* 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
This commit is contained in:
Denis Kasak 2009-07-18 03:00:12 +00:00
parent 3cde84fec4
commit 94417e7743
2 changed files with 52 additions and 6 deletions

View file

@ -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);
}

View file

@ -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);
}
}