Added runWrapper() calling run() and some actions around it.

This simplifies a lot of code calling run().  Also, scripts called from the
inventory are now called with disabled mouse and title, as desired.

svn-id: r45848
This commit is contained in:
Robert Špalek 2009-11-12 00:45:28 +00:00
parent c0fc64ecbf
commit d281fe4717
5 changed files with 42 additions and 50 deletions

View file

@ -624,6 +624,10 @@ void Script::execLook(const Common::Array<int> &params) {
int objID = params[0] - 1;
const GameObject *obj = _vm->_game->getObject(objID);
// We don't have to use runWrapper(), because the has already been
// wrapped due to the fact that these commands are only run from a GPL2
// program but never from the core player.
run(obj->_program, obj->_look);
}
@ -1193,5 +1197,30 @@ void Script::run(const GPL2Program &program, uint16 offset) {
_vm->_game->setEnableSpeedText(true);
}
void Script::runWrapper(const GPL2Program &program, uint16 offset, bool disableCursor, bool releaseAnims) {
if (disableCursor) {
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
titleAnim->markDirtyRect(_vm->_screen->getSurface());
Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
title->setText("");
_vm->_mouse->cursorOff();
}
// Mark last animation
int lastAnimIndex = _vm->_anims->getLastIndex();
run(program, offset);
if (releaseAnims) {
_vm->_game->deleteAnimationsAfterIndex(lastAnimIndex);
}
if (disableCursor) {
_vm->_mouse->cursorOn();
}
}
} // End of namespace Draci