/* 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. */ #include "teenagent/actor.h" #include "teenagent/objects.h" #include "teenagent/resources.h" #include "common/random.h" #include "common/textconsole.h" namespace TeenAgent { Actor::Actor() : head_index(0), idle_type(0) {} //idle animation lists at dseg: 0x6540 Common::Rect Actor::renderIdle(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int delta_frame, uint zoom, Common::RandomSource &rnd) { if (index == 0) { idle_type = rnd.getRandomNumber(2); debug(0, "switched to idle animation %u", idle_type); } Resources * res = Resources::instance(); byte *frames_idle; do { frames_idle = res->dseg.ptr(res->dseg.get_word(0x6540 + idle_type * 2)) + index; index += delta_frame; if (*frames_idle == 0) { idle_type = rnd.getRandomNumber(2); debug(0, "switched to idle animation %u[loop]", idle_type); index = 3; //put 4th frame (base 1) if idle animation loops } } while(*frames_idle == 0); bool mirror = orientation == kActorLeft; Surface *s = frames + *frames_idle - 1; ///\todo remove copy-paste here and below int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - 62 * zoom / 256 - s->y; //hardcoded in original game return s->render(surface, xp, yp, mirror, Common::Rect(), zoom); } Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int delta_frame, bool render_head, uint zoom) { const uint8 frames_left_right[] = {0, 1, 2, 3, 4, 5, /* step */ 6, 7, 8, 9}; const uint8 frames_up[] = {18, 19, 20, 21, 22, 23, 24, 25, }; const uint8 frames_down[] = {10, 11, 12, 13, 14, 15, 16, 17, }; const uint8 frames_head_left_right[] = { 0x27, 0x1a, 0x1b, 0x27, 0x1c, 0x1d, 0x27, 0x1a, 0x27, 0x1e, 0x1f, 0x27, 0x1a, 0x1b, 0x27, 0x1c, 0x27, 0x1e, 0x27, 0x1a, }; const uint8 frames_head_up[] = { 0x29, 0x25, 0x29, 0x29, 0x26, 0x29, 0x26, 0x29, 0x29, 0x25, 0x29, 0x25, 0x29, 0x29, 0x29, 0x25, 0x25, 0x29, 0x29, 0x26 }; const uint8 frames_head_down[] = { 0x20, 0x21, 0x22, 0x23, 0x28, 0x24, 0x28, 0x28, 0x24, 0x28, 0x20, 0x21, 0x20, 0x23, 0x28, 0x20, 0x28, 0x28, 0x20, 0x28 }; Surface *s = NULL, *head = NULL; bool mirror = orientation == kActorLeft; index += delta_frame; switch (orientation) { case kActorLeft: case kActorRight: if (render_head) { if (head_index >= ARRAYSIZE(frames_head_left_right)) head_index = 0; head = frames + frames_head_left_right[head_index]; ++head_index; } if (index >= ARRAYSIZE(frames_left_right)) index = 1; s = frames + frames_left_right[index]; break; case kActorUp: if (render_head) { if (head_index >= ARRAYSIZE(frames_head_up)) head_index = 0; head = frames + frames_head_up[head_index]; ++head_index; } if (index >= ARRAYSIZE(frames_up)) index = 1; s = frames + frames_up[index]; break; case kActorDown: if (render_head) { if (head_index >= ARRAYSIZE(frames_head_down)) head_index = 0; head = frames + frames_head_down[head_index]; ++head_index; } if (index >= ARRAYSIZE(frames_down)) index = 1; s = frames + frames_down[index]; break; default: return Common::Rect(); } if (s == NULL) { warning("no surface, skipping"); return Common::Rect(); } Common::Rect dirty; Common::Rect clip(0, 0, s->w, s->h); if (head != NULL) clip.top = head->h; int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - s->h * zoom / 256 - s->y; dirty = s->render(surface, xp, yp + clip.top * zoom / 256, mirror, clip, zoom); if (head != NULL) dirty.extend(head->render(surface, xp, yp, orientation == kActorLeft, Common::Rect(), zoom)); return dirty; } } // End of namespace TeenAgent