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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 "teenagent/actor.h"
#include "teenagent/objects.h"
#include "teenagent/resources.h"
#include "common/random.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) {
static Common::RandomSource random;
if (index == 0) {
idle_type = random.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 = random.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
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