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PRINCE: showBackAnims code clean up
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lukaslw committed Jun 22, 2014
1 parent c4c20ec commit b1eeeb6
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Showing 4 changed files with 13 additions and 149 deletions.
3 changes: 1 addition & 2 deletions engines/prince/animation.cpp
Expand Up @@ -113,7 +113,7 @@ int16 Animation::getFrameHeight(uint frameIndex) const {
return READ_LE_UINT16(frameData + 2);
}

Graphics::Surface *Animation::getFrame(uint frameIndex, int i, int phase) {
Graphics::Surface *Animation::getFrame(uint frameIndex) {
byte *frameData = _data + READ_LE_UINT32(_data + 16 + frameIndex * 4);
int16 width = READ_LE_UINT16(frameData + 0);
int16 height = READ_LE_UINT16(frameData + 2);
Expand All @@ -132,7 +132,6 @@ Graphics::Surface *Animation::getFrame(uint frameIndex, int i, int phase) {
}
free(ddata);
} else {
debug("nr: %d, phase: %d", i, phase);
// Uncompressed
for (uint16 i = 0; i < height; i++) {
memcpy(surf->getBasePtr(0, i), frameData + 4 + width * i, width);
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2 changes: 1 addition & 1 deletion engines/prince/animation.h
Expand Up @@ -45,7 +45,7 @@ class Animation {
int16 getPhaseOffsetX(uint phaseIndex) const;
int16 getPhaseOffsetY(uint phaseIndex) const;
int16 getPhaseFrameIndex(uint phaseIndex) const;
Graphics::Surface *getFrame(uint frameIndex, int i, int phase);
Graphics::Surface *getFrame(uint frameIndex);
int16 getFrameWidth(uint frameIndex) const;
int16 getFrameHeight(uint frameIndex) const;
int16 getZoom(uint16 offset) const;
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2 changes: 1 addition & 1 deletion engines/prince/hero.cpp
Expand Up @@ -80,7 +80,7 @@ bool Hero::loadAnimSet(uint32 animSetNr) {
Graphics::Surface *Hero::getSurface() {
if (_moveSet[_moveSetType]) {
int16 phaseFrameIndex = _moveSet[_moveSetType]->getPhaseFrameIndex(_phase);
Graphics::Surface *heroFrame = _moveSet[_moveSetType]->getFrame(phaseFrameIndex, 0, 0);
Graphics::Surface *heroFrame = _moveSet[_moveSetType]->getFrame(phaseFrameIndex);
return heroFrame;
}
return NULL;
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155 changes: 10 additions & 145 deletions engines/prince/prince.cpp
Expand Up @@ -748,31 +748,19 @@ void PrinceEngine::showSprite(Graphics::Surface *backAnimSurface, int destX, int
}

void PrinceEngine::showBackAnims() {

for (uint i = 0; i < _backAnimList.size(); i++) {
int activeSubAnim = _backAnimList[i]._seq._currRelative;
if (_backAnimList[i].backAnims[activeSubAnim]._state == 0 && _backAnimList[i]._seq._type != 0 && _backAnimList[i]._seq._type != 1 && _backAnimList[i]._seq._type != 2) { //TEMP
_backAnimList[i]._seq._counter++;

/*
if (_backAnimList[i]._seq._type == 2) {
if (_backAnimList[i]._seq._currRelative == 0) {
if (_backAnimList[i]._seq._counter >= _backAnimList[i]._seq._data) {
//change_back_anim
}
}
}
*/
if (_backAnimList[i].backAnims[activeSubAnim]._state == 0) {
_backAnimList[i]._seq._counter++;
if (_backAnimList[i]._seq._type == 2) {
//not_type_1
if (_backAnimList[i]._seq._currRelative == 0) {
//zero
debug("counter: %d, data: %d", _backAnimList[i]._seq._counter, _backAnimList[i]._seq._data);
if (_backAnimList[i]._seq._counter >= _backAnimList[i]._seq._data) {
if (_backAnimList[i]._seq._anims > 2) {
int rnd = _randomSource.getRandomNumber(_backAnimList[i]._seq._anims - 2); //?
int rnd = _randomSource.getRandomNumber(_backAnimList[i]._seq._anims - 2);
rnd++;
//debug("rnd: %d", rnd);
_backAnimList[i]._seq._currRelative = rnd;
_backAnimList[i]._seq._current = rnd; // or nr of animation from lst
activeSubAnim = rnd;
Expand All @@ -791,53 +779,17 @@ void PrinceEngine::showBackAnims() {
}
_backAnimList[i]._seq._counter = 0;
_backAnimList[i].backAnims[activeSubAnim]._state = 0;
/*
//show_bugger
if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
}
//not_end
*/
}
} else {
/*
_backAnimList[i]._seq._currRelative = 0;
_backAnimList[i]._seq._current = 0; // or nr of animation from lst
activeSubAnim = 0;
//only_1_type_1
//SetBackAnim
int start = _backAnimList[i].backAnims[activeSubAnim]._basaData._start;
if (start != -1) {
_backAnimList[i].backAnims[activeSubAnim]._frame = start;
_backAnimList[i].backAnims[activeSubAnim]._showFrame = start;
_backAnimList[i].backAnims[activeSubAnim]._loopFrame = start;
}
int end = _backAnimList[i].backAnims[activeSubAnim]._basaData._end;
if (end != -1) {
_backAnimList[i].backAnims[activeSubAnim]._lastFrame = end;
}
_backAnimList[i]._seq._counter = 0;
_backAnimList[i].backAnims[activeSubAnim]._state = 0;
//show_bugger
if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
}
//not_end
*/
}
}

//not_type_2_1:
if (_backAnimList[i]._seq._type == 3) {
if (_backAnimList[i]._seq._currRelative == 0) {
//debug("count: %d, data2: %d", _backAnimList[i]._seq._counter, _backAnimList[i]._seq._data2);
if (_backAnimList[i]._seq._counter < _backAnimList[i]._seq._data2) {
//empty_frame - do not show anything
continue;
} else {
//_backAnimList[i]._seq._current++; // or change to nr of animation
//_backAnimList[i]._seq._currRelative++; //sth wrong
//activeSubAnim++;
//SetBackAnim
int start = _backAnimList[i].backAnims[activeSubAnim]._basaData._start;
if (start != -1) {
Expand All @@ -849,40 +801,23 @@ void PrinceEngine::showBackAnims() {
if (end != -1) {
_backAnimList[i].backAnims[activeSubAnim]._lastFrame = end;
}
//_backAnimList[i]._seq._counter = 0;
_backAnimList[i].backAnims[activeSubAnim]._state = 0;
}
}
}
//not_type_3_1:
//show_bugger
//debug("lastFrame: %d", _backAnimList[i].backAnims[activeSubAnim]._lastFrame);
if (_backAnimList[i].backAnims[activeSubAnim]._frame == _backAnimList[i].backAnims[activeSubAnim]._lastFrame - 1) { // TEST
if (_backAnimList[i].backAnims[activeSubAnim]._frame == _backAnimList[i].backAnims[activeSubAnim]._lastFrame - 1) {
//loop_back_anim
_backAnimList[i].backAnims[activeSubAnim]._frame = _backAnimList[i].backAnims[activeSubAnim]._loopFrame;
//change_back_anim
if (_backAnimList[i]._seq._type == 0) {
//show_bugger
//if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
//_backAnimList[i].backAnims[activeSubAnim]._frame++;
//}
//not_end
} else if (_backAnimList[i]._seq._type == 1) {
if (_backAnimList[i]._seq._type == 1) {
//repeat_rnd
if (_backAnimList[i]._seq._anims <= 1) {
/*
//show_bugger
if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
}
//not_end
*/
} else {
if (_backAnimList[i]._seq._anims > 1) {
int rnd;
do {
rnd = _randomSource.getRandomNumber(_backAnimList[i]._seq._anims - 1);
} while (rnd == _backAnimList[i]._seq._currRelative);
//debug("rnd: %d", rnd);
_backAnimList[i]._seq._currRelative = rnd;
_backAnimList[i]._seq._current = rnd; // or nr of animation from lst
activeSubAnim = rnd;
Expand All @@ -900,13 +835,6 @@ void PrinceEngine::showBackAnims() {
}
_backAnimList[i]._seq._counter = 0;
_backAnimList[i].backAnims[activeSubAnim]._state = 0;
/*
//show_bugger
if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
}
*/
//not_end
}
} else if (_backAnimList[i]._seq._type == 2) {
if (_backAnimList[i]._seq._currRelative != 0) {
Expand All @@ -927,40 +855,18 @@ void PrinceEngine::showBackAnims() {
}
_backAnimList[i]._seq._counter = 0;
_backAnimList[i].backAnims[activeSubAnim]._state = 0;
/*
//show_bugger
if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
}
//not_end
*/
} /*else if (_backAnimList[i]._seq._counter < _backAnimList[i]._seq._data) {
//show_bugger
if (_backAnimList[i].backAnims[activeSubAnim]._frame < _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount() - 1) {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
}
//not_end
}*/
}
} else if (_backAnimList[i]._seq._type == 3) {
//not_type_2
_backAnimList[i]._seq._currRelative = 0;
//_backAnimList[i]._seq._current = 0; // or nr of animation from lst
_backAnimList[i]._seq._current = 0; // or nr of animation from lst
_backAnimList[i]._seq._counter = 0;
//debug("data: %d", _backAnimList[i]._seq._data);
int rnd = _randomSource.getRandomNumber(_backAnimList[i]._seq._data - 1);
_backAnimList[i]._seq._data2 = rnd;
continue; // for bug in original game
//show_bugger
//_backAnimList[i].backAnims[activeSubAnim]._frame++;
//not_end
} else {
//show_bugger
//_backAnimList[i].backAnims[activeSubAnim]._frame++;
//not_end
}
} else {
_backAnimList[i].backAnims[activeSubAnim]._frame++;
//not_end
}

//not_end:
Expand All @@ -969,57 +875,16 @@ void PrinceEngine::showBackAnims() {
//ShowFrameCode
int phaseCount = _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseCount();
int frameCount = _backAnimList[i].backAnims[activeSubAnim]._animData->getFrameCount();
//debug("frameCount: %d", frameCount);
//debug("phaseCount: %d", phaseCount);
int phase = _backAnimList[i].backAnims[activeSubAnim]._showFrame;
if (phase < 0) {
debug("phase < 0");
}
if (phase >= phaseCount) {
debug("p >= pC: i-%d, activ-%d, phase-%d, phaseC-%d", i, activeSubAnim, phase, phaseCount);
debug("type: %d", _backAnimList[i]._seq._type);
}
int phaseFrameIndex = _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseFrameIndex(phase);
if (phaseFrameIndex < 0) {
debug("pFrameIndex: i-%d, activ-%d, phaseFrInd-%d, frameC-%d", i, activeSubAnim, phaseFrameIndex, frameCount);
debug("type: %d", _backAnimList[i]._seq._type);
}
if (phaseFrameIndex >= frameCount) {
debug("pFrameIndex2: i-%d, activ-%d, phaseFrInd-%d, frameC-%d", i, activeSubAnim, phaseFrameIndex, frameCount);
debug("type: %d", _backAnimList[i]._seq._type);
}

int x = _backAnimList[i].backAnims[activeSubAnim]._x + _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseOffsetX(phase);
int y = _backAnimList[i].backAnims[activeSubAnim]._y + _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseOffsetY(phase);

if (x != 0 || y != 0 || phaseCount != 1 || frameCount != 1) { // fix for room no. 5 - animation 8 (propably unnecessary anim)
Graphics::Surface *backAnimSurface = _backAnimList[i].backAnims[activeSubAnim]._animData->getFrame(phaseFrameIndex, i, phase); //still out of bounds

//debug("x: %d", x);
//debug("picWindowX: %d", _picWindowX);
//if (x >= _picWindowX) { // || x - _picWindowX + _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseOffsetX(frame) >= 0 ??
showSprite(backAnimSurface, x, y);
//}
Graphics::Surface *backAnimSurface = _backAnimList[i].backAnims[activeSubAnim]._animData->getFrame(phaseFrameIndex); //still with memory leak
showSprite(backAnimSurface, x, y);
backAnimSurface->free();
delete backAnimSurface;

//if (_backAnimList[i].backAnims[activeSubAnim]._lastFrame == 1) {
//debug("nr: %d, phase: %d, frame: %d", i, phase, phaseFrameIndex);
//debug("phaseCount: %d, frameCount: %d, lastFrame: %d", phaseCount, frameCount, _backAnimList[i].backAnims[activeSubAnim]._lastFrame);
//debug("x: %d", _backAnimList[i].backAnims[activeSubAnim]._x);
//debug("y: %d", _backAnimList[i].backAnims[activeSubAnim]._y);
//debug("offX: %d", _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseOffsetX(phase));
//debug("offX: %d", _backAnimList[i].backAnims[activeSubAnim]._animData->getPhaseOffsetY(phase));
//debug("x: %d, y: %d", x, y);
//}

if (_backAnimList[i].backAnims[activeSubAnim]._x == 0 && _backAnimList[i].backAnims[activeSubAnim]._y == 0) {
debug("x = 0, y = 0");
}

if (phaseCount == 1 && frameCount == 1) {
debug("pC = 1, fC = 1");
}
}
//ShowFrameCodeShadow
}
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