From 1ca0b84b018657d3980b167cc2d8b56d94b4f26a Mon Sep 17 00:00:00 2001 From: Robert Crossfield Date: Sat, 28 Jan 2012 00:48:49 +1100 Subject: SCUMM: Improve comments --- engines/scumm/costume.cpp | 30 +++++++++++++++++++----------- 1 file changed, 19 insertions(+), 11 deletions(-) (limited to 'engines/scumm') diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp index 0ae0aca147..3bb62c2de5 100644 --- a/engines/scumm/costume.cpp +++ b/engines/scumm/costume.cpp @@ -1189,12 +1189,14 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { _draw_bottom = 0; } + // Invalid current position? if( a->_cost.curpos[limb] == 0xFFFF ) return 0; _loaded.loadCostume( a->_costume ); byte frame = _loaded._frameOffsets[ a->_cost.curpos[limb] + a->_cost.active[limb] ]; + // Get the frame ptr byte ptrLow = _loaded._baseptr[frame]; byte ptrHigh = ptrLow + _loaded._dataOffsets[4]; int frameOffset = (_loaded._baseptr[ptrHigh] << 8) + _loaded._baseptr[ptrLow + 2]; // 0x23EF / 0x2400 @@ -1285,11 +1287,9 @@ void C64CostumeLoader::loadCostume(int id) { void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { ActorC64 *A = (ActorC64 *)a; - if( !a->_costume ) - return; - loadCostume(a->_costume); + // Invalid costume command? if( A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew) ) return; @@ -1306,13 +1306,14 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { // get the frame number for the beginning of the costume command limbFrameNumber = ((_animCmds + cmd)[limb]); + // Is this limb flipped? if( limbFrameNumber & 0x80 ) { - // 0x263D + // Invalid frame? if( limbFrameNumber == 0xFF ) continue; - // 0x2643 + // Store the limb frame number (clear the flipped status) a->_cost.frame[limb] = (limbFrameNumber & 0x7f); // limb animation-frames ptr if( A->_limb_flipped[limb] != true ) a->_cost.start[limb] = 0xFFFF; @@ -1320,7 +1321,7 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { A->_limb_flipped[limb] = true; } else { - //0x2660 + //Store the limb frame number a->_cost.frame[limb] = limbFrameNumber; if( A->_limb_flipped[limb] != false ) @@ -1329,7 +1330,7 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { A->_limb_flipped[limb] = false; } - // 0x2679 + // Set the repeat value A->_limbFrameRepeatNew[limb] = A->_animFrameRepeat; } } @@ -1338,6 +1339,7 @@ byte C64CostumeLoader::getFrame( ActorC64 *A ) { loadCostume(A->_costume); + // Get the frame number for the current limb / Command return _frameOffsets[ _frameOffsets[A->_limb_current] + A->_cost.start[ A->_limb_current ] ]; } @@ -1348,32 +1350,38 @@ byte C64CostumeLoader::increaseAnims(Actor *a) { loadCostume(a->_costume); - // increase each frame pos // 0x2543 byte frame = _frameOffsets[ a->_cost.curpos[A->_limb_current] + a->_cost.active[A->_limb_current] ]; + // Is this frame invalid? if ( frame == 0xFF ) { - // 0x2545 + + // Repeat timer has reached 0? if( A->_limbFrameRepeat[A->_limb_current] == 0 ) { - // 0x2556 + // Use the previous frame --A->_cost.curpos[A->_limb_current]; + // Reset the comstume command A->_costCommandNew = 0xFF; A->_costCommand = 0xFF; - // 0x2568 + // Set the frame/start to invalid A->_cost.frame[A->_limb_current] = 0xFFFF; A->_cost.start[A->_limb_current] = 0xFFFF; } else { + + // Repeat timer enabled? if( A->_limbFrameRepeat[A->_limb_current] != -1 ) --A->_limbFrameRepeat[A->_limb_current]; + // No, restart at frame 0 a->_cost.curpos[A->_limb_current] = 0; } } + // Limb frame has changed? if( limbPrevious == a->_cost.curpos[A->_limb_current] ) return 0; -- cgit v1.2.3