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authorPaul Gilbert2019-08-26 20:26:54 -0700
committerPaul Gilbert2019-08-26 20:27:05 -0700
commit87c3e6d5d37ec5ee8d9f4062058cc7b1ae8e01bb (patch)
treeb4a4fb69bf19a5d68e03a5ac57fbcc64e00b2b46 /engines/xeen/map.cpp
parente65001405b79ec5eae56657b0ca5e2258c46872a (diff)
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XEEN: Fix removing Paladin rocks in Dark Side desert
Diffstat (limited to 'engines/xeen/map.cpp')
-rw-r--r--engines/xeen/map.cpp26
1 files changed, 20 insertions, 6 deletions
diff --git a/engines/xeen/map.cpp b/engines/xeen/map.cpp
index f2a9395b28..bc5d55f1fc 100644
--- a/engines/xeen/map.cpp
+++ b/engines/xeen/map.cpp
@@ -730,7 +730,7 @@ void Map::load(int mapId) {
// mazes in each of the four cardinal directions
int ccNum = files._ccNum;
MazeData *mazeDataP = &_mazeData[0];
- bool textLoaded = false;
+ bool mapDataLoaded = false;
for (int idx = 0; idx < 9; ++idx, ++mazeDataP) {
mazeDataP->_mazeId = mapId;
@@ -755,14 +755,14 @@ void Map::load(int mapId) {
_isOutdoors = (mazeDataP->_mazeFlags2 & FLAG_IS_OUTDOORS) != 0;
- // Handle loading text data
- if (!textLoaded) {
- textLoaded = true;
+ Common::String mobName = Common::String::format("maze%c%03d.mob", (mapId >= 100) ? 'x' : '0', mapId);
+
+ if (!mapDataLoaded) {
+ // Called once for the main map being loaded
+ mapDataLoaded = true;
_mazeName = getMazeName(mapId, ccNum);
// Load the monster/object data
- Common::String mobName = Common::String::format("maze%c%03d.mob",
- (mapId >= 100) ? 'x' : '0', mapId);
File mobFile(mobName);
XeenSerializer sMob(&mobFile, nullptr);
_mobData.synchronize(sMob, _monsterData);
@@ -781,6 +781,20 @@ void Map::load(int mapId) {
party._gameFlags[0][56] = true;
}
}
+ } else if (File::exists(mobName)) {
+ // For surrounding maps, set up flags for whether objects are present
+ // Load the monster/object data
+ File mobFile(mobName);
+ XeenSerializer sMob(&mobFile, nullptr);
+ MonsterObjectData mobData(_vm);
+ mobData.synchronize(sMob, _monsterData);
+ mobFile.close();
+
+ mazeDataP->_objectsPresent.resize(mobData._objects.size());
+ for (uint objIndex = 0; objIndex < mobData._objects.size(); ++objIndex) {
+ const Common::Point &pt = mobData._objects[objIndex]._position;
+ mazeDataP->_objectsPresent[objIndex] = ABS(pt.x) != 128 && ABS(pt.y) != 128;
+ }
}
}