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authorDenis Kasak2009-09-28 23:10:08 +0000
committerDenis Kasak2009-09-28 23:10:08 +0000
commit0c0135e0ed5047281519ffafdd22afc9b65b0f1c (patch)
tree9e8d2943f0a39e946121477883542c56689bb9c4 /engines/draci
parenta8d6e8774c79cbeb52e7ec772534059040a2d662 (diff)
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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.cpp75
-rw-r--r--engines/draci/game.h8
-rw-r--r--engines/draci/script.cpp8
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> &params) {
}
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> &params) {
}
Animation *anim = _vm->_anims->getAnimation(animID);
+
+ if (objID == kDragonObject)
+ _vm->_game->positionAnimAsHero(anim);
+
anim->registerCallback(&Animation::exitGameLoop);
_vm->_game->setLoopSubstatus(kSubstatusStrange);