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author | Torbjörn Andersson | 2005-01-05 07:19:58 +0000 |
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committer | Torbjörn Andersson | 2005-01-05 07:19:58 +0000 |
commit | c53c4f13d915e5365d669823dfc95a1033ec1252 (patch) | |
tree | 9acb8115ec15609aaab51922b51e481e28e91dde | |
parent | 935f320e1ad51f0273edfa2b94d70e45c215ebda (diff) | |
download | scummvm-rg350-c53c4f13d915e5365d669823dfc95a1033ec1252.tar.gz scummvm-rg350-c53c4f13d915e5365d669823dfc95a1033ec1252.tar.bz2 scummvm-rg350-c53c4f13d915e5365d669823dfc95a1033ec1252.zip |
Indentation
svn-id: r16437
-rw-r--r-- | saga/actor.cpp | 355 |
1 files changed, 178 insertions, 177 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp index d6a9474761..8c8fb19039 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -561,232 +561,233 @@ void Actor::handleActions(int msec, bool setup) { debug(9, "Action: %d Flags: %x", actor->currentAction, actor->flags); switch(actor->currentAction) { - case kActionWait: - if (!setup && (actor->flags & kFollower)) { - followProtagonist(actor); - if (actor->currentAction != kActionWait) - break; - } - - if (actor->targetObject != ID_NOTHING) { - //todo: facetowardsobject - } - - if (actor->flags & kCycle) { - frameRange = getActorFrameRange(actor->actorId, kFrameStand); - if (frameRange->frameCount > 0) { - actor->actionCycle++; - actor->actionCycle = (actor->actionCycle) % frameRange->frameCount; - } else { - actor->actionCycle = 0; - } - actor->frameNumber = frameRange->frameIndex + actor->actionCycle; + case kActionWait: + if (!setup && (actor->flags & kFollower)) { + followProtagonist(actor); + if (actor->currentAction != kActionWait) break; - } - - if ((actor->actionCycle & 3) == 0) { - actor->cycleWrap(100); + } - frameRange = getActorFrameRange(actor->actorId, kFrameWait); - if ((frameRange->frameCount < 1 || actor->actionCycle > 33)) - frameRange = getActorFrameRange(actor->actorId, kFrameStand); + if (actor->targetObject != ID_NOTHING) { + //todo: facetowardsobject + } - if (frameRange->frameCount) { - actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount; - } else { - actor->frameNumber = frameRange->frameIndex; - } + if (actor->flags & kCycle) { + frameRange = getActorFrameRange(actor->actorId, kFrameStand); + if (frameRange->frameCount > 0) { + actor->actionCycle++; + actor->actionCycle = (actor->actionCycle) % frameRange->frameCount; + } else { + actor->actionCycle = 0; } - actor->actionCycle++; + actor->frameNumber = frameRange->frameIndex + actor->actionCycle; break; + } - case kActionWalkToPoint: - case kActionWalkToLink: - // tiled stuff - if (_vm->_scene->getMode() == SCENE_MODE_ISO) { - //todo: it - } else { - actor->partialTarget.delta(actor->location, delta); - - while ((delta.x == 0) && (delta.y == 0)) { - int xstep; - - if (actor->walkStepIndex >= actor->walkStepsCount) { - actorEndWalk(actor->actorId, true); - break; - } + if ((actor->actionCycle & 3) == 0) { + actor->cycleWrap(100); - xstep = actor->walkPath[actor->walkStepIndex++]; - if (xstep > 256-32) { - xstep -= 256; - } + frameRange = getActorFrameRange(actor->actorId, kFrameWait); + if ((frameRange->frameCount < 1 || actor->actionCycle > 33)) + frameRange = getActorFrameRange(actor->actorId, kFrameStand); - actor->partialTarget.x = xstep * 2 * ACTOR_LMULT; - actor->partialTarget.y = actor->walkPath[actor->walkStepIndex++] * ACTOR_LMULT; - actor->partialTarget.z = 0; + if (frameRange->frameCount) { + actor->frameNumber = frameRange->frameIndex + (uint16)rand() % frameRange->frameCount; + } else { + actor->frameNumber = frameRange->frameIndex; + } + } + actor->actionCycle++; + break; - actor->partialTarget.delta(actor->location, delta); + case kActionWalkToPoint: + case kActionWalkToLink: + // tiled stuff + if (_vm->_scene->getMode() == SCENE_MODE_ISO) { + //todo: it + } else { + actor->partialTarget.delta(actor->location, delta); - if (ABS(delta.y) > ABS(delta.x)) { - actor->actionDirection = delta.y > 0 ? kDirDown : kDirUp; - } else { - actor->actionDirection = delta.x > 0 ? kDirRight : kDirLeft; - } - } + while ((delta.x == 0) && (delta.y == 0)) { + int xstep; - speed = (ACTOR_LMULT * 2 * actor->screenScale + 63) / 256; - if (speed < 1) { - speed = 1; + if (actor->walkStepIndex >= actor->walkStepsCount) { + actorEndWalk(actor->actorId, true); + break; } - if ((actor->actionDirection == kDirUp) || (actor->actionDirection == kDirDown)) { // move by 2's in vertical dimension - addDelta.y = clamp(-speed, delta.y, speed); - if (addDelta.y == delta.y) { - addDelta.x = delta.x; - } else { - addDelta.x = delta.x * addDelta.y; - addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2); - addDelta.x /= delta.y; - actor->facingDirection = actor->actionDirection; - } - } else { - addDelta.x = clamp(-2 * speed, delta.x, 2 * speed); - if (addDelta.x == delta.x) { - addDelta.y = delta.y; - } else { - addDelta.y = delta.y * addDelta.x; - addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2); - addDelta.y /= delta.x; - actor->facingDirection = actor->actionDirection; - } + xstep = actor->walkPath[actor->walkStepIndex++]; + if (xstep > 256 - 32) { + xstep -= 256; } - actor->location.add(addDelta); - } + actor->partialTarget.x = xstep * 2 * ACTOR_LMULT; + actor->partialTarget.y = actor->walkPath[actor->walkStepIndex++] * ACTOR_LMULT; + actor->partialTarget.z = 0; + actor->partialTarget.delta(actor->location, delta); - if (actor->actorFlags & kActorBackwards) { - actor->facingDirection = (actor->actionDirection + 4) & 7; - actor->actionCycle--; - } else { - actor->actionCycle++; + if (ABS(delta.y) > ABS(delta.x)) { + actor->actionDirection = delta.y > 0 ? kDirDown : kDirUp; + } else { + actor->actionDirection = delta.x > 0 ? kDirRight : kDirLeft; + } } - frameRange = getActorFrameRange(actor->actorId, actor->walkFrameSequence); + speed = (ACTOR_LMULT * 2 * actor->screenScale + 63) / 256; + if (speed < 1) { + speed = 1; + } - if (actor->actionCycle < 0) { - actor->actionCycle = frameRange->frameCount - 1; - } else { - if (actor->actionCycle >= frameRange->frameCount) { - actor->actionCycle = 0; + if ((actor->actionDirection == kDirUp) || (actor->actionDirection == kDirDown)) { + // move by 2's in vertical dimension + addDelta.y = clamp(-speed, delta.y, speed); + if (addDelta.y == delta.y) { + addDelta.x = delta.x; + } else { + addDelta.x = delta.x * addDelta.y; + addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2); + addDelta.x /= delta.y; + actor->facingDirection = actor->actionDirection; + } + } else { + addDelta.x = clamp(-2 * speed, delta.x, 2 * speed); + if (addDelta.x == delta.x) { + addDelta.y = delta.y; + } else { + addDelta.y = delta.y * addDelta.x; + addDelta.y += (addDelta.y > 0) ? (delta.x / 2) : (-delta.x / 2); + addDelta.y /= delta.x; + actor->facingDirection = actor->actionDirection; } } - actor->frameNumber = frameRange->frameIndex + actor->actionCycle; - break; + actor->location.add(addDelta); + } - case kActionWalkDir: - // tiled stuff - if (_vm->_scene->getMode() == SCENE_MODE_ISO) { - //todo: it - } else { - actor->location.x += directionLUT[actor->actionDirection][0] * 2; - actor->location.y += directionLUT[actor->actionDirection][1] * 2; + if (actor->actorFlags & kActorBackwards) { + actor->facingDirection = (actor->actionDirection + 4) & 7; + actor->actionCycle--; + } else { + actor->actionCycle++; + } - frameRange = getActorFrameRange(actor->actorId, actor->walkFrameSequence); - actor->actionCycle++; - actor->cycleWrap(frameRange->frameCount); - actor->frameNumber = frameRange->frameIndex + actor->actionCycle; + frameRange = getActorFrameRange(actor->actorId, actor->walkFrameSequence); + + if (actor->actionCycle < 0) { + actor->actionCycle = frameRange->frameCount - 1; + } else { + if (actor->actionCycle >= frameRange->frameCount) { + actor->actionCycle = 0; } - break; + } - case kActionSpeak: + actor->frameNumber = frameRange->frameIndex + actor->actionCycle; + break; + + case kActionWalkDir: + // tiled stuff + if (_vm->_scene->getMode() == SCENE_MODE_ISO) { + //todo: it + } else { + actor->location.x += directionLUT[actor->actionDirection][0] * 2; + actor->location.y += directionLUT[actor->actionDirection][1] * 2; + + frameRange = getActorFrameRange(actor->actorId, actor->walkFrameSequence); actor->actionCycle++; - actor->cycleWrap(64); + actor->cycleWrap(frameRange->frameCount); + actor->frameNumber = frameRange->frameIndex + actor->actionCycle; + } + break; - frameRange = getActorFrameRange(actor->actorId, kFrameGesture); - if (actor->actionCycle >= frameRange->frameCount) { - if (actor->actionCycle & 1) break; - frameRange = getActorFrameRange(actor->actorId, kFrameSpeak); + case kActionSpeak: + actor->actionCycle++; + actor->cycleWrap(64); - state = (uint16)rand() % (frameRange->frameCount + 1); + frameRange = getActorFrameRange(actor->actorId, kFrameGesture); + if (actor->actionCycle >= frameRange->frameCount) { + if (actor->actionCycle & 1) + break; + frameRange = getActorFrameRange(actor->actorId, kFrameSpeak); - if (state == 0) { - frameRange = getActorFrameRange(actor->actorId, kFrameStand); - } else { - state--; - } + state = (uint16)rand() % (frameRange->frameCount + 1); + + if (state == 0) { + frameRange = getActorFrameRange(actor->actorId, kFrameStand); } else { - state = actor->actionCycle; + state--; } + } else { + state = actor->actionCycle; + } - actor->frameNumber = frameRange->frameIndex + state; - break; + actor->frameNumber = frameRange->frameIndex + state; + break; - case kActionAccept: - case kActionStoop: - break; + case kActionAccept: + case kActionStoop: + break; - case kActionCycleFrames: - case kActionPongFrames: - if (actor->cycleTimeCount > 0) { - actor->cycleTimeCount--; - break; - } + case kActionCycleFrames: + case kActionPongFrames: + if (actor->cycleTimeCount > 0) { + actor->cycleTimeCount--; + break; + } - actor->cycleTimeCount = actor->cycleDelay; - actor->actionCycle++; + actor->cycleTimeCount = actor->cycleDelay; + actor->actionCycle++; - frameRange = getActorFrameRange(actor->actorId, actor->cycleFrameSequence); + frameRange = getActorFrameRange(actor->actorId, actor->cycleFrameSequence); - if (actor->currentAction == kActionPongFrames) { - if (actor->actionCycle >= frameRange->frameCount * 2 - 2) { - if (actor->actorFlags & kActorContinuous) { - actor->actionCycle = 0; - } else { - actor->currentAction = kActionFreeze; - break; - } + if (actor->currentAction == kActionPongFrames) { + if (actor->actionCycle >= frameRange->frameCount * 2 - 2) { + if (actor->actorFlags & kActorContinuous) { + actor->actionCycle = 0; + } else { + actor->currentAction = kActionFreeze; + break; } + } - state = actor->actionCycle; - if (state >= frameRange->frameCount) { - state = frameRange->frameCount * 2 - 2 - state; - } - } else { - if (actor->actionCycle >= frameRange->frameCount) { - if (actor->actorFlags & kActorContinuous) { - actor->actionCycle = 0; - } else { - actor->currentAction = kActionFreeze; - break; - } + state = actor->actionCycle; + if (state >= frameRange->frameCount) { + state = frameRange->frameCount * 2 - 2 - state; + } + } else { + if (actor->actionCycle >= frameRange->frameCount) { + if (actor->actorFlags & kActorContinuous) { + actor->actionCycle = 0; + } else { + actor->currentAction = kActionFreeze; + break; } - state = actor->actionCycle; } + state = actor->actionCycle; + } - if (frameRange->frameCount && (actor->actorFlags & kActorRandom)) { - state = rand() % frameRange->frameCount; - } + if (frameRange->frameCount && (actor->actorFlags & kActorRandom)) { + state = rand() % frameRange->frameCount; + } - if (actor->actorFlags & kActorBackwards) { - actor->frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state; - } else { - actor->frameNumber = frameRange->frameIndex + state; - } - break; + if (actor->actorFlags & kActorBackwards) { + actor->frameNumber = frameRange->frameIndex + frameRange->frameCount - 1 - state; + } else { + actor->frameNumber = frameRange->frameIndex + state; + } + break; - case kActionFall: - debug(9,"kActionFall not implemented"); + case kActionFall: + debug(9, "kActionFall not implemented"); - //todo: do it - break; + //todo: do it + break; - case kActionClimb: - debug(9,"kActionClimb not implemented"); + case kActionClimb: + debug(9, "kActionClimb not implemented"); - //todo: do it - break; + //todo: do it + break; } } |