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author | Denis Kasak | 2009-07-18 03:00:12 +0000 |
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committer | Denis Kasak | 2009-07-18 03:00:12 +0000 |
commit | 94417e77438e779ee1a03e366d96dc49bff04e03 (patch) | |
tree | e145c4630fe0403f5678406b53b76e3a66e5bd93 /engines | |
parent | 3cde84fec4a06c9a95d8f6e2f61a3a990c8f3bff (diff) | |
download | scummvm-rg350-94417e77438e779ee1a03e366d96dc49bff04e03.tar.gz scummvm-rg350-94417e77438e779ee1a03e366d96dc49bff04e03.tar.bz2 scummvm-rg350-94417e77438e779ee1a03e366d96dc49bff04e03.zip |
* Added support for "walking" with the hero (i.e. moving the sprite to locations allowed by the walking map)
* Enabled drawing the walking map with the 'w' hotkey for testing
svn-id: r42581
Diffstat (limited to 'engines')
-rw-r--r-- | engines/draci/draci.cpp | 13 | ||||
-rw-r--r-- | engines/draci/game.cpp | 45 |
2 files changed, 52 insertions, 6 deletions
diff --git a/engines/draci/draci.cpp b/engines/draci/draci.cpp index b2b0083c22..1e7b292229 100644 --- a/engines/draci/draci.cpp +++ b/engines/draci/draci.cpp @@ -171,6 +171,7 @@ int DraciEngine::go() { Common::Event event; bool quit = false; + bool showWalkingMap = false; while (!quit) { while (_eventMan->pollEvent(event)) { switch (event.type) { @@ -182,7 +183,17 @@ int DraciEngine::go() { _game->changeRoom(_game->nextRoomNum()); else if (event.kbd.keycode == Common::KEYCODE_LEFT) _game->changeRoom(_game->prevRoomNum()); - break; + else if (event.kbd.keycode == Common::KEYCODE_w) { // Show walking map toggle + // Toggle + showWalkingMap = !showWalkingMap; + + if (showWalkingMap) { + _anims->play(-2); + } else { + _anims->stop(-2); + } + } + break; default: _mouse->handleEvent(event); } diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 28448835be..161f1d82d7 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -155,6 +155,7 @@ void Game::init() { debugC(4, kDraciLogicDebugLevel, "Running init program for the dragon object..."); _vm->_script->run(dragon->_program, dragon->_init); + _currentRoom._roomNum = _info._startRoom; changeRoom(_info._startRoom); _vm->_mouse->setCursorType(kNormalCursor); @@ -165,7 +166,22 @@ void Game::loop() { if (_currentRoom._mouseOn) { int x = _vm->_mouse->getPosX(); int y = _vm->_mouse->getPosY(); + if (_vm->_mouse->lButtonPressed() && _currentRoom._walkingMap.isWalkable(x, y)) { + + int animID = getObject(kDragonObject)->_anims[0]; + + Animation *anim = _vm->_anims->getAnimation(animID); + Drawable *frame = anim->getFrame(); + y -= frame->getHeight(); + + // HACK: Z needs to be handled according to Y position + anim->setZ(256); + + anim->setRelative(x, y); + + _vm->_anims->play(animID); + debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y); } } @@ -221,7 +237,6 @@ void Game::loadRoom(int roomNum) { debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom); debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates); - // Set cursor state if (_currentRoom._mouseOn) { debugC(6, kDraciLogicDebugLevel, "Mouse: ON"); @@ -231,7 +246,6 @@ void Game::loadRoom(int roomNum) { _vm->_mouse->cursorOff(); } - Common::Array<int> gates; for (uint i = 0; i < _currentRoom._numGates; ++i) { @@ -276,6 +290,23 @@ void Game::loadRoom(int roomNum) { f = _vm->_paletteArchive->getFile(_currentRoom._palette); _vm->_screen->setPalette(f->_data, 0, kNumColours); + + // HACK: Create a visible overlay from the walking map so we can test it + byte *wlk = new byte[kScreenWidth * kScreenHeight]; + memset(wlk, 255, kScreenWidth * kScreenHeight); + + for (uint i = 0; i < kScreenWidth; ++i) { + for (uint j = 0; j < kScreenHeight; ++j) { + if (_currentRoom._walkingMap.isWalkable(i, j)) { + wlk[j * kScreenWidth + i] = 2; + } + } + } + + Sprite *ov = new Sprite(wlk, kScreenWidth, kScreenHeight, 0, 0, false); + + Animation *map = _vm->_anims->addAnimation(-2, 255, false); + map->addFrame(ov); } int Game::loadAnimation(uint animNum, uint z) { @@ -404,17 +435,20 @@ void Game::changeRoom(uint roomNum) { _vm->_screen->clearScreen(); _vm->_anims->deleteOverlays(); + + // Delete walking map testing overlay + _vm->_anims->deleteAnimation(-2); int oldRoomNum = _currentRoom._roomNum; for (uint i = 0; i < _info._numObjects; ++i) { GameObject *obj = &_objects[i]; - - if (i != 0 && obj->_location == oldRoomNum) { + + if (i != 0 && (obj->_location == oldRoomNum)) { for (uint j = 0; j < obj->_anims.size(); ++j) { _vm->_anims->deleteAnimation(obj->_anims[j]); - obj->_anims.pop_back(); } + obj->_anims.clear(); } } @@ -459,4 +493,5 @@ bool WalkingMap::isWalkable(int x, int y) { return mapByte & (1 << pixelIndex % 8); } + } |