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author | Denis Kasak | 2009-09-28 23:10:08 +0000 |
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committer | Denis Kasak | 2009-09-28 23:10:08 +0000 |
commit | 0c0135e0ed5047281519ffafdd22afc9b65b0f1c (patch) | |
tree | 9e8d2943f0a39e946121477883542c56689bb9c4 /engines/draci | |
parent | a8d6e8774c79cbeb52e7ec772534059040a2d662 (diff) | |
download | scummvm-rg350-0c0135e0ed5047281519ffafdd22afc9b65b0f1c.tar.gz scummvm-rg350-0c0135e0ed5047281519ffafdd22afc9b65b0f1c.tar.bz2 scummvm-rg350-0c0135e0ed5047281519ffafdd22afc9b65b0f1c.zip |
draci: Added methods Game::positionAnimAsHero(), Game::getHeroX() and Game::getHeroY() and implemented correct positioning of all dragon animations. Fixed exiting the inventory by right-clicking outside it.
svn-id: r44453
Diffstat (limited to 'engines/draci')
-rw-r--r-- | engines/draci/game.cpp | 75 | ||||
-rw-r--r-- | engines/draci/game.h | 8 | ||||
-rw-r--r-- | engines/draci/script.cpp | 8 |
3 files changed, 83 insertions, 8 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 104b62a505..a727fd0291 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -395,7 +395,7 @@ void Game::loop() { // If we are in inventory mode, all the animations except game items' // images will necessarily be paused so we can safely assume that any // animation under the cursor (a value returned by - // AnimationManager::getTopAnimationID()) will be an item animation or. + // AnimationManager::getTopAnimationID()) will be an item animation or // an overlay, for which we check. Item animations have their IDs // calculated by offseting their itemID from the ID of the last "special" // animation ID. In this way, we obtain its itemID. @@ -429,10 +429,8 @@ void Game::loop() { } else if (_vm->_mouse->rButtonPressed()) { _vm->_mouse->rButtonSet(false); - Animation *inventoryAnim = _vm->_anims->getAnimation(kInventorySprite); - // If we right-clicked outside the inventory, close it - if (!inventoryAnim->getFrame()->getRect().contains(x, y)) { + if (_animUnderCursor != kInventorySprite && _itemUnderCursor == kNoItem) { inventoryDone(); // If there is an inventory item under our cursor @@ -992,17 +990,26 @@ void Game::walkHero(int x, int y) { x = p.x; y = p.y; - debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y); + _heroX = p.x; + _heroY = p.y; + + GameObject *dragon = getObject(kDragonObject); + + for (uint i = 0; i < dragon->_anims.size(); ++i) { + _vm->_anims->stop(dragon->_anims[i]); + } + + debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y); // Fetch dragon's animation ID // FIXME: Need to add proper walking (this only warps the dragon to position) - int animID = getObject(kDragonObject)->_anims[0]; + int animID = dragon->_anims[0]; Animation *anim = _vm->_anims->getAnimation(animID); // Calculate scaling factors - double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y; - double scaleY = scaleX; + const double scaleX = _vm->_game->getPers0() + _vm->_game->getPersStep() * y; + const double scaleY = scaleX; // Set the Z coordinate for the dragon's animation anim->setZ(y+1); @@ -1385,6 +1392,58 @@ void Game::runGateProgram(int gate) { setExitLoop(false); } +void Game::positionAnimAsHero(Animation *anim) { + + // Fetch dragon's coordinates + int x = _heroX; + int y = _heroY; + + // Calculate scaling factors + const double scaleX = getPers0() + getPersStep() * y; + const double scaleY = scaleX; + + // Set the Z coordinate for the dragon's animation + anim->setZ(y+1); + + // Fetch current frame + Drawable *frame = anim->getFrame(); + + // Fetch base dimensions of the frame + uint height = frame->getHeight(); + uint width = frame->getWidth(); + + // Set the per-animation scaling factor + anim->setScaleFactors(scaleX, scaleY); + + _persons[kDragonObject]._x = x + (lround(scaleX) * width) / 2; + _persons[kDragonObject]._y = y - lround(scaleY) * height; + + // We naturally want the dragon to position its feet to the location of the + // click but sprites are drawn from their top-left corner so we subtract + // the current height of the dragon's sprite + y -= (int)(scaleY * height); + x -= (int)(scaleX * width) / 2; + + anim->setRelative(x, y); +} + +int Game::getHeroX() { + return _heroX; +} + +int Game::getHeroY() { + return _heroY; +} + +double Game::getPers0() { + return _currentRoom._pers0; +} + +double Game::getPersStep() { + return _currentRoom._persStep; +} + + int Game::getRoomNum() const { return _currentRoom._roomNum; } diff --git a/engines/draci/game.h b/engines/draci/game.h index 7324322467..9262c190c7 100644 --- a/engines/draci/game.h +++ b/engines/draci/game.h @@ -260,6 +260,9 @@ public: } void walkHero(int x, int y); + int getHeroX(); + int getHeroY(); + void positionAnimAsHero(Animation *anim); void loadRoom(int roomNum); int loadAnimation(uint animNum, uint z); @@ -283,6 +286,9 @@ public: int getGateNum() const; void setGateNum(int gate); + double getPers0(); + double getPersStep(); + int getItemStatus(int itemID) const; void setItemStatus(int itemID, int status); int getCurrentItem() const; @@ -346,6 +352,8 @@ private: GameInfo _info; + int _heroX, _heroY; + int *_variables; Person *_persons; GameObject *_objects; diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp index 2383138828..80bb25425e 100644 --- a/engines/draci/script.cpp +++ b/engines/draci/script.cpp @@ -413,6 +413,10 @@ void Script::start(Common::Queue<int> ¶ms) { } Animation *anim = _vm->_anims->getAnimation(animID); + + if (objID == kDragonObject) + _vm->_game->positionAnimAsHero(anim); + anim->registerCallback(&Animation::stopAnimation); bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible); @@ -439,6 +443,10 @@ void Script::startPlay(Common::Queue<int> ¶ms) { } Animation *anim = _vm->_anims->getAnimation(animID); + + if (objID == kDragonObject) + _vm->_game->positionAnimAsHero(anim); + anim->registerCallback(&Animation::exitGameLoop); _vm->_game->setLoopSubstatus(kSubstatusStrange); |