1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "teenagent/actor.h"
24 #include "teenagent/objects.h"
25 #include "teenagent/resources.h"
26 #include "teenagent/teenagent.h"
27 
28 #include "common/random.h"
29 #include "common/textconsole.h"
30 
31 namespace TeenAgent {
32 
Actor(TeenAgentEngine * vm)33 Actor::Actor(TeenAgentEngine *vm) : _vm(vm), headIndex(0), idleType(0) {}
34 
renderIdle(Graphics::Surface * surface,const Common::Point & position,uint8 orientation,int deltaFrame,uint zoom,Common::RandomSource & rnd)35 Common::Rect Actor::renderIdle(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int deltaFrame, uint zoom, Common::RandomSource &rnd) {
36 	if (index == 0) {
37 		idleType = rnd.getRandomNumber(2);
38 		debugC(kDebugActor, "switched to idle animation %u", idleType);
39 	}
40 
41 	byte *framesIdle;
42 	do {
43 		framesIdle = _vm->res->dseg.ptr(_vm->res->dseg.get_word(dsAddr_idleAnimationListPtr + idleType * 2)) + index;
44 		index += deltaFrame;
45 		if (*framesIdle == 0) {
46 			idleType = rnd.getRandomNumber(2);
47 			debugC(kDebugActor, "switched to idle animation %u[loop]", idleType);
48 			index = 3; //put 4th frame (base 1) if idle animation loops
49 		}
50 	} while (*framesIdle == 0);
51 
52 	bool mirror = orientation == kActorLeft;
53 	Surface *s = frames + *framesIdle - 1;
54 
55 	//TODO: remove copy-paste here and below
56 	int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - 62 * zoom / 256 - s->y; //hardcoded in original game
57 	return s->render(surface, xp, yp, mirror, Common::Rect(), zoom);
58 }
59 
render(Graphics::Surface * surface,const Common::Point & position,uint8 orientation,int deltaFrame,bool renderHead,uint zoom)60 Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int deltaFrame, bool renderHead, uint zoom) {
61 	const uint8 framesLeftRight[] = {0, 1, 2, 3, 4, 5, /* step */ 6, 7, 8, 9};
62 	const uint8 framesUp[] = {18, 19, 20, 21, 22, 23, 24, 25, };
63 	const uint8 framesDown[] = {10, 11, 12, 13, 14, 15, 16, 17, };
64 
65 	const uint8 framesHeadLeftRight[] = {
66 		0x27, 0x1a, 0x1b,
67 		0x27, 0x1c, 0x1d,
68 		0x27, 0x1a,
69 		0x27, 0x1e, 0x1f,
70 		0x27, 0x1a, 0x1b,
71 		0x27, 0x1c,
72 		0x27, 0x1e,
73 		0x27, 0x1a,
74 	};
75 
76 	const uint8 framesHeadUp[] = {
77 		0x29, 0x25, 0x29, 0x29,
78 		0x26, 0x29, 0x26, 0x29,
79 		0x29, 0x25, 0x29, 0x25,
80 		0x29, 0x29, 0x29, 0x25,
81 		0x25, 0x29, 0x29, 0x26
82 	};
83 	const uint8 framesHeadDown[] = {
84 		0x20, 0x21, 0x22, 0x23,
85 		0x28, 0x24, 0x28, 0x28,
86 		0x24, 0x28, 0x20, 0x21,
87 		0x20, 0x23, 0x28, 0x20,
88 		0x28, 0x28, 0x20, 0x28
89 	};
90 
91 	Surface *s = NULL, *head = NULL;
92 
93 	bool mirror = orientation == kActorLeft;
94 	index += deltaFrame;
95 
96 	switch (orientation) {
97 	case kActorLeft:
98 	case kActorRight:
99 		if (renderHead) {
100 			if (headIndex >= ARRAYSIZE(framesHeadLeftRight))
101 				headIndex = 0;
102 			head = frames + framesHeadLeftRight[headIndex];
103 			++headIndex;
104 		}
105 
106 		if (index >= ARRAYSIZE(framesLeftRight))
107 			index = 1;
108 		s = frames + framesLeftRight[index];
109 		break;
110 	case kActorUp:
111 		if (renderHead) {
112 			if (headIndex >= ARRAYSIZE(framesHeadUp))
113 				headIndex = 0;
114 			head = frames + framesHeadUp[headIndex];
115 			++headIndex;
116 		}
117 
118 		if (index >= ARRAYSIZE(framesUp))
119 			index = 1;
120 		s = frames + framesUp[index];
121 		break;
122 	case kActorDown:
123 		if (renderHead) {
124 			if (headIndex >= ARRAYSIZE(framesHeadDown))
125 				headIndex = 0;
126 			head = frames + framesHeadDown[headIndex];
127 			++headIndex;
128 		}
129 
130 		if (index >= ARRAYSIZE(framesDown))
131 			index = 1;
132 		s = frames + framesDown[index];
133 		break;
134 	default:
135 		return Common::Rect();
136 	}
137 
138 	Common::Rect dirty;
139 	Common::Rect clip(0, 0, s->w, s->h);
140 	if (head != NULL)
141 		clip.top = head->h;
142 
143 	int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - s->h * zoom / 256 - s->y;
144 	dirty = s->render(surface, xp, yp + clip.top * zoom / 256, mirror, clip, zoom);
145 
146 	if (head != NULL)
147 		dirty.extend(head->render(surface, xp, yp, orientation == kActorLeft, Common::Rect(), zoom));
148 
149 	return dirty;
150 }
151 
152 } // End of namespace TeenAgent
153