From 85dc2e5c65563f1029e68b5694912e8c1c223a65 Mon Sep 17 00:00:00 2001 From: Matthew Hoops Date: Mon, 10 Oct 2011 10:04:47 -0400 Subject: PEGASUS: Stub off map handling Needed to be able to load saved games --- engines/pegasus/neighborhood/neighborhood.cpp | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) (limited to 'engines/pegasus/neighborhood') diff --git a/engines/pegasus/neighborhood/neighborhood.cpp b/engines/pegasus/neighborhood/neighborhood.cpp index 0c02030dfa..f6da38692b 100644 --- a/engines/pegasus/neighborhood/neighborhood.cpp +++ b/engines/pegasus/neighborhood/neighborhood.cpp @@ -35,6 +35,7 @@ #include "pegasus/interface.h" #include "pegasus/pegasus.h" #include "pegasus/ai/ai_area.h" +#include "pegasus/items/biochips/mapchip.h" #include "pegasus/neighborhood/neighborhood.h" #include "pegasus/neighborhood/tsa/fulltsa.h" #include "pegasus/neighborhood/tsa/tinytsa.h" @@ -208,7 +209,8 @@ void Neighborhood::receiveNotification(Notification *, const tNotificationFlags } void Neighborhood::arriveAt(tRoomID room, tDirectionConstant direction) { - // TODO: Map + if (g_map) + g_map->moveToMapLocation(GameState.getCurrentNeighborhood(), room, direction); GameState.setCurrentNeighborhood(getObjectID()); @@ -565,7 +567,9 @@ bool Neighborhood::stillMoveForward() { void Neighborhood::keepStriding(ExitTable::Entry &nextExitEntry) { FaderMoveSpec compassMove; - // TODO: Map + if (g_map) + g_map->moveToMapLocation(GameState.getCurrentNeighborhood(), GameState.getNextRoom(), GameState.getNextDirection()); + if (g_compass) getExitCompassMove(nextExitEntry, compassMove); @@ -719,7 +723,8 @@ void Neighborhood::cantOpenDoor(tCanOpenDoorReason) { } void Neighborhood::turnTo(const tDirectionConstant direction) { - // TODO: Map + if (g_map) + g_map->moveToMapLocation(GameState.getCurrentNeighborhood(), GameState.getCurrentRoom(), direction); _pushIn.copyToCurrentPort(); @@ -779,7 +784,8 @@ void Neighborhood::doorOpened() { loadAmbientLoops(); - // TODO: Map + if (g_map) + g_map->moveToMapLocation(GameState.getCurrentNeighborhood(), GameState.getNextRoom(), GameState.getNextDirection()); if (g_AIArea) g_AIArea->checkMiddleArea(); -- cgit v1.2.3