https://github.com/scummvm/scummvm
Tip revision: dd1bc997a35ac27db00b1e3bbd2a01a6f04ffbb3 authored by Eugene Sandulenko on 17 January 2020, 20:01:12 UTC
DISTS: Generated Code::Blocks and MSVC project files
DISTS: Generated Code::Blocks and MSVC project files
Tip revision: dd1bc99
flux.cpp
/* 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