/* 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 "m4/m4.h" #include "m4/mads_player.h" #include "m4/mads_scene.h" namespace M4 { const int MadsPlayer::_directionListIndexes[32] = { 0, 7, 4, 3, 6, 0, 2, 5, 0, 1, 9, 4, 1, 2, 7, 9, 3, 8, 9, 6, 7, 2, 3, 6, 1, 7, 9, 4, 7, 8, 0, 0 }; MadsPlayer::MadsPlayer() { _playerPos = Common::Point(160, 78); _direction = 0; _newDirection = 0; _forceRefresh = true; _stepEnabled = true; _ticksAmount = 3; _priorTimer = 0; _visible = true; _priorVisible = false; _visible3 = false; _yScale = 0; _moving = false; _spriteListStart = 0; _spriteListIdx = 0; _spritesChanged = true; _currentScale = 0; strcpy(_spritesPrefix, ""); for (int idx = 0; idx < 8; ++idx) _spriteSetsPresent[idx] = false; _frameNum = 0; _frameOffset = 0; _unk1 = 0; _frameCount = 0; _frameListIndex = 0; _actionIndex = 0; resetActionList(); } /** * Loads the sprite set for the player */ bool MadsPlayer::loadSprites(const char *prefix) { const char suffixList[8] = { '8', '9', '6', '3', '2', '7', '4', '1' }; char setName[80]; bool result = true; if (prefix) strcpy(_spritesPrefix, prefix); _spriteSetCount = 0; int prefixLen = strlen(_spritesPrefix); if (prefixLen == 0) { // No player sprites at at all for (int idx = 0; idx < 8; ++idx) _spriteSetsPresent[idx] = false; } else { strcpy(setName, "*"); strcat(setName, _spritesPrefix); strcat(setName, "_0.SS"); char *digitP = strchr(setName, '_') + 1; for (int idx = 0; idx < 8; ++idx) { *digitP = suffixList[idx]; _spriteSetsPresent[idx] = true; int setIndex = _madsVm->scene()->_spriteSlots.addSprites(setName, true, SPRITE_SET_CHAR_INFO); if (setIndex < 0) { if (idx < 5) break; _spriteSetsPresent[idx] = false; } else { ++_spriteSetCount; } if (idx == 0) _spriteListStart = setIndex; } result = 0; // TODO: Unknown flag _spritesChanged = false; } return result; } /** * Called each frame to update the display of the player */ void MadsPlayer::update() { if (_forceRefresh || (_visible != _priorVisible)) { // If there's an existing player sprite visible, flag it for expiry int slotIndex = getSpriteSlot(); if (slotIndex >= 0) _madsVm->scene()->_spriteSlots[slotIndex].spriteType = EXPIRED_SPRITE; // Figure out the depth for the sprite int newDepth = 1; int yp = MIN(_playerPos.y, (int16)155); for (int idx = 1; idx < 15; ++idx) { if (_madsVm->scene()->getSceneResources().depthTable[newDepth] >= yp) newDepth = idx + 1; } _currentDepth = newDepth; // Get the scale int newScale = getScale(_playerPos.y); _currentScale = MIN(newScale, 100); if (_visible) { // Player sprite needs to be rendered MadsSpriteSlot slot; slot.spriteType = FOREGROUND_SPRITE; slot.seqIndex = PLAYER_SEQ_INDEX; slot.spriteListIndex = _spriteListStart + _spriteListIdx; slot.frameNumber = _frameOffset + _frameNum; slot.xp = _playerPos.x; slot.yp = _playerPos.y + (_yScale * newScale) / 100; slot.depth = newDepth; slot.scale = newScale; if (slotIndex >= 0) { // Check if the existing player slot has the same details, and can be re-used MadsSpriteSlot &s2 = _madsVm->scene()->_spriteSlots[slotIndex]; bool equal = (s2.seqIndex == slot.seqIndex) && (s2.spriteListIndex == slot.spriteListIndex) && (s2.frameNumber == slot.frameNumber) && (s2.xp == slot.xp) && (s2.yp == slot.yp) && (s2.depth == slot.depth) && (s2.scale == slot.scale); if (equal) // Undo the prior expiry of the player sprite s2.spriteType = SPRITE_ZERO; else slotIndex = -1; } if (slotIndex < 0) { // New slot needed, so allocate one and copy the slot data slotIndex = _madsVm->scene()->_spriteSlots.getIndex(); _madsVm->scene()->_spriteSlots[slotIndex] = slot; } // TODO: Meaning of word_844c0 block } } _visible3 = _priorVisible = _visible; _forceRefresh = false; } /** * Updates the animation frame for the player */ void MadsPlayer::updateFrame() { SpriteAsset &spriteSet = _madsVm->scene()->_spriteSlots.getSprite(_spriteListStart + _spriteListIdx); assert(spriteSet._charInfo); if (!spriteSet._charInfo->_numEntries) { _frameNum = 1; } else { _frameListIndex = _actionList[_actionIndex]; if (!_visible) { _unk2 = 0; } else { _unk2 = _actionList2[_actionIndex]; if (_actionIndex > 0) --_actionIndex; } // Set the player frame number int frameIndex = ABS(_frameListIndex); _frameNum = (_frameListIndex <= 0) ? spriteSet._charInfo->_frameList[frameIndex] : spriteSet._charInfo->_frameList2[frameIndex]; // Set next waiting period in ticks if (frameIndex == 0) setTicksAmount(); else _madsVm->_player._ticksAmount = spriteSet._charInfo->_ticksList[frameIndex]; } } void MadsPlayer::setupFrame() { resetActionList(); _frameOffset = 0; _spriteListIdx = _directionListIndexes[_direction]; if (!_spriteSetsPresent[_spriteListIdx]) { // Direction isn't present, so use alternate direction, with entries flipped _spriteListIdx -= 4; _frameOffset = 0x8000; } SpriteAsset &spriteSet = _madsVm->scene()->_spriteSlots.getSprite(_spriteListStart + _spriteListIdx); assert(spriteSet._charInfo); _unk1 = MAX(spriteSet._charInfo->_unk1, 100); setTicksAmount(); _frameCount = spriteSet._charInfo->_totalFrames; if (_frameCount == 0) _frameCount = spriteSet.getCount(); _yScale = spriteSet._charInfo->_yScale; if ((_frameNum <= 0) || (_frameNum > _frameCount)) _frameNum = 1; _forceRefresh = true; } void MadsPlayer::step() { if (_visible && _stepEnabled && !_moving && (_direction == _newDirection) && (_madsVm->_currentTimer >= GET_GLOBAL32(2))) { if (_actionIndex == 0) { int randVal = _vm->_random->getRandomNumber(29999); if (GET_GLOBAL(0) == SEX_MALE) { switch (_direction) { case 1: case 3: case 7: case 9: if (randVal < 200) { queueAction(-1, 0); queueAction(1, 0); } break; case 2: if (randVal < 500) { for (int i = 0; i < 10; ++i) queueAction((randVal < 250) ? 1 : 2, 0); } else if (randVal < 750) { for (int i = 0; i < 5; ++i) queueAction(1, 0); queueAction(0, 0); for (int i = 0; i < 5; ++i) queueAction(2, 0); } break; case 4: case 6: if (randVal < 500) { for (int i = 0; i < 10; ++i) queueAction(1, 0); } break; case 5: case 8: if (randVal < 200) { queueAction(-1, 0); queueAction(1, 0); } break; } } } SET_GLOBAL32(2, GET_GLOBAL32(2) + 6); } if (GET_GLOBAL(138) == 1) { uint32 diff = _madsVm->_currentTimer - GET_GLOBAL32(142); if (diff > 60) { SET_GLOBAL32(144, GET_GLOBAL32(144) + 1); } else { SET_GLOBAL32(144, GET_GLOBAL32(144) + diff); } SET_GLOBAL32(142, _madsVm->_currentTimer); } } void MadsPlayer::nextFrame() { if (_madsVm->_currentTimer >= (_priorTimer + _ticksAmount)) { _priorTimer = _madsVm->_currentTimer; if (_moving) move(); else idle(); // Post update logic if (_moving) { ++_frameNum; if (_frameNum > _frameCount) _frameNum = 1; _forceRefresh = true; } else if (!_forceRefresh) { idle(); } // Final update update(); } } int MadsPlayer::getScale(int yp) { MadsSceneResources &r = _madsVm->scene()->getSceneResources(); int scale = (r.bandsRange() == 0) ? r._maxScale : (yp - r._yBandsStart) * r.scaleRange() / r.bandsRange() + r._minScale; return MIN(scale, 100); } /** * Scans through the scene's sprite slot list to find any sprite displaying the player */ int MadsPlayer::getSpriteSlot() { MadsSpriteSlots &slots = _madsVm->scene()->_spriteSlots; for (int i = 0; i < slots.startIndex; ++i) { if ((slots[i].seqIndex == PLAYER_SEQ_INDEX) && (slots[i].spriteType >= SPRITE_ZERO)) return i; } return -1; } void MadsPlayer::setTicksAmount() { SpriteAsset &spriteSet = _madsVm->scene()->_spriteSlots.getSprite(_spriteListStart + _spriteListIdx); assert(spriteSet._charInfo); _madsVm->_player._ticksAmount = spriteSet._charInfo->_ticksAmount; if (_madsVm->_player._ticksAmount == 0) _madsVm->_player._ticksAmount = 6; } void MadsPlayer::resetActionList() { _actionList[0] = 0; _actionList2[0] = 0; _actionIndex = 0; _unk2 = 0; _unk3 = 0; } int MadsPlayer::queueAction(int action1, int action2) { SpriteAsset &spriteSet = _madsVm->scene()->_spriteSlots.getSprite(_spriteListStart + _spriteListIdx); assert(spriteSet._charInfo); if ((action1 < spriteSet._charInfo->_numEntries) && (_actionIndex < 11)) { ++_actionIndex; _actionList[_actionIndex] = action1; _actionList2[_actionIndex] = action2; return false; } return true; } void MadsPlayer::idle() { if (_direction != _newDirection) { // The direction has changed, so reset for new direction dirChanged(); return; } SpriteAsset &spriteSet = _madsVm->scene()->_spriteSlots.getSprite(_spriteListStart + _spriteListIdx); assert(spriteSet._charInfo); if (spriteSet._charInfo->_numEntries == 0) // No entries, so exit immediately return; int frameIndex = ABS(_frameListIndex); int direction = (_frameListIndex < 0) ? -1 : 1; if (frameIndex >= spriteSet._charInfo->_numEntries) // Reset back to the start of the list _frameListIndex = 0; else { _frameNum += direction; _forceRefresh = true; if (spriteSet._charInfo->_frameList2[frameIndex] < _frameNum) { _unk3 = _unk2; updateFrame(); } if (spriteSet._charInfo->_frameList[frameIndex] < _frameNum) { _unk3 = _unk2; updateFrame(); } } } void MadsPlayer::move() { // TODO: Handle player movement } void MadsPlayer::dirChanged() { int dirIndex = 0, dirIndex2 = 0; int newDir = 0, newDir2 = 0; if (_direction != _newDirection) { // Find the index for the given direction in the player direction list int tempDir = _direction; do { ++dirIndex; newDir += tempDir; tempDir = _directionListIndexes[tempDir + 10]; } while (tempDir != _newDirection); } if (_direction != _newDirection) { // Find the index for the given direction in the player direction list int tempDir = _direction; do { ++dirIndex2; newDir2 += tempDir; tempDir = _directionListIndexes[tempDir + 20]; } while (tempDir != _newDirection); } int diff = dirIndex - dirIndex2; if (diff == 0) diff = newDir - newDir2; _direction = (diff >= 0) ? _directionListIndexes[_direction + 20] : _directionListIndexes[_direction + 10]; setupFrame(); if ((_direction == _newDirection) && !_moving) updateFrame(); _priorTimer += 1; } } // End of namespace M4