/* 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 "common/debug.h" #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 CharacterFlux::playStandingAnim() { debugC(4, kDebugCharacter, "playStandingAnim()"); _animationInstance->setAnimation(_walkAnim); _animationInstance->setFrame(_facing * 3); _animationInstance->setAnimationRange(_facing * 3, _facing * 3); _animationInstance->stopAnimation(); _animationInstance->setLooping(true); //setVisible(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(int16 x, int16 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