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author | Eugene Sandulenko | 2014-04-28 20:53:13 +0300 |
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committer | Eugene Sandulenko | 2014-04-28 20:53:13 +0300 |
commit | 3d5dee897ef785e3f0c48ae3d857181f314700d1 (patch) | |
tree | 96afc7c390c417fa3b110c2d4f69e3e95a4f9d48 /engines/draci/game.cpp | |
parent | 09bbcced02f62c7805891a305851182ce1128077 (diff) | |
parent | 43e3a58c2cdba50e30a0eb8e758e1baa90b890c3 (diff) | |
download | scummvm-rg350-3d5dee897ef785e3f0c48ae3d857181f314700d1.tar.gz scummvm-rg350-3d5dee897ef785e3f0c48ae3d857181f314700d1.tar.bz2 scummvm-rg350-3d5dee897ef785e3f0c48ae3d857181f314700d1.zip |
Merge pull request #445 from lukaslw/second_branch
DRACI: Saving and fading out improvments.
Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r-- | engines/draci/game.cpp | 55 |
1 files changed, 40 insertions, 15 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index e5ff1f079a..3a335f249a 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -72,6 +72,7 @@ Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) { _fadePhases = 0; _fadePhase = 0; _fadeTick = 0; + _isFadeOut = 1; _mouseChangeTick = 0; _enableQuickHero = 0; _wantQuickHero = 0; @@ -216,6 +217,7 @@ void Game::start() { // init scripts. This flag was turned on to skip the rest of // those programs. Don't call loop(), because the // location may have changed. + fadePalette(true); continue; } @@ -478,6 +480,7 @@ void Game::handleDialogueLoop() { } void Game::fadePalette(bool fading_out) { + _isFadeOut = fading_out; const byte *startPal = NULL; const byte *endPal = _currentRoom._palette >= 0 ? _vm->_paletteArchive->getFile(_currentRoom._palette)->_data @@ -551,6 +554,19 @@ void Game::advanceAnimationsAndTestLoopExit() { _vm->_anims->drawScene(_vm->_screen->getSurface()); _vm->_screen->copyToScreen(); _vm->_system->delayMillis(kTimeUnit); + if(_isFadeOut) { + fadePalette(false); + // Set cursor state + // Need to do this after we set the palette since the cursors use it + if (_currentRoom._mouseOn) { + debugC(6, kDraciLogicDebugLevel, "Mouse: ON"); + _vm->_mouse->cursorOn(); + _vm->_mouse->setCursorType(kNormalCursor); + } else { + debugC(6, kDraciLogicDebugLevel, "Mouse: OFF"); + _vm->_mouse->cursorOff(); + } + } // If the hero has arrived at his destination, after even the last // phase was correctly animated, run the callback. @@ -598,6 +614,8 @@ void Game::loop(LoopSubstatus substatus, bool shouldExit) { break; } + advanceAnimationsAndTestLoopExit(); + if (_vm->_mouse->isCursorOn()) { // Find animation under cursor and the game object // corresponding to it @@ -629,8 +647,6 @@ void Game::loop(LoopSubstatus substatus, bool shouldExit) { } } - advanceAnimationsAndTestLoopExit(); - } while (!shouldExitLoop()); setLoopSubstatus(kOuterLoop); @@ -926,10 +942,12 @@ void Game::inventoryDraw() { void Game::inventoryReload() { // Make sure all items are loaded into memory (e.g., after loading a // savegame) by re-putting them on the same spot in the inventory. + GameItem *tempItem = _currentItem; for (uint i = 0; i < kInventorySlots; ++i) { putItem(_inventory[i], i); } setPreviousItemPosition(0); + _currentItem = tempItem; } void Game::inventorySwitch(int keycode) { @@ -1433,7 +1451,6 @@ void Game::enterNewRoom() { _vm->_screen->setPalette(NULL, 0, kNumColors); _vm->_anims->drawScene(_vm->_screen->getSurface()); _vm->_screen->copyToScreen(); - fadePalette(false); // Run the program for the gate the dragon came through debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", _newGate); @@ -1446,17 +1463,6 @@ void Game::enterNewRoom() { // Don't immediately switch to the map or inventory even if the mouse // position tell us to. _mouseChangeTick = kMouseDoNotSwitch; - - // Set cursor state - // Need to do this after we set the palette since the cursors use it - if (_currentRoom._mouseOn) { - debugC(6, kDraciLogicDebugLevel, "Mouse: ON"); - _vm->_mouse->cursorOn(); - _vm->_mouse->setCursorType(kNormalCursor); - } else { - debugC(6, kDraciLogicDebugLevel, "Mouse: OFF"); - _vm->_mouse->cursorOff(); - } } void Game::positionAnimAsHero(Animation *anim) { @@ -1572,7 +1578,7 @@ Game::~Game() { delete[] _items; } -void Game::DoSync(Common::Serializer &s) { +void Game::DoSync(Common::Serializer &s, uint8 saveVersion) { s.syncAsUint16LE(_currentRoom._roomNum); for (uint i = 0; i < _info._numObjects; ++i) { @@ -1603,6 +1609,25 @@ void Game::DoSync(Common::Serializer &s) { s.syncAsSint16LE(_dialogueVars[i]); } + if(saveVersion >= 2) { + setPositionLoaded(true); + if (s.isSaving()) { + s.syncAsSint16LE(_hero.x); + s.syncAsSint16LE(_hero.y); + + int handItemID = _currentItem ? _currentItem->_absNum : -1; + s.syncAsSint16LE(handItemID); + } else { + s.syncAsSint16LE(_heroLoading.x); + s.syncAsSint16LE(_heroLoading.y); + + int handItemID = -1; + s.syncAsSint16LE(handItemID); + _currentItem = getItem(handItemID); + } + } else { + _currentItem = 0; + } } static double real_to_double(byte real[6]) { |