551 lines
17 KiB
C++
551 lines
17 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "twine/scene/actor.h"
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#include "common/textconsole.h"
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#include "twine/audio/sound.h"
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#include "twine/debugger/debug_state.h"
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#include "twine/parser/entity.h"
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#include "twine/renderer/renderer.h"
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#include "twine/renderer/screens.h"
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#include "twine/resources/hqr.h"
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#include "twine/resources/resources.h"
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#include "twine/scene/animations.h"
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#include "twine/scene/extra.h"
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#include "twine/scene/gamestate.h"
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#include "twine/scene/grid.h"
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#include "twine/scene/movements.h"
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#include "twine/scene/scene.h"
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#include "twine/shared.h"
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#include "twine/twine.h"
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namespace TwinE {
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Actor::Actor(TwinEEngine *engine) : _engine(engine) {
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}
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void Actor::restartPerso() {
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ActorStruct *sceneHero = _engine->_scene->_sceneHero;
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sceneHero->_move = ControlMode::kManual;
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memset(&sceneHero->_workFlags, 0, sizeof(sceneHero->_workFlags));
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memset(&sceneHero->_flags, 0, sizeof(sceneHero->_flags));
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sceneHero->_flags.bComputeCollisionWithObj = 1;
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sceneHero->_flags.bComputeCollisionWithBricks = 1;
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sceneHero->_flags.bCheckZone = 1;
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sceneHero->_flags.bCanDrown = 1;
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sceneHero->_flags.bObjFallable = 1;
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sceneHero->_armor = 1;
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sceneHero->_offsetTrack = -1;
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sceneHero->_labelTrack = -1;
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sceneHero->_offsetLife = 0;
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sceneHero->_zoneSce = -1;
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sceneHero->_beta = _previousHeroAngle;
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_engine->_movements->initRealAngle(sceneHero->_beta, sceneHero->_beta, LBAAngles::ANGLE_0, &sceneHero->realAngle);
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setBehaviour(_previousHeroBehaviour);
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_cropBottomScreen = 0;
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}
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void Actor::loadBehaviourEntity(ActorStruct *actor, EntityData &entityData, int16 &bodyAnimIndex, int32 index) {
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_engine->_resources->loadEntityData(entityData, index);
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actor->_entityDataPtr = &entityData;
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bodyAnimIndex = entityData.getAnimIndex(AnimationTypes::kStanding);
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if (bodyAnimIndex == -1) {
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error("Could not find animation data for 3d data with index %i", index);
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}
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}
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void Actor::loadHeroEntities() {
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ActorStruct *sceneHero = _engine->_scene->_sceneHero;
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loadBehaviourEntity(sceneHero, _heroEntityATHLETIC, _heroAnimIdxATHLETIC, FILE3DHQR_HEROATHLETIC);
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loadBehaviourEntity(sceneHero, _heroEntityAGGRESSIVE, _heroAnimIdxAGGRESSIVE, FILE3DHQR_HEROAGGRESSIVE);
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loadBehaviourEntity(sceneHero, _heroEntityDISCRETE, _heroAnimIdxDISCRETE, FILE3DHQR_HERODISCRETE);
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loadBehaviourEntity(sceneHero, _heroEntityPROTOPACK, _heroAnimIdxPROTOPACK, FILE3DHQR_HEROPROTOPACK);
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loadBehaviourEntity(sceneHero, _heroEntityNORMAL, _heroAnimIdxNORMAL, FILE3DHQR_HERONORMAL);
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_engine->_animations->_currentActorAnimExtraPtr = AnimationTypes::kStanding;
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sceneHero->_ptrAnimAction = _engine->_animations->_currentActorAnimExtraPtr;
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}
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void Actor::setBehaviour(HeroBehaviourType behaviour) {
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ActorStruct *sceneHero = _engine->_scene->_sceneHero;
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switch (behaviour) {
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case HeroBehaviourType::kNormal:
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_heroBehaviour = behaviour;
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sceneHero->_entityDataPtr = &_heroEntityNORMAL;
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break;
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case HeroBehaviourType::kAthletic:
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_heroBehaviour = behaviour;
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sceneHero->_entityDataPtr = &_heroEntityATHLETIC;
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break;
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case HeroBehaviourType::kAggressive:
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_heroBehaviour = behaviour;
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sceneHero->_entityDataPtr = &_heroEntityAGGRESSIVE;
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break;
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case HeroBehaviourType::kDiscrete:
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_heroBehaviour = behaviour;
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sceneHero->_entityDataPtr = &_heroEntityDISCRETE;
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break;
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case HeroBehaviourType::kProtoPack:
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_heroBehaviour = behaviour;
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sceneHero->_entityDataPtr = &_heroEntityPROTOPACK;
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break;
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case HeroBehaviourType::kMax:
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break;
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}
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const BodyType bodyIdx = sceneHero->_genBody;
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sceneHero->_body = -1;
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sceneHero->_genBody = BodyType::btNone;
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initBody(bodyIdx, OWN_ACTOR_SCENE_INDEX);
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sceneHero->_genAnim = AnimationTypes::kAnimNone;
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sceneHero->_flagAnim = AnimType::kAnimationTypeRepeat;
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_engine->_animations->initAnim(AnimationTypes::kStanding, AnimType::kAnimationTypeRepeat, AnimationTypes::kNoAnim, OWN_ACTOR_SCENE_INDEX);
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}
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void Actor::setFrame(int32 actorIdx, uint32 frame) {
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#if 0
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// TODO: converted from asm - not yet adapted
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ActorStruct *obj = _engine->_scene->getActor(actorIdx);
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T_PTR_NUM tempNextBody = obj->NextBody;
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void *tempNextTexture = obj->NextTexture;
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if (frame >= obj->NbFrames) {
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return;
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}
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obj->_body = tempNextBody;
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obj->Texture = tempNextTexture;
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T_PTR_NUM tempAnim = obj->_anim;
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void (*TransFctAnim)() = nullptr; // Couldn't find this yet
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if (TransFctAnim != nullptr) {
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uint32 ebp = frame;
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TransFctAnim();
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tempAnim = (T_PTR_NUM)(void *)tempAnim.Ptr;
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frame = ebp;
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}
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obj->Interpolator = 0;
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obj->LastAnimStepX = 0;
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obj->LastAnimStepY = 0;
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obj->LastAnimStepZ = 0;
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uint16 nbGroups = *((uint16 *)(tempAnim.Ptr + 2));
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obj->LastAnimStepAlpha = 0;
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obj->LastAnimStepBeta = 0;
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obj->LastAnimStepGamma = 0;
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obj->LastOfsIsPtr = 0;
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uint32 lastOfsFrame = nbGroups * 8 + 8; // infos frame + 4 WORDs per group
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obj->LastNbGroups = nbGroups;
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obj->NextNbGroups = nbGroups;
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obj->NbGroups = nbGroups;
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lastOfsFrame *= frame;
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uint32 timerRefHR = 0; // Replace with actual TimerRefHR
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lastOfsFrame += 8; // Skip header
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obj->LastTimer = timerRefHR;
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obj->Time = timerRefHR;
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obj->Status = 1; // STATUS_FRAME
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obj->LastOfsFrame = lastOfsFrame;
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obj->LastFrame = frame;
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uint32 ecx = nbGroups * 2 - 2; // 2 DWORDs per group, no group 0
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T_PTR_NUM ebpPtr = tempAnim;
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tempAnim.Ptr = tempAnim.Ptr + lastOfsFrame + 16;
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memcpy(obj->CurrentFrame, tempAnim.Ptr, ecx);
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if (++frame == obj->NbFrames) {
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uint16 time = *((uint16 *)(ebpPtr.Ptr + 8));
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frame = 0;
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tempAnim.Ptr = (void *)(8);
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} else {
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uint16 time = *((uint16 *)tempAnim.Ptr);
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tempAnim.Ptr -= ebpPtr.Ptr;
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tempAnim.Num += obj->LastTimer;
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obj->NextFrame = frame;
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obj->NextOfsFrame = (uint32)(tempAnim.Ptr);
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obj->NextTimer = time;
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obj->Master = *((uint16 *)(tempAnim.Ptr + 8));
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obj->Status = 1; // STATUS_FRAME
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}
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#endif
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}
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void Actor::initSprite(int32 spriteNum, int32 actorIdx) {
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ActorStruct *localActor = _engine->_scene->getActor(actorIdx);
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localActor->_sprite = spriteNum; // lba2
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if (!localActor->_flags.bSprite3D) {
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return;
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}
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if (spriteNum != -1 && localActor->_body != spriteNum) {
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const BoundingBox *spritebbox = _engine->_resources->_spriteBoundingBox.bbox(spriteNum);
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localActor->_body = spriteNum;
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localActor->_boundingBox = *spritebbox;
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}
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}
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TextId Actor::getTextIdForBehaviour() const {
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if (_heroBehaviour == HeroBehaviourType::kAggressive && _combatAuto) {
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return TextId::kBehaviourAggressiveAuto;
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}
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// the other values are matching the text ids
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return (TextId)(int32)_heroBehaviour;
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}
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int32 Actor::searchBody(BodyType bodyIdx, int32 actorIdx, ActorBoundingBox &actorBoundingBox) {
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if (bodyIdx == BodyType::btNone) {
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return -1;
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}
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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const EntityBody *body = actor->_entityDataPtr->getEntityBody((int)bodyIdx);
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if (body == nullptr) {
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warning("Failed to get entity body for body idx %i", (int)bodyIdx);
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return -1;
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}
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actorBoundingBox = body->actorBoundingBox;
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return (int)bodyIdx;
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}
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void Actor::initBody(BodyType gennewbody, int16 actorIdx) {
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ActorStruct *localActor = _engine->_scene->getActor(actorIdx);
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if (localActor->_flags.bSprite3D) {
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return;
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}
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debug(1, "Load body %i for actor %i", (int)gennewbody, actorIdx);
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if (IS_HERO(actorIdx) && _heroBehaviour == HeroBehaviourType::kProtoPack && gennewbody != BodyType::btTunic && gennewbody != BodyType::btNormal) {
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setBehaviour(HeroBehaviourType::kNormal);
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}
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ActorBoundingBox actorBoundingBox;
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const int32 newBody = searchBody(gennewbody, actorIdx, actorBoundingBox);
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if (newBody == -1) {
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localActor->_genBody = BodyType::btNone;
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localActor->_body = -1;
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localActor->_boundingBox = BoundingBox();
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debug("Failed to initialize body %i for actor %i", (int)gennewbody, actorIdx);
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return;
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}
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if (localActor->_body == newBody) {
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return;
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}
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const int32 oldBody = localActor->_body;
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localActor->_body = newBody;
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localActor->_genBody = gennewbody;
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if (actorBoundingBox.hasBoundingBox) {
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localActor->_boundingBox = actorBoundingBox.bbox;
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} else {
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const BodyData &bd = localActor->_entityDataPtr->getBody(localActor->_body);
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localActor->_boundingBox = bd.bbox;
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int32 size = 0;
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const int32 distX = bd.bbox.maxs.x - bd.bbox.mins.x;
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const int32 distZ = bd.bbox.maxs.z - bd.bbox.mins.z;
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if (localActor->_flags.bUseMiniZv) {
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// take smaller for bound
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if (distX < distZ)
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size = distX / 2;
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else
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size = distZ / 2;
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} else {
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// take average for bound
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size = (distZ + distX) / 4;
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}
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localActor->_boundingBox.mins.x = -size;
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localActor->_boundingBox.maxs.x = size;
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localActor->_boundingBox.mins.z = -size;
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localActor->_boundingBox.maxs.z = size;
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}
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if (oldBody != -1 && localActor->_anim != -1) {
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copyInterAnim(localActor->_entityDataPtr->getBody(oldBody), localActor->_entityDataPtr->getBody(localActor->_body));
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}
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}
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void Actor::copyInterAnim(const BodyData &src, BodyData &dest) {
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if (!src.isAnimated() || !dest.isAnimated()) {
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return;
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}
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dest._animTimerData = src._animTimerData;
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const int16 numBones = MIN<int16>((int16)src.getNumBones(), (int16)dest.getNumBones());
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for (int16 i = 0; i < numBones; ++i) {
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const BoneFrame *srcBoneFrame = src.getBoneState(i);
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BoneFrame *destBoneFrame = dest.getBoneState(i);
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*destBoneFrame = *srcBoneFrame;
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}
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}
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void Actor::startInitObj(int16 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (actor->_flags.bSprite3D) {
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if (actor->_hitForce != 0) {
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actor->_workFlags.bIsHitting = 1;
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}
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actor->_body = -1;
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initSprite(actor->_sprite, actorIdx);
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_engine->_movements->initRealAngle(LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, &actor->realAngle);
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if (actor->_flags.bSpriteClip) {
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actor->_animStep = actor->posObj();
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}
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} else {
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actor->_body = -1;
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debug(1, "Init actor %i with model %i", actorIdx, (int)actor->_genBody);
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initBody(actor->_genBody, actorIdx);
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actor->_anim = -1;
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actor->_flagAnim = AnimType::kAnimationTypeRepeat;
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if (actor->_body != -1) {
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_engine->_animations->initAnim(actor->_genAnim, AnimType::kAnimationTypeRepeat, AnimationTypes::kNoAnim, actorIdx);
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}
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_engine->_movements->initRealAngle(actor->_beta, actor->_beta, LBAAngles::ANGLE_0, &actor->realAngle);
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}
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actor->_offsetTrack = -1;
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actor->_labelTrack = -1;
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actor->_offsetLife = 0;
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}
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void Actor::initObject(int16 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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*actor = ActorStruct(_engine->getMaxLife());
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actor->_actorIdx = actorIdx;
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actor->_posObj = IVec3(0, SIZE_BRICK_Y, 0);
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memset(&actor->_flags, 0, sizeof(StaticFlagsStruct));
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memset(&actor->_workFlags, 0, sizeof(DynamicFlagsStruct));
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memset(&actor->_bonusParameter, 0, sizeof(BonusParameter));
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_engine->_movements->initRealAngle(LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, LBAAngles::ANGLE_0, &actor->realAngle);
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}
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void Actor::hitObj(int32 actorIdx, int32 actorIdxAttacked, int32 hitforce, int32 angle) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdxAttacked);
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if (actor->_lifePoint <= 0) {
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return;
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}
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if (IS_HERO(actorIdxAttacked) && _engine->_debugState->_godMode) {
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return;
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}
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actor->_hitBy = actorIdx;
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debugC(1, TwinE::kDebugCollision, "Actor %d was hit by %d", actorIdxAttacked, actorIdx);
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if (actor->_armor <= hitforce) {
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if (actor->_genAnim == AnimationTypes::kBigHit || actor->_genAnim == AnimationTypes::kHit2) {
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if (actor->_nextGenAnim != AnimationTypes::kStanding) {
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const int32 tmpAnimPos = actor->_frame;
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actor->_frame = 1;
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_engine->_animations->processAnimActions(actorIdxAttacked);
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actor->_frame = tmpAnimPos;
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}
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} else {
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if (angle != -1) {
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_engine->_movements->initRealAngle(angle, angle, LBAAngles::ANGLE_0, &actor->realAngle);
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}
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if (_engine->getRandomNumber() & 1) {
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_engine->_animations->initAnim(AnimationTypes::kHit2, AnimType::kAnimationInsert, AnimationTypes::kNoAnim, actorIdxAttacked);
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} else {
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_engine->_animations->initAnim(AnimationTypes::kBigHit, AnimType::kAnimationInsert, AnimationTypes::kNoAnim, actorIdxAttacked);
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}
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}
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_engine->_extra->initSpecial(actor->_posObj.x, actor->_posObj.y + 1000, actor->_posObj.z, ExtraSpecialType::kHitStars);
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if (IS_HERO(actorIdxAttacked)) {
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_engine->_movements->_lastJoyFlag = true;
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}
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// TODO: in the original sources this in an else block - dotemu release doesn't have this (so we are going after dotmeu here)
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// else {
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actor->_lifePoint -= hitforce;
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// }
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if (actor->_lifePoint < 0) {
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actor->_lifePoint = 0;
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}
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} else {
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_engine->_animations->initAnim(AnimationTypes::kHit, AnimType::kAnimationInsert, AnimationTypes::kNoAnim, actorIdxAttacked);
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}
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}
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void Actor::checkCarrier(int32 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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if (!actor->_flags.bIsCarrierActor) {
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return;
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}
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for (int32 a = 0; a < _engine->_scene->_nbObjets; a++) {
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ActorStruct *otherActor = _engine->_scene->getActor(a);
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if (otherActor->_carryBy == actorIdx) {
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otherActor->_carryBy = -1;
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}
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}
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}
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void Actor::giveExtraBonus(int32 actorIdx) {
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ActorStruct *actor = _engine->_scene->getActor(actorIdx);
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const int bonusSprite = _engine->_extra->getBonusSprite(actor->_bonusParameter);
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if (bonusSprite == -1) {
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return;
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}
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if (actor->_workFlags.bIsDead) {
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_engine->_extra->addExtraBonus(actor->posObj(), LBAAngles::ANGLE_90, LBAAngles::ANGLE_0, bonusSprite, actor->_bonusAmount);
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_engine->_sound->mixSample3D(Samples::ItemPopup, 0x1000, 1, actor->posObj(), actorIdx);
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} else {
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const ActorStruct *sceneHero = _engine->_scene->_sceneHero;
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const int32 angle = _engine->_movements->getAngle(actor->posObj(), sceneHero->posObj());
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const IVec3 pos(actor->_posObj.x, actor->_posObj.y + actor->_boundingBox.maxs.y, actor->_posObj.z);
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_engine->_extra->addExtraBonus(pos, LBAAngles::ANGLE_70, angle, bonusSprite, actor->_bonusAmount);
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_engine->_sound->mixSample3D(Samples::ItemPopup, 0x1000, 1, pos, actorIdx);
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}
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}
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// Lba2
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#define START_AROUND_BETA 1024
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#define END_AROUND_BETA 3072
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#define STEP_AROUND_BETA 128 // 16 pos testees
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#define GetAngle2D(x0, z0, x1, z1) GetAngleVector2D((x1) - (x0), (z1) - (z0))
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void Actor::posObjectAroundAnother(uint8 numsrc, uint8 numtopos) {
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#if 0
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ActorStruct *objsrc;
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ActorStruct *objtopos;
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int32 beta, dist, dist2;
|
|
int32 step;
|
|
|
|
objsrc = _engine->_scene->getActor(numsrc);
|
|
objtopos = _engine->_scene->getActor(numtopos);
|
|
|
|
int32 xb = objsrc->Obj.X;
|
|
int32 zb = objsrc->Obj.Z;
|
|
|
|
objtopos->Obj.Y = objsrc->Obj.Y;
|
|
|
|
dist = MAX(objsrc->XMin, objsrc->XMax);
|
|
dist = MAX(dist, objsrc->ZMin);
|
|
dist = MAX(dist, objsrc->ZMax);
|
|
|
|
dist2 = MAX(objtopos->XMin, objtopos->XMax);
|
|
dist2 = MAX(dist2, objtopos->ZMin);
|
|
dist2 = MAX(dist2, objtopos->ZMax);
|
|
|
|
dist += dist / 2 + dist2 + dist2 / 2;
|
|
|
|
beta = ClampAngle(objsrc->Obj.Beta + START_AROUND_BETA);
|
|
|
|
for (step = 0; step < (4096 / STEP_AROUND_BETA); step++, beta += STEP_AROUND_BETA) {
|
|
beta &= 4095;
|
|
_engine->_renderer->rotate(0, dist, beta);
|
|
|
|
objtopos->Obj.X = xb + X0;
|
|
objtopos->Obj.Z = zb + Z0;
|
|
|
|
if (_engine->_collision->checkValidObjPos(numtopos, numsrc)) {
|
|
// accepte position
|
|
break;
|
|
}
|
|
}
|
|
|
|
objtopos->Obj.Beta = ClampAngle(GetAngle2D(xb, zb, objtopos->Obj.X, objtopos->Obj.Z));
|
|
#endif
|
|
}
|
|
|
|
int16 RealValue::getRealValueFromTime(int32 time) {
|
|
if (timeValue) {
|
|
const int32 delta = time - memoTicks;
|
|
|
|
if (delta >= timeValue) { // rotation is finished
|
|
timeValue = 0;
|
|
return endValue;
|
|
}
|
|
|
|
int32 t = ((endValue - startValue) * delta) / timeValue;
|
|
t += startValue;
|
|
|
|
return (int16)t;
|
|
}
|
|
|
|
return endValue;
|
|
}
|
|
|
|
int16 RealValue::getRealAngle(int32 time) {
|
|
if (timeValue) {
|
|
int32 delta = time - memoTicks;
|
|
if (delta < timeValue) {
|
|
int32 t = NormalizeAngle(endValue - startValue);
|
|
t = (t * delta) / timeValue;
|
|
t += startValue;
|
|
return (int16)t;
|
|
}
|
|
|
|
timeValue = 0;
|
|
}
|
|
|
|
return endValue;
|
|
}
|
|
|
|
bool ActorStruct::isAttackAnimationActive() const {
|
|
return _genAnim == AnimationTypes::kRightPunch || _genAnim == AnimationTypes::kLeftPunch || _genAnim == AnimationTypes::kKick;
|
|
}
|
|
|
|
bool ActorStruct::isAttackWeaponAnimationActive() const {
|
|
return _genAnim == AnimationTypes::kSabreAttack || _genAnim == AnimationTypes::kThrowBall || _genAnim == AnimationTypes::kSabreUnknown;
|
|
}
|
|
|
|
bool ActorStruct::isJumpAnimationActive() const {
|
|
return _genAnim == AnimationTypes::kJump;
|
|
}
|
|
|
|
} // namespace TwinE
|