[Scummvm-cvs-logs] SF.net SVN: scummvm:[44453] scummvm/trunk/engines/draci
dkasak13 at users.sourceforge.net
dkasak13 at users.sourceforge.net
Tue Sep 29 01:10:12 CEST 2009
Revision: 44453
http://scummvm.svn.sourceforge.net/scummvm/?rev=44453&view=rev
Author: dkasak13
Date: 2009-09-28 23:10:08 +0000 (Mon, 28 Sep 2009)
Log Message:
-----------
draci: Added methods Game::positionAnimAsHero(), Game::getHeroX() and Game::getHeroY() and implemented correct positioning of all dragon animations. Fixed exiting the inventory by right-clicking outside it.
Modified Paths:
--------------
scummvm/trunk/engines/draci/game.cpp
scummvm/trunk/engines/draci/game.h
scummvm/trunk/engines/draci/script.cpp
Modified: scummvm/trunk/engines/draci/game.cpp
===================================================================
--- scummvm/trunk/engines/draci/game.cpp 2009-09-28 23:02:39 UTC (rev 44452)
+++ scummvm/trunk/engines/draci/game.cpp 2009-09-28 23:10:08 UTC (rev 44453)
@@ -395,7 +395,7 @@
// If we are in inventory mode, all the animations except game items'
// images will necessarily be paused so we can safely assume that any
// animation under the cursor (a value returned by
- // AnimationManager::getTopAnimationID()) will be an item animation or.
+ // AnimationManager::getTopAnimationID()) will be an item animation or
// an overlay, for which we check. Item animations have their IDs
// calculated by offseting their itemID from the ID of the last "special"
// animation ID. In this way, we obtain its itemID.
@@ -429,10 +429,8 @@
} else if (_vm->_mouse->rButtonPressed()) {
_vm->_mouse->rButtonSet(false);
- Animation *inventoryAnim = _vm->_anims->getAnimation(kInventorySprite);
-
// If we right-clicked outside the inventory, close it
- if (!inventoryAnim->getFrame()->getRect().contains(x, y)) {
+ if (_animUnderCursor != kInventorySprite && _itemUnderCursor == kNoItem) {
inventoryDone();
// If there is an inventory item under our cursor
@@ -992,17 +990,26 @@
x = p.x;
y = p.y;
- debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
+ _heroX = p.x;
+ _heroY = p.y;
+ GameObject *dragon = getObject(kDragonObject);
+
+ for (uint i = 0; i < dragon->_anims.size(); ++i) {
+ _vm->_anims->stop(dragon->_anims[i]);
+ }
+
+ debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
+
// Fetch dragon's animation ID
// FIXME: Need to add proper walking (this only warps the dragon to position)
- int animID = getObject(kDragonObject)->_anims[0];
+ int animID = dragon->_anims[0];
Animation *anim = _vm->_anims->getAnimation(animID);
// Calculate scaling factors
- double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
- double scaleY = scaleX;
+ const double scaleX = _vm->_game->getPers0() + _vm->_game->getPersStep() * y;
+ const double scaleY = scaleX;
// Set the Z coordinate for the dragon's animation
anim->setZ(y+1);
@@ -1385,6 +1392,58 @@
setExitLoop(false);
}
+void Game::positionAnimAsHero(Animation *anim) {
+
+ // Fetch dragon's coordinates
+ int x = _heroX;
+ int y = _heroY;
+
+ // Calculate scaling factors
+ const double scaleX = getPers0() + getPersStep() * y;
+ const double scaleY = scaleX;
+
+ // Set the Z coordinate for the dragon's animation
+ anim->setZ(y+1);
+
+ // Fetch current frame
+ Drawable *frame = anim->getFrame();
+
+ // Fetch base dimensions of the frame
+ uint height = frame->getHeight();
+ uint width = frame->getWidth();
+
+ // Set the per-animation scaling factor
+ anim->setScaleFactors(scaleX, scaleY);
+
+ _persons[kDragonObject]._x = x + (lround(scaleX) * width) / 2;
+ _persons[kDragonObject]._y = y - lround(scaleY) * height;
+
+ // We naturally want the dragon to position its feet to the location of the
+ // click but sprites are drawn from their top-left corner so we subtract
+ // the current height of the dragon's sprite
+ y -= (int)(scaleY * height);
+ x -= (int)(scaleX * width) / 2;
+
+ anim->setRelative(x, y);
+}
+
+int Game::getHeroX() {
+ return _heroX;
+}
+
+int Game::getHeroY() {
+ return _heroY;
+}
+
+double Game::getPers0() {
+ return _currentRoom._pers0;
+}
+
+double Game::getPersStep() {
+ return _currentRoom._persStep;
+}
+
+
int Game::getRoomNum() const {
return _currentRoom._roomNum;
}
Modified: scummvm/trunk/engines/draci/game.h
===================================================================
--- scummvm/trunk/engines/draci/game.h 2009-09-28 23:02:39 UTC (rev 44452)
+++ scummvm/trunk/engines/draci/game.h 2009-09-28 23:10:08 UTC (rev 44453)
@@ -260,6 +260,9 @@
}
void walkHero(int x, int y);
+ int getHeroX();
+ int getHeroY();
+ void positionAnimAsHero(Animation *anim);
void loadRoom(int roomNum);
int loadAnimation(uint animNum, uint z);
@@ -283,6 +286,9 @@
int getGateNum() const;
void setGateNum(int gate);
+ double getPers0();
+ double getPersStep();
+
int getItemStatus(int itemID) const;
void setItemStatus(int itemID, int status);
int getCurrentItem() const;
@@ -346,6 +352,8 @@
GameInfo _info;
+ int _heroX, _heroY;
+
int *_variables;
Person *_persons;
GameObject *_objects;
Modified: scummvm/trunk/engines/draci/script.cpp
===================================================================
--- scummvm/trunk/engines/draci/script.cpp 2009-09-28 23:02:39 UTC (rev 44452)
+++ scummvm/trunk/engines/draci/script.cpp 2009-09-28 23:10:08 UTC (rev 44453)
@@ -413,6 +413,10 @@
}
Animation *anim = _vm->_anims->getAnimation(animID);
+
+ if (objID == kDragonObject)
+ _vm->_game->positionAnimAsHero(anim);
+
anim->registerCallback(&Animation::stopAnimation);
bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
@@ -439,6 +443,10 @@
}
Animation *anim = _vm->_anims->getAnimation(animID);
+
+ if (objID == kDragonObject)
+ _vm->_game->positionAnimAsHero(anim);
+
anim->registerCallback(&Animation::exitGameLoop);
_vm->_game->setLoopSubstatus(kSubstatusStrange);
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