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authorRobert Špalek2009-11-12 00:45:28 +0000
committerRobert Špalek2009-11-12 00:45:28 +0000
commitd281fe4717f4dad20a0390e81ada17d10cead2bb (patch)
tree2d9b9f61456f49e5b2dd8571a034bfb4d3da6543 /engines/draci
parentc0fc64ecbf8964a6047faf2c86240ca5e8608f4f (diff)
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Added runWrapper() calling run() and some actions around it.
This simplifies a lot of code calling run(). Also, scripts called from the inventory are now called with disabled mouse and title, as desired. svn-id: r45848
Diffstat (limited to 'engines/draci')
-rw-r--r--engines/draci/game.cpp46
-rw-r--r--engines/draci/game.h2
-rw-r--r--engines/draci/script.cpp29
-rw-r--r--engines/draci/script.h1
-rw-r--r--engines/draci/walking.cpp14
5 files changed, 42 insertions, 50 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index 0336dd4320..7e521f56c0 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -329,7 +329,7 @@ void Game::handleInventoryLoop() {
// If there is an inventory item under the cursor and we aren't
// holding any item, run its look GPL program
if (_itemUnderCursor && !_currentItem) {
- _vm->_script->run(_itemUnderCursor->_program, _itemUnderCursor->_look);
+ _vm->_script->runWrapper(_itemUnderCursor->_program, _itemUnderCursor->_look, true, false);
// Otherwise, if we are holding an item, try to place it inside the
// inventory
} else if (_currentItem) {
@@ -368,7 +368,7 @@ void Game::handleInventoryLoop() {
// run the use script for the item.
} else {
if (_vm->_script->testExpression(_itemUnderCursor->_program, _itemUnderCursor->_canUse)) {
- _vm->_script->run(_itemUnderCursor->_program, _itemUnderCursor->_use);
+ _vm->_script->runWrapper(_itemUnderCursor->_program, _itemUnderCursor->_use, true, false);
}
}
updateInventoryCursor();
@@ -801,7 +801,9 @@ void Game::dialogueMenu(int dialogueID) {
break;
}
_currentBlock = _lines[hit];
- runDialogueProg(_dialogueBlocks[_lines[hit]]._program, 1);
+
+ // Run the dialogue program
+ _vm->_script->runWrapper(_dialogueBlocks[_lines[hit]]._program, 1, false, true);
} else {
break;
}
@@ -931,16 +933,6 @@ void Game::dialogueDone() {
_vm->_mouse->setCursorType(kNormalCursor);
}
-void Game::runDialogueProg(GPL2Program prog, int offset) {
- // Mark last animation
- int lastAnimIndex = _vm->_anims->getLastIndex();
-
- // Run the dialogue program
- _vm->_script->run(prog, offset);
-
- deleteAnimationsAfterIndex(lastAnimIndex);
-}
-
int Game::playHeroAnimation(int anim_index) {
GameObject *dragon = getObject(kDragonObject);
const int current_anim_index = dragon->_playingAnim;
@@ -1183,22 +1175,18 @@ bool Game::enterNewRoom() {
f = _vm->_paletteArchive->getFile(_currentRoom._palette);
_vm->_screen->setPalette(f->_data, 0, kNumColours);
- // Clean the mouse and animation title. It gets first updated in
- // loop(), hence if the hero walks during the initialization scripts,
- // the old values would remain otherwise.
- _vm->_mouse->setCursorType(kNormalCursor);
- _titleAnim->markDirtyRect(_vm->_screen->getSurface());
- Text *title = reinterpret_cast<Text *>(_titleAnim->getCurrentFrame());
- title->setText("");
-
// Run the program for the gate the dragon came through
- runGateProgram(_newGate);
+ debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", _newGate);
+ _vm->_script->runWrapper(_currentRoom._program, _currentRoom._gates[_newGate], true, true);
+
+ setExitLoop(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();
@@ -1217,20 +1205,6 @@ bool Game::enterNewRoom() {
return true;
}
-void Game::runGateProgram(int gate) {
- debugC(6, kDraciLogicDebugLevel, "Running program for gate %d", gate);
-
- // Mark last animation
- int lastAnimIndex = _vm->_anims->getLastIndex();
-
- // Run gate program
- _vm->_script->run(_currentRoom._program, _currentRoom._gates[gate]);
-
- deleteAnimationsAfterIndex(lastAnimIndex);
-
- setExitLoop(false);
-}
-
void Game::positionAnimAsHero(Animation *anim) {
// Calculate scaling factors
const double scale = getPers0() + getPersStep() * _hero.y;
diff --git a/engines/draci/game.h b/engines/draci/game.h
index 6e71088ae0..a3f84cf363 100644
--- a/engines/draci/game.h
+++ b/engines/draci/game.h
@@ -299,7 +299,6 @@ public:
int dialogueDraw();
void dialogueInit(int dialogID);
void dialogueDone();
- void runDialogueProg(GPL2Program, int offset);
bool isDialogueBegin() const { return _dialogueBegin; }
bool shouldExitDialogue() const { return _dialogueExit; }
@@ -338,7 +337,6 @@ private:
bool enterNewRoom(); // Returns false if another room change has been triggered and therefore loop() shouldn't be called yet.
void initWalkingOverlays();
void loadRoomObjects();
- void runGateProgram(int gate);
void redrawWalkingPath(Animation *anim, byte colour, const WalkingPath &path);
DraciEngine *_vm;
diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp
index f7cf015c24..51df1fd2ef 100644
--- a/engines/draci/script.cpp
+++ b/engines/draci/script.cpp
@@ -624,6 +624,10 @@ void Script::execLook(const Common::Array<int> &params) {
int objID = params[0] - 1;
const GameObject *obj = _vm->_game->getObject(objID);
+
+ // We don't have to use runWrapper(), because the has already been
+ // wrapped due to the fact that these commands are only run from a GPL2
+ // program but never from the core player.
run(obj->_program, obj->_look);
}
@@ -1193,5 +1197,30 @@ void Script::run(const GPL2Program &program, uint16 offset) {
_vm->_game->setEnableSpeedText(true);
}
+void Script::runWrapper(const GPL2Program &program, uint16 offset, bool disableCursor, bool releaseAnims) {
+ if (disableCursor) {
+ // Fetch the dedicated objects' title animation / current frame
+ Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
+ titleAnim->markDirtyRect(_vm->_screen->getSurface());
+ Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
+ title->setText("");
+
+ _vm->_mouse->cursorOff();
+ }
+
+ // Mark last animation
+ int lastAnimIndex = _vm->_anims->getLastIndex();
+
+ run(program, offset);
+
+ if (releaseAnims) {
+ _vm->_game->deleteAnimationsAfterIndex(lastAnimIndex);
+ }
+
+ if (disableCursor) {
+ _vm->_mouse->cursorOn();
+ }
+}
+
} // End of namespace Draci
diff --git a/engines/draci/script.h b/engines/draci/script.h
index 5fd63517c1..d9e5395267 100644
--- a/engines/draci/script.h
+++ b/engines/draci/script.h
@@ -98,6 +98,7 @@ public:
Script(DraciEngine *vm) : _vm(vm), _jump(0), _endProgram(false) { setupCommandList(); };
void run(const GPL2Program &program, uint16 offset);
+ void runWrapper(const GPL2Program &program, uint16 offset, bool disableCursor, bool releaseAnims);
bool testExpression(const GPL2Program &program, uint16 offset) const;
void endCurrentProgram(bool value) { _endProgram = value; }
bool shouldEndProgram() const { return _endProgram; }
diff --git a/engines/draci/walking.cpp b/engines/draci/walking.cpp
index 14e7153de2..3764b64bc8 100644
--- a/engines/draci/walking.cpp
+++ b/engines/draci/walking.cpp
@@ -453,19 +453,9 @@ void WalkingState::callback() {
}
debugC(2, kDraciWalkingDebugLevel, "Calling walking callback");
- // Fetch the dedicated objects' title animation / current frame
- Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
- Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
-
- _vm->_mouse->cursorOff();
- titleAnim->markDirtyRect(_vm->_screen->getSurface());
- title->setText("");
-
- const GPL2Program *originalCallback = _callback;
+ const GPL2Program &originalCallback = *_callback;
_callback = NULL;
- _vm->_script->run(*originalCallback, _callbackOffset);
-
- _vm->_mouse->cursorOn();
+ _vm->_script->runWrapper(originalCallback, _callbackOffset, true, false);
}
bool WalkingState::continueWalkingOrClearPath() {