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author | Sven Hesse | 2012-06-07 04:02:42 +0200 |
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committer | Sven Hesse | 2012-06-07 04:21:29 +0200 |
commit | 95454ab52c3e8f251b08aa62b18f071374de85b9 (patch) | |
tree | 2bb71967ff23711c1d46d126e7a69c6c27f06197 /engines/gob/minigames | |
parent | f3fba318466d8afdfe14d42e4ef9f1902375166d (diff) | |
download | scummvm-rg350-95454ab52c3e8f251b08aa62b18f071374de85b9.tar.gz scummvm-rg350-95454ab52c3e8f251b08aa62b18f071374de85b9.tar.bz2 scummvm-rg350-95454ab52c3e8f251b08aa62b18f071374de85b9.zip |
GOB: Better controls in Geisha's Penetration
You can actually move diagonally now
Diffstat (limited to 'engines/gob/minigames')
-rw-r--r-- | engines/gob/minigames/geisha/penetration.cpp | 103 | ||||
-rw-r--r-- | engines/gob/minigames/geisha/penetration.h | 18 | ||||
-rw-r--r-- | engines/gob/minigames/geisha/submarine.cpp | 2 | ||||
-rw-r--r-- | engines/gob/minigames/geisha/submarine.h | 1 |
4 files changed, 96 insertions, 28 deletions
diff --git a/engines/gob/minigames/geisha/penetration.cpp b/engines/gob/minigames/geisha/penetration.cpp index 1bcc42a329..72c53cb5c3 100644 --- a/engines/gob/minigames/geisha/penetration.cpp +++ b/engines/gob/minigames/geisha/penetration.cpp @@ -20,6 +20,8 @@ * */ +#include "common/events.h" + #include "gob/global.h" #include "gob/util.h" #include "gob/palanim.h" @@ -410,7 +412,7 @@ bool Penetration::play(bool hasAccessPass, bool hasMaxEnergy, bool testMode) { _vm->_draw->blitInvalidated(); _vm->_video->retrace(); - while (!_vm->shouldQuit() && !isDead() && !hasWon()) { + while (!_vm->shouldQuit() && !_quit && !isDead() && !hasWon()) { updateAnims(); // Draw, fade in if necessary and wait for the end of the frame @@ -418,19 +420,11 @@ bool Penetration::play(bool hasAccessPass, bool hasMaxEnergy, bool testMode) { fadeIn(); _vm->_util->waitEndFrame(); - // Handle input - _vm->_util->processInput(); - - int16 mouseX, mouseY; - MouseButtons mouseButtons; - - int16 key = checkInput(mouseX, mouseY, mouseButtons); - // Aborting the game - if (key == kKeyEscape) - break; + // Handle the input + checkInput(); // Handle the sub movement - handleSub(key); + handleSub(); checkExited(); } @@ -449,6 +443,10 @@ void Penetration::init() { _vm->_sound->sampleLoad(&_soundShoot , SOUND_SND, "tirgim.snd"); _vm->_sound->sampleLoad(&_soundExit , SOUND_SND, "trouve.snd"); + _quit = false; + for (int i = 0; i < kKeyCount; i++) + _keys[i] = false; + _background->clear(); _vm->_video->drawPackedSprite("hyprmef2.cmp", *_background); @@ -731,10 +729,44 @@ void Penetration::initScreen() { _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, 0, 0, 319, 199); } -int16 Penetration::checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons) { - _vm->_util->getMouseState(&mouseX, &mouseY, &mouseButtons); +void Penetration::checkInput() { + Common::Event event; + Common::EventManager *eventMan = g_system->getEventManager(); + + while (eventMan->pollEvent(event)) { + switch (event.type) { + case Common::EVENT_KEYDOWN: + if (event.kbd.keycode == Common::KEYCODE_ESCAPE) + _quit = true; + else if (event.kbd.keycode == Common::KEYCODE_UP) + _keys[kKeyUp ] = true; + else if (event.kbd.keycode == Common::KEYCODE_DOWN) + _keys[kKeyDown ] = true; + else if (event.kbd.keycode == Common::KEYCODE_LEFT) + _keys[kKeyLeft ] = true; + else if (event.kbd.keycode == Common::KEYCODE_RIGHT) + _keys[kKeyRight] = true; + else if (event.kbd.keycode == Common::KEYCODE_SPACE) + _keys[kKeySpace] = true; + break; + + case Common::EVENT_KEYUP: + if (event.kbd.keycode == Common::KEYCODE_UP) + _keys[kKeyUp ] = false; + else if (event.kbd.keycode == Common::KEYCODE_DOWN) + _keys[kKeyDown ] = false; + else if (event.kbd.keycode == Common::KEYCODE_LEFT) + _keys[kKeyLeft ] = false; + else if (event.kbd.keycode == Common::KEYCODE_RIGHT) + _keys[kKeyRight] = false; + else if (event.kbd.keycode == Common::KEYCODE_SPACE) + _keys[kKeySpace] = false; + break; - return _vm->_util->checkKey(); + default: + break; + } + } } bool Penetration::isWalkable(int16 x, int16 y) const { @@ -744,16 +776,13 @@ bool Penetration::isWalkable(int16 x, int16 y) const { return _walkMap[y * kMapWidth + x]; } -void Penetration::handleSub(int16 key) { - if (key == kKeyLeft) - subMove(-5, 0, Submarine::kDirectionW); - else if (key == kKeyRight) - subMove( 5, 0, Submarine::kDirectionE); - else if (key == kKeyUp) - subMove( 0, -5, Submarine::kDirectionN); - else if (key == kKeyDown) - subMove( 0, 5, Submarine::kDirectionS); - else if (key == kKeySpace) +void Penetration::handleSub() { + int x, y; + Submarine::Direction direction = getDirection(x, y); + + subMove(x, y, direction); + + if (_keys[kKeySpace]) subShoot(); } @@ -802,6 +831,30 @@ void Penetration::subShoot() { _vm->_sound->blasterPlay(&_soundShoot, 1, 0); } +Submarine::Direction Penetration::getDirection(int &x, int &y) const { + x = _keys[kKeyRight] ? 3 : (_keys[kKeyLeft] ? -3 : 0); + y = _keys[kKeyDown ] ? 3 : (_keys[kKeyUp ] ? -3 : 0); + + if ((x > 0) && (y > 0)) + return Submarine::kDirectionSE; + if ((x > 0) && (y < 0)) + return Submarine::kDirectionNE; + if ((x < 0) && (y > 0)) + return Submarine::kDirectionSW; + if ((x < 0) && (y < 0)) + return Submarine::kDirectionNW; + if (x > 0) + return Submarine::kDirectionE; + if (x < 0) + return Submarine::kDirectionW; + if (y > 0) + return Submarine::kDirectionS; + if (y < 0) + return Submarine::kDirectionN; + + return Submarine::kDirectionNone; +} + void Penetration::checkShields() { for (Common::List<Position>::iterator pos = _shields.begin(); pos != _shields.end(); ++pos) { if ((pos->x == _sub->x) && (pos->y == _sub->y)) { diff --git a/engines/gob/minigames/geisha/penetration.h b/engines/gob/minigames/geisha/penetration.h index 3f03bfaf38..0f36453017 100644 --- a/engines/gob/minigames/geisha/penetration.h +++ b/engines/gob/minigames/geisha/penetration.h @@ -94,6 +94,15 @@ private: void setPosition(uint16 pX, uint16 pY); }; + enum Keys { + kKeyUp = 0, + kKeyDown, + kKeyLeft, + kKeyRight, + kKeySpace, + kKeyCount + }; + GobEngine *_vm; bool _hasAccessPass; @@ -102,6 +111,9 @@ private: bool _needFadeIn; + bool _quit; + bool _keys[kKeyCount]; + Surface *_background; CMPFile *_sprites; ANIFile *_objects; @@ -146,12 +158,14 @@ private: void updateAnims(); - int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons); + void checkInput(); - void handleSub(int16 key); + void handleSub(); void subMove(int x, int y, Submarine::Direction direction); void subShoot(); + Submarine::Direction getDirection(int &x, int &y) const; + bool isWalkable(int16 x, int16 y) const; void checkExits(); diff --git a/engines/gob/minigames/geisha/submarine.cpp b/engines/gob/minigames/geisha/submarine.cpp index 0f3f936ea6..c61f49f22b 100644 --- a/engines/gob/minigames/geisha/submarine.cpp +++ b/engines/gob/minigames/geisha/submarine.cpp @@ -60,7 +60,7 @@ Submarine::~Submarine() { void Submarine::turn(Direction to) { // Nothing to do - if ((_state == kStateMove) && (_direction == to)) + if ((to == kDirectionNone) || ((_state == kStateMove) && (_direction == to))) return; _state = kStateMove; diff --git a/engines/gob/minigames/geisha/submarine.h b/engines/gob/minigames/geisha/submarine.h index d14e4e953b..2455ef95c1 100644 --- a/engines/gob/minigames/geisha/submarine.h +++ b/engines/gob/minigames/geisha/submarine.h @@ -33,6 +33,7 @@ namespace Geisha { class Submarine : public ANIObject { public: enum Direction { + kDirectionNone, kDirectionN, kDirectionNE, kDirectionE, |