 = 4;
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animStates[0].height2 = 3;
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for (int i = 1; i <= 4; ++i) {
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animStates[i].index = i;
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animStates[i].active = 0;
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animStates[i].flags = 0x800;
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animStates[i].background = _actorBkgBackUp[1];
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animStates[i].rectSize = _screen->getRectSize(4, 64);
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animStates[i].width = 4;
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animStates[i].height = 48;
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animStates[i].width2 = 4;
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animStates[i].height2 = 3;
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}
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for (int i = 5; i < 16; ++i) {
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animStates[i].index = i;
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animStates[i].active = 0;
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animStates[i].flags = 0;
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}
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for (int i = 16; i < 28; ++i) {
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animStates[i].index = i;
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animStates[i].flags = 0;
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animStates[i].background = _vm->_shapes[345+i];
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animStates[i].rectSize = _screen->getRectSize(3, 24);
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animStates[i].width = 3;
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animStates[i].height = 16;
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animStates[i].width2 = 0;
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animStates[i].height2 = 0;
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}
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}
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void Animator_LoK::preserveAllBackgrounds() {
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uint8 curPage = _screen->_curPage;
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_screen->_curPage = 2;
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AnimObject *curObject = _objectQueue;
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while (curObject) {
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if (curObject->active && !curObject->disable) {
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preserveOrRestoreBackground(curObject, false);
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curObject->bkgdChangeFlag = 0;
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}
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curObject = curObject->nextAnimObject;
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}
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_screen->_curPage = curPage;
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}
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void Animator_LoK::flagAllObjectsForBkgdChange() {
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AnimObject *curObject = _objectQueue;
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while (curObject) {
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curObject->bkgdChangeFlag = 1;
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curObject = curObject->nextAnimObject;
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}
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}
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void Animator_LoK::flagAllObjectsForRefresh() {
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AnimObject *curObject = _objectQueue;
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while (curObject) {
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curObject->refreshFlag = 1;
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curObject = curObject->nextAnimObject;
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}
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}
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void Animator_LoK::restoreAllObjectBackgrounds() {
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AnimObject *curObject = _objectQueue;
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_screen->_curPage = 2;
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while (curObject) {
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if (curObject->active && !curObject->disable) {
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preserveOrRestoreBackground(curObject, true);
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curObject->x2 = curObject->x1;
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curObject->y2 = curObject->y1;
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}
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curObject = curObject->nextAnimObject;
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}
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_screen->_curPage = 0;
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}
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void Animator_LoK::preserveAnyChangedBackgrounds() {
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AnimObject *curObject = _objectQueue;
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_screen->_curPage = 2;
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while (curObject) {
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if (curObject->active && !curObject->disable && curObject->bkgdChangeFlag) {
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preserveOrRestoreBackground(curObject, false);
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curObject->bkgdChangeFlag = 0;
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}
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curObject = curObject->nextAnimObject;
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}
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_screen->_curPage = 0;
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}
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void Animator_LoK::preserveOrRestoreBackground(AnimObject *obj, bool restore) {
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int x = 0, y = 0, width = obj->width, height = obj->height;
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if (restore) {
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x = obj->x2 >> 3;
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y = obj->y2;
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} else {
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x = obj->x1 >> 3;
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y = obj->y1;
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}
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if (x < 0)
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x = 0;
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if (y < 0)
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y = 0;
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int temp;
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temp = x + width;
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if (temp >= 39)
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x = 39 - width;
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temp = y + height;
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if (temp >= 136)
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y = 136 - height;
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if (restore)
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_screen->copyBlockToPage(_screen->_curPage, x << 3, y, width << 3, height, obj->background);
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else
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_screen->copyRegionToBuffer(_screen->_curPage, x << 3, y, width << 3, height, obj->background);
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}
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void Animator_LoK::prepDrawAllObjects() {
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AnimObject *curObject = _objectQueue;
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int drawPage = 2;
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int flagUnk1 = 0, flagUnk2 = 0, flagUnk3 = 0;
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if (_noDrawShapesFlag)
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return;
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if (_vm->_brandonStatusBit & 0x20)
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flagUnk1 = 0x200;
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if (_vm->_brandonStatusBit & 0x40)
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flagUnk2 = 0x4000;
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while (curObject) {
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if (curObject->active) {
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int xpos = curObject->x1;
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int ypos = curObject->y1;
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int drawLayer = 0;
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if (!(curObject->flags & 0x800))
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drawLayer = 7;
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else if (curObject->disable)
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drawLayer = 0;
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else
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drawLayer = _vm->_sprites->getDrawLayer(curObject->drawY);
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// talking head functionallity
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if (_vm->_talkingCharNum != -1 && (_vm->_currentCharacter->currentAnimFrame != 88 || curObject->index != 0)) {
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const int16 baseAnimFrameTable1[] = { 0x11, 0x35, 0x59, 0x00, 0x00, 0x00 };
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const int16 baseAnimFrameTable2[] = { 0x15, 0x39, 0x5D, 0x00, 0x00, 0x00 };
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const int8 xOffsetTable1[] = { 2, 4, 0, 5, 2, 0, 0, 0 };
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const int8 xOffsetTable2[] = { 6, 4, 8, 3, 6, 0, 0, 0 };
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const int8 yOffsetTable1[] = { 0, 8, 1, 1, 0, 0, 0, 0 };
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const int8 yOffsetTable2[] = { 0, 8, 1, 1, 0, 0, 0, 0 };
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if (curObject->index == 0 || curObject->index <= 4) {
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int shapesIndex = 0;
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if (curObject->index == _vm->_charSayUnk3) {
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shapesIndex = _vm->_currHeadShape + baseAnimFrameTable1[curObject->index];
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} else {
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shapesIndex = baseAnimFrameTable2[curObject->index];
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int temp2 = 0;
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if (curObject->index == 2) {
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if (_vm->_characterList[2].sceneId == 77 || _vm->_characterList[2].sceneId == 86)
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temp2 = 1;
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else
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temp2 = 0;
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} else {
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temp2 = 1;
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}
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if (!temp2)
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shapesIndex = -1;
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}
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xpos = curObject->x1;
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ypos = curObject->y1;
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int tempX = 0, tempY = 0;
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if (curObject->flags & 0x1) {
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tempX = (xOffsetTable1[curObject->index] * _brandonScaleX) >> 8;
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tempY = yOffsetTable1[curObject->index];
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} else {
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tempX = (xOffsetTable2[curObject->index] * _brandonScaleX) >> 8;
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tempY = yOffsetTable2[curObject->index];
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}
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tempY = (tempY * _brandonScaleY) >> 8;
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xpos += tempX;
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ypos += tempY;
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if (_vm->_scaleMode && _brandonScaleX != 256)
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++xpos;
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if (curObject->index == 0 && shapesIndex != -1) {
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if (!(_vm->_brandonStatusBit & 2)) {
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flagUnk3 = 0x100;
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if ((flagUnk1 & 0x200) || (flagUnk2 & 0x4000))
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flagUnk3 = 0;
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int tempFlags = 0;
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if (flagUnk3 & 0x100) {
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tempFlags = curObject->flags & 1;
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tempFlags |= 0x800 | flagUnk1 | 0x100;
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}
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if (!(flagUnk3 & 0x100) && (flagUnk2 & 0x4000)) {
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tempFlags = curObject->flags & 1;
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tempFlags |= 0x900 | flagUnk1 | 0x4000;
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_screen->drawShape(drawPage, _vm->_shapes[shapesIndex], xpos, ypos, 2, tempFlags | 4, _vm->_brandonPoisonFlagsGFX, int(1), int(_vm->_brandonInvFlag), drawLayer, _brandonScaleX, _brandonScaleY);
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} else {
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if (!(flagUnk2 & 0x4000)) {
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tempFlags = curObject->flags & 1;
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tempFlags |= 0x900 | flagUnk1;
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}
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_screen->drawShape(drawPage, _vm->_shapes[shapesIndex], xpos, ypos, 2, tempFlags | 4, _vm->_brandonPoisonFlagsGFX, int(1), drawLayer, _brandonScaleX, _brandonScaleY);
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}
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}
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} else {
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if (shapesIndex != -1) {
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int tempFlags = 0;
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if (curObject->flags & 1)
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tempFlags = 1;
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_screen->drawShape(drawPage, _vm->_shapes[shapesIndex], xpos, ypos, 2, tempFlags | 0x800, drawLayer);
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}
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}
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}
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}
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xpos = curObject->x1;
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ypos = curObject->y1;
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curObject->flags |= 0x800;
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if (curObject->index == 0) {
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flagUnk3 = 0x100;
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if (flagUnk1 & 0x200 || flagUnk2 & 0x4000)
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flagUnk3 = 0;
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if (_vm->_brandonStatusBit & 2)
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curObject->flags &= 0xFFFFFFFE;
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if (!_vm->_scaleMode) {
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if (flagUnk3 & 0x100)
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x100, (uint8 *)_vm->_brandonPoisonFlagsGFX, int(1), drawLayer);
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else if (flagUnk2 & 0x4000)
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x4000, int(_vm->_brandonInvFlag), drawLayer);
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else
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1, drawLayer);
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} else {
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if (flagUnk3 & 0x100)
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x104, (uint8 *)_vm->_brandonPoisonFlagsGFX, int(1), drawLayer, _brandonScaleX, _brandonScaleY);
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else if (flagUnk2 & 0x4000)
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x4004, int(_vm->_brandonInvFlag), drawLayer, _brandonScaleX, _brandonScaleY);
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else
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | flagUnk1 | 0x4, drawLayer, _brandonScaleX, _brandonScaleY);
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}
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} else {
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if (curObject->index >= 16 && curObject->index <= 27)
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags | 4, drawLayer, (int)_vm->_scaleTable[curObject->drawY], (int)_vm->_scaleTable[curObject->drawY]);
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else
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_screen->drawShape(drawPage, curObject->sceneAnimPtr, xpos, ypos, 2, curObject->flags, drawLayer);
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}
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}
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curObject = curObject->nextAnimObject;
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}
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}
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void Animator_LoK::copyChangedObjectsForward(int refreshFlag) {
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for (AnimObject *curObject = _objectQueue; curObject; curObject = curObject->nextAnimObject) {
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if (curObject->active) {
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if (curObject->refreshFlag || refreshFlag) {
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int xpos = 0, ypos = 0, width = 0, height = 0;
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xpos = (curObject->x1>>3) - (curObject->width2>>3) - 1;
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ypos = curObject->y1 - curObject->height2;
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width = curObject->width + (curObject->width2>>3) + 2;
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height = curObject->height + curObject->height2*2;
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if (xpos < 1)
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xpos = 1;
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else if (xpos > 39)
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continue;
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if (xpos + width > 39)
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width = 39 - xpos;
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if (ypos < 8)
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ypos = 8;
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else if (ypos > 136)
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continue;
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if (ypos + height > 136)
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height = 136 - ypos;
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_screen->copyRegion(xpos << 3, ypos, xpos << 3, ypos, width << 3, height, 2, 0);
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curObject->refreshFlag = 0;
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}
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}
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}
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_screen->updateScreen();
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}
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void Animator_LoK::updateAllObjectShapes() {
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restoreAllObjectBackgrounds();
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preserveAnyChangedBackgrounds();
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prepDrawAllObjects();
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copyChangedObjectsForward(0);
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}
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void Animator_LoK::animRemoveGameItem(int index) {
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restoreAllObjectBackgrounds();
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AnimObject *animObj = &_items[index];
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animObj->sceneAnimPtr = 0;
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animObj->animFrameNumber = -1;
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animObj->refreshFlag = 1;
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animObj->bkgdChangeFlag = 1;
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updateAllObjectShapes();
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animObj->active = 0;
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objectRemoveQueue(_objectQueue, animObj);
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}
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void Animator_LoK::animAddGameItem(int index, uint16 sceneId) {
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restoreAllObjectBackgrounds();
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assert(sceneId < _vm->_roomTableSize);
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Room *currentRoom = &_vm->_roomTable[sceneId];
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AnimObject *animObj = &_items[index];
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animObj->active = 1;
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animObj->refreshFlag = 1;
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animObj->bkgdChangeFlag = 1;
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animObj->drawY = currentRoom->itemsYPos[index];
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animObj->sceneAnimPtr = _vm->_shapes[216+currentRoom->itemsTable[index]];
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animObj->animFrameNumber = -1;
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animObj->x1 = currentRoom->itemsXPos[index];
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animObj->y1 = currentRoom->itemsYPos[index];
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animObj->x1 -= fetchAnimWidth(animObj->sceneAnimPtr, _vm->_scaleTable[animObj->drawY]) >> 1;
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animObj->y1 -= fetchAnimHeight(animObj->sceneAnimPtr, _vm->_scaleTable[animObj->drawY]);
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animObj->x2 = animObj->x1;
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animObj->y2 = animObj->y1;
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animObj->width2 = 0;
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animObj->height2 = 0;
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_objectQueue = objectQueue(_objectQueue, animObj);
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preserveAnyChangedBackgrounds();
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animObj->refreshFlag = 1;
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animObj->bkgdChangeFlag = 1;
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}
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void Animator_LoK::animAddNPC(int character) {
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restoreAllObjectBackgrounds();
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AnimObject *animObj = &_actors[character];
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const Character *ch = &_vm->_characterList[character];
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animObj->active = 1;
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animObj->refreshFlag = 1;
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animObj->bkgdChangeFlag = 1;
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animObj->drawY = ch->y1;
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animObj->sceneAnimPtr = _vm->_shapes[ch->currentAnimFrame];
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animObj->x1 = animObj->x2 = ch->x1 + _vm->_defaultShapeTable[ch->currentAnimFrame-7].xOffset;
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animObj->y1 = animObj->y2 = ch->y1 + _vm->_defaultShapeTable[ch->currentAnimFrame-7].yOffset;
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if (ch->facing >= 1 && ch->facing <= 3)
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animObj->flags |= 1;
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else if (ch->facing >= 5 && ch->facing <= 7)
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animObj->flags &= 0xFFFFFFFE;
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_objectQueue = objectQueue(_objectQueue, animObj);
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preserveAnyChangedBackgrounds();
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animObj->refreshFlag = 1;
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animObj->bkgdChangeFlag = 1;
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}
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Animator_LoK::AnimObject *Animator_LoK::objectRemoveQueue(AnimObject *queue, AnimObject *rem) {
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AnimObject *cur = queue;
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AnimObject *prev = queue;
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while (cur != rem && cur) {
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AnimObject *temp = cur->nextAnimObject;
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|
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
|
|
|