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authorEugene Sandulenko2019-06-24 14:55:26 +0200
committerEugene Sandulenko2019-09-03 17:16:59 +0200
commit8d087a3c7f33b20989dc40a9f326966dc94e3b02 (patch)
treeee16c7d52977e0c19d459800dc5703267eec1df7
parent32e30366a4825eb5e8647f03d2ffa9116c4df0f7 (diff)
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HDB: Added rest of the stubs for the rendering pipeline
-rw-r--r--engines/hdb/ai-funcs.cpp4
-rw-r--r--engines/hdb/ai-waypoint.cpp4
-rw-r--r--engines/hdb/ai.h2
-rw-r--r--engines/hdb/hdb.cpp12
4 files changed, 22 insertions, 0 deletions
diff --git a/engines/hdb/ai-funcs.cpp b/engines/hdb/ai-funcs.cpp
index e24ec34be3..be0977e860 100644
--- a/engines/hdb/ai-funcs.cpp
+++ b/engines/hdb/ai-funcs.cpp
@@ -1224,6 +1224,10 @@ void AI::drawEnts(int x, int y, int w, int h) {
}
}
+void AI::drawLevel2Ents() {
+ debug(9, "STUB: AI::drawLevel2Ents()");
+}
+
void AI::animGrabbing() {
if (_player->state == STATE_GRABUP ||
_player->state == STATE_GRABDOWN ||
diff --git a/engines/hdb/ai-waypoint.cpp b/engines/hdb/ai-waypoint.cpp
index 9faa88c8db..976ba4baa8 100644
--- a/engines/hdb/ai-waypoint.cpp
+++ b/engines/hdb/ai-waypoint.cpp
@@ -104,4 +104,8 @@ Tile *AI::getStandFrameDir(AIEntity *e) {
return e->standdownGfx[0];
}
+void AI::drawWayPoints() {
+ debug(9, "STUB: AI::drawWayPoints()");
+}
+
} // End of Namespace
diff --git a/engines/hdb/ai.h b/engines/hdb/ai.h
index c2efd02b48..b64b2aba48 100644
--- a/engines/hdb/ai.h
+++ b/engines/hdb/ai.h
@@ -638,6 +638,7 @@ public:
void animEntFrames(AIEntity *e);
void animLuaEntity(const char *initName, AIState st);
void drawEnts(int x, int y, int w, int h);
+ void drawLevel2Ents();
void animGrabbing();
void moveEnts();
@@ -762,6 +763,7 @@ public:
void removeFirstWaypoint();
void clearWaypoints();
Tile *getStandFrameDir(AIEntity *e);
+ void drawWayPoints();
// Inventory Functions
bool addToInventory(AIEntity *e);
diff --git a/engines/hdb/hdb.cpp b/engines/hdb/hdb.cpp
index 0b6eefb90f..0951eacde4 100644
--- a/engines/hdb/hdb.cpp
+++ b/engines/hdb/hdb.cpp
@@ -299,8 +299,20 @@ Common::Error HDBGame::run() {
_map->draw();
_ai->processCines();
+
+ AIEntity *e = _ai->getPlayer();
+
+ if (e && e->level < 2)
+ _ai->drawWayPoints();
+
_map->drawEnts();
_map->drawGratings();
+
+ if (e && e->level == 2)
+ _ai->drawWayPoints();
+
+ _ai->drawLevel2Ents();
+
_map->drawForegrounds();
_ai->animateTargets();