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-rw-r--r--engines/toon/flux.cpp140
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diff --git a/engines/toon/flux.cpp b/engines/toon/flux.cpp
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+/* ScummVM - Graphic Adventure Engine
+*
+* ScummVM is the legal property of its developers, whose names
+* are too numerous to list here. Please refer to the COPYRIGHT
+* file distributed with this source distribution.
+*
+* This program is free software; you can redistribute it and/or
+* modify it under the terms of the GNU General Public License
+* as published by the Free Software Foundation; either version 2
+* of the License, or (at your option) any later version.
+
+* This program is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+* GNU General Public License for more details.
+
+* You should have received a copy of the GNU General Public License
+* along with this program; if not, write to the Free Software
+* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+*
+* $URL$
+* $Id$
+*
+*/
+
+#include "toon/flux.h"
+
+namespace Toon {
+
+CharacterFlux::CharacterFlux(ToonEngine *vm) : Character(vm) {
+ _id = 1;
+ _animationInstance = vm->getAnimationManager()->createNewInstance(kAnimationCharacter);
+ _animationInstance->setUseMask(true);
+ vm->getAnimationManager()->addInstance(_animationInstance);
+}
+
+CharacterFlux::~CharacterFlux(void) {
+}
+
+void CharacterFlux::playStandingAnim() {
+ debugC(4, kDebugCharacter, "playStandingAnim()");
+
+ _animationInstance->setAnimation(_walkAnim);
+ _animationInstance->setFrame(_facing * 3);
+ _animationInstance->setAnimationRange(_facing * 3, _facing * 3);
+ _animationInstance->stopAnimation();
+ _animationInstance->setLooping(true);
+
+ //s/etVisible(true);
+}
+
+void CharacterFlux::setVisible(bool visible) {
+ if (_vm->state()->_currentChapter == 2) {
+ Character::setVisible(false);
+ } else {
+ Character::setVisible(visible);
+ }
+}
+
+void CharacterFlux::playWalkAnim(int32 start, int32 end) {
+ debugC(4, kDebugCharacter, "playWalkAnim(%d, %d)", start, end);
+
+ _animationInstance->setAnimation(_walkAnim);
+ _animationInstance->setAnimationRange(24 + _facing * 10, 24 + _facing * 10 + 9);
+ _animationInstance->playAnimation();
+ _animationInstance->setFps(16);
+ _animationInstance->setLooping(true);
+}
+
+int32 CharacterFlux::fixFacingForAnimation(int32 originalFacing, int32 animationId) {
+
+ static const byte fixFluxAnimationFacing[] = {
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xee, 0xff, 0xff, 0xff,
+ 0xff, 0xff, 0xff, 0xff, 0xee, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x55,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff };
+
+ byte animFacingFlag = fixFluxAnimationFacing[animationId];
+ int32 v5 = 1 << originalFacing;
+ int32 v6 = 1 << originalFacing;
+ int32 facingMask = 0;
+ do {
+ if (v6 & animFacingFlag) {
+ facingMask = v6;
+ } else if (v5 & animFacingFlag) {
+ facingMask = v5;
+ }
+ v5 >>= 1;
+ v6 <<= 1;
+ }
+ while (!facingMask);
+
+ int32 finalFacing = 0;
+ for (finalFacing = 0; ; ++finalFacing) {
+ facingMask >>= 1;
+ if (!facingMask)
+ break;
+ }
+
+ return finalFacing;
+}
+
+void CharacterFlux::setPosition(int32 x, int32 y) {
+ debugC(5, kDebugCharacter, "setPosition(%d, %d)", x, y);
+
+ _z = _vm->getLayerAtPoint(x, y);
+ _scale = _vm->getScaleAtPoint(x, y);
+ int32 width = _walkAnim->getWidth() * _scale / 1024;
+ int32 height = 165 * _scale / 1024;
+ _animationInstance->setPosition(x - width / 2, y - height, _z , false);
+ _animationInstance->setScale(_scale);
+
+ // in original code, flux shadow scale is 3/4 of real scale
+ int32 shadowScale = _scale * 3 / 4;
+
+ // work out position and scale of the shadow below character
+ int32 shadowWidth = _shadowAnim->getWidth() * shadowScale / 1024;
+ int32 shadowHeight = _shadowAnim->getHeight() * shadowScale / 1024;
+ _shadowAnimationInstance->setPosition(x - shadowWidth / 2, y - shadowHeight / 2 , _z , false);
+ _shadowAnimationInstance->setScale(shadowScale);
+ _x = x;
+ _y = y;
+ _finalX = x;
+ _finalY = y;
+ _animationInstance->setLayerZ(_y);
+}
+
+void CharacterFlux::update(int32 timeIncrement) {
+ debugC(5, kDebugCharacter, "update(%d)", timeIncrement);
+ Character::update(timeIncrement);
+ setPosition(_x, _y);
+}
+
+int32 CharacterFlux::getRandomIdleAnim() {
+ debugC(3, kDebugCharacter, "getRandomIdleAnim()");
+ static const int32 idle[] = { 0xe, 0xf, 0x21, 0x22, 0x24, 0x25, 0x27 };
+ return idle[_vm->randRange(0, 6)];
+}
+
+} // End of namespace Toon