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authorPaul Gilbert2014-03-28 09:19:55 -0400
committerPaul Gilbert2014-03-28 09:19:55 -0400
commitb9daf53bcd14332624f3d18fd21514b1f9146107 (patch)
tree94e8074d39a5a58d43762e60037f6744b1c85005 /engines/mads/player.cpp
parent6c85572d76245f616ae3bf2ac1ccc713d8271fa9 (diff)
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MADS: Cleanup of direction setup, fix sprite mirroring for walking
Diffstat (limited to 'engines/mads/player.cpp')
-rw-r--r--engines/mads/player.cpp110
1 files changed, 58 insertions, 52 deletions
diff --git a/engines/mads/player.cpp b/engines/mads/player.cpp
index eaec85c8fc..f569e7ee2c 100644
--- a/engines/mads/player.cpp
+++ b/engines/mads/player.cpp
@@ -37,6 +37,7 @@ Player::Player(MADSEngine *vm): _vm(vm) {
_facing = FACING_NORTH;
_turnToFacing = FACING_NORTH;
_targetFacing = FACING_NORTH;
+ _mirror = false;
_spritesLoaded = false;
_spritesStart = 0;
_spritesIdx = 0;
@@ -51,24 +52,24 @@ Player::Player(MADSEngine *vm): _vm(vm) {
_special = 0;
_ticksAmount = 0;
_priorTimer = 0;
- _unk3 = _unk4 = 0;
+ _trigger = _unk4 = 0;
+ _spritesChanged = false;
_forceRefresh = false;
_highSprites = false;
_currentDepth = 0;
_currentScale = 0;
- _frameOffset = 0;
- _frameNum = 0;
- _yScale = 0;
+ _frameNumber = 0;
+ _centerOfGravity = 0;
_frameCount = 0;
- _unk1 = 0;
- _unk2 = 0;
- _unk3 = 0;
+ _velocity = 0;
+ _upcomingTrigger = 0;
+ _trigger = 0;
_frameListIndex = 0;
- _actionIndex = 0;
+ _stopWalkerIndex = 0;
_hypotenuse = 0;
- Common::fill(&_actionList[0], &_actionList[12], 0);
- Common::fill(&_actionList2[0], &_actionList2[12], 0);
+ Common::fill(&_stopWalkerList[0], &_stopWalkerList[12], 0);
+ Common::fill(&_stopWalkerTrigger[0], &_stopWalkerTrigger[12], 0);
Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
}
@@ -170,7 +171,8 @@ void Player::dirChanged() {
_facing = (diff >= 0) ? (Facing)_directionListIndexes[_facing + 20] :
(Facing)_directionListIndexes[_facing + 10];
- setupFrame();
+ selectSeries();
+
if ((_facing == _turnToFacing) && !_moving)
updateFrame();
@@ -182,31 +184,33 @@ void Player::cancelCommand() {
_action->_inProgress = false;
}
-void Player::setupFrame() {
+void Player::selectSeries() {
Scene &scene = _vm->_game->_scene;
- resetActionList();
- _frameOffset = 0;
+ clearStopList();
+ _mirror = false;
+
_spritesIdx = _directionListIndexes[_facing];
if (!_spriteSetsPresent[_spritesIdx]) {
// Direction isn't present, so use alternate direction, with entries flipped
_spritesIdx -= 4;
- _frameOffset = 0x8000;
+ _mirror = true;
}
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
- _unk1 = MAX(spriteSet._charInfo->_unk1, 100);
- setTicksAmount();
+ _velocity = MAX(spriteSet._charInfo->_velocity, 100);
+ setBaseFrameRate();
_frameCount = spriteSet._charInfo->_totalFrames;
if (_frameCount == 0)
_frameCount = spriteSet.getCount();
- _yScale = spriteSet._charInfo->_yScale;
+ _centerOfGravity = spriteSet._charInfo->_centerOfGravity;
+
+ if ((_frameNumber <= 0) || (_frameNumber > _frameCount))
+ _frameNumber = 1;
- if ((_frameNum <= 0) || (_frameNum > _frameCount))
- _frameNum = 1;
_forceRefresh = true;
}
@@ -216,32 +220,34 @@ void Player::updateFrame() {
assert(spriteSet._charInfo);
if (!spriteSet._charInfo->_numEntries) {
- _frameNum = 1;
+ _frameNumber = 1;
} else {
- _frameListIndex = _actionList[_actionIndex];
+ _frameListIndex = _stopWalkerList[_stopWalkerIndex];
if (!_visible) {
- _unk2 = 0;
+ _upcomingTrigger = 0;
}
else {
- _unk2 = _actionList2[_actionIndex];
+ _upcomingTrigger = _stopWalkerTrigger[_stopWalkerIndex];
- if (_actionIndex > 0)
- --_actionIndex;
+ if (_stopWalkerIndex > 0)
+ --_stopWalkerIndex;
}
// Set the player frame number
int frameIndex = ABS(_frameListIndex);
- _frameNum = (_frameListIndex <= 0) ? spriteSet._charInfo->_frameList[frameIndex] :
+ _frameNumber = (_frameListIndex <= 0) ? spriteSet._charInfo->_frameList[frameIndex] :
spriteSet._charInfo->_frameList2[frameIndex];
// Set next waiting period in ticks
if (frameIndex == 0) {
- setTicksAmount();
+ setBaseFrameRate();
} else {
_ticksAmount = spriteSet._charInfo->_ticksList[frameIndex];
}
}
+
+ _forceRefresh = true;
}
void Player::update() {
@@ -271,9 +277,9 @@ void Player::update() {
slot._SlotType = ST_FOREGROUND;
slot._seqIndex = PLAYER_SEQ_INDEX;
slot._spritesIndex = _spritesStart + _spritesIdx;
- slot._frameNumber = _frameOffset + _frameNum;
+ slot._frameNumber = _mirror ? -_frameNumber : _frameNumber;
slot._position.x = _playerPos.x;
- slot._position.y = _playerPos.y + (_yScale * newScale) / 100;
+ slot._position.y = _playerPos.y + (_centerOfGravity * newScale) / 100;
slot._depth = newDepth;
slot._scale = newScale;
@@ -304,7 +310,7 @@ void Player::update() {
// has moved off-screen
if (_newSceneId) {
SpriteAsset *asset = scene._sprites[slot._spritesIndex];
- MSprite *frame = asset->getFrame(_frameNum - 1);
+ MSprite *frame = asset->getFrame(_frameNumber - 1);
int xScale = frame->w * newScale / 200;
int yScale = frame->h * newScale / 100;
int playerX = slot._position.x;
@@ -326,19 +332,19 @@ void Player::update() {
_forceRefresh = false;
}
-void Player::resetActionList() {
- _actionList[0] = 0;
- _actionList2[0] = 0;
- _actionIndex = 0;
- _unk2 = 0;
- _unk3 = 0;
+void Player::clearStopList() {
+ _stopWalkerList[0] = 0;
+ _stopWalkerTrigger[0] = 0;
+ _stopWalkerIndex = 0;
+ _upcomingTrigger = 0;
+ _trigger = 0;
}
void Player::setDest(const Common::Point &pt, Facing facing) {
Scene &scene = _vm->_game->_scene;
- resetActionList();
- setTicksAmount();
+ clearStopList();
+ setBaseFrameRate();
_moving = true;
_targetFacing = facing;
@@ -433,10 +439,10 @@ void Player::move() {
else if (!_moving)
updateFrame();
- int var1 = _unk1;
+ int velocity = _velocity;
if (_unk4 && (_hypotenuse > 0)) {
int v1 = -(_currentScale - 100) * (_posDiff.x - 1) / _hypotenuse + _currentScale;
- var1 = MAX(1, 10000 / (v1 * _currentScale * var1));
+ velocity = MAX(1, 10000 / (v1 * _currentScale * velocity));
}
if (!_moving || (_facing != _turnToFacing))
@@ -444,7 +450,7 @@ void Player::move() {
Common::Point newPos = _playerPos;
- if (_v8452E < var1) {
+ if (_v8452E < velocity) {
do {
if (_v8452C < _posDiff.x)
_v8452C += _posDiff.y;
@@ -470,10 +476,10 @@ void Player::move() {
_v8452E += _v84530;
- } while ((_v8452E < var1) && !routeFlag && ((_posChange.x > 0) || (_posChange.y > 0) || (_newSceneId != 0)));
+ } while ((_v8452E < velocity) && !routeFlag && ((_posChange.x > 0) || (_posChange.y > 0) || (_newSceneId != 0)));
}
- _v8452E -= var1;
+ _v8452E -= velocity;
if (routeFlag)
cancelCommand();
@@ -512,15 +518,15 @@ void Player::idle() {
// Reset back to the start of the list
_frameListIndex = 0;
else {
- _frameNum += direction;
+ _frameNumber += direction;
_forceRefresh = true;
- if (spriteSet._charInfo->_frameList2[frameIndex] < _frameNum) {
- _unk3 = _unk2;
+ if (spriteSet._charInfo->_frameList2[frameIndex] < _frameNumber) {
+ _trigger = _upcomingTrigger;
updateFrame();
}
- if (spriteSet._charInfo->_frameList[frameIndex] < _frameNum) {
- _unk3 = _unk2;
+ if (spriteSet._charInfo->_frameList[frameIndex] < _frameNumber) {
+ _trigger = _upcomingTrigger;
updateFrame();
}
}
@@ -528,8 +534,8 @@ void Player::idle() {
void Player::postUpdate() {
if (_moving) {
- if (++_frameNum > _frameCount)
- _frameNum = 1;
+ if (++_frameNumber > _frameCount)
+ _frameNumber = 1;
_forceRefresh = true;
} else {
if (!_forceRefresh)
@@ -559,7 +565,7 @@ int Player::getScale(int yp) {
return MIN(scale, 100);
}
-void Player::setTicksAmount() {
+void Player::setBaseFrameRate() {
Scene &scene = _vm->_game->_scene;
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];