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* Moved walking code to Game::walkHero().
* Implemented WalkOn GPL command. * Temporarily remaped StayOn and WalkOnPlay to WalkOn (for testing). svn-id: r42735
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@ -171,43 +171,46 @@ void Game::loop() {
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int y = _vm->_mouse->getPosY();
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if (_vm->_mouse->lButtonPressed() && _currentRoom._walkingMap.isWalkable(x, y)) {
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// Fetch dragon's animation ID
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// FIXME: Need to add proper walking (this only warps the dragon to position)
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int animID = getObject(kDragonObject)->_anims[0];
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Animation *anim = _vm->_anims->getAnimation(animID);
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// Calculate scaling factors
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double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
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double scaleY = scaleX;
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// Set the Z coordinate for the dragon's animation
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anim->setZ(y+1);
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// Fetch current frame
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Drawable *frame = anim->getFrame();
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// Fetch base height of the frame
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uint height = frame->getHeight();
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// We naturally want the dragon to position its feet to the location of the
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// click but sprites are drawn from their top-left corner so we subtract
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// the current height of the dragon's sprite
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y -= (int)(scaleY * height);
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anim->setRelative(x, y);
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// Set the per-animation scaling factor
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anim->setScaleFactors(scaleX, scaleY);
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// Play the animation
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_vm->_anims->play(animID);
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debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
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walkHero(x, y);
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}
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}
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}
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void Game::walkHero(int x, int y) {
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// Fetch dragon's animation ID
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// FIXME: Need to add proper walking (this only warps the dragon to position)
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int animID = getObject(kDragonObject)->_anims[0];
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Animation *anim = _vm->_anims->getAnimation(animID);
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// Calculate scaling factors
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double scaleX = _currentRoom._pers0 + _currentRoom._persStep * y;
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double scaleY = scaleX;
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// Set the Z coordinate for the dragon's animation
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anim->setZ(y+1);
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// Fetch current frame
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Drawable *frame = anim->getFrame();
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// Fetch base height of the frame
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uint height = frame->getHeight();
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// We naturally want the dragon to position its feet to the location of the
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// click but sprites are drawn from their top-left corner so we subtract
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// the current height of the dragon's sprite
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y -= (int)(scaleY * height);
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anim->setRelative(x, y);
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// Set the per-animation scaling factor
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anim->setScaleFactors(scaleX, scaleY);
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// Play the animation
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_vm->_anims->play(animID);
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debugC(4, kDraciLogicDebugLevel, "Walk to x: %d y: %d", x, y);
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}
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void Game::loadRoom(int roomNum) {
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BAFile *f;
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@ -187,6 +187,8 @@ public:
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return n;
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}
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void walkHero(int x, int y);
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void loadRoom(int roomNum);
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int loadAnimation(uint animNum, uint z);
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void loadOverlays();
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@ -58,9 +58,9 @@ void Script::setupCommandList() {
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{ 9, 3, "ResetDialogue", 0, { 0 }, NULL },
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{ 9, 4, "ResetDialogueFrom", 0, { 0 }, NULL },
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{ 9, 5, "ResetBlock", 1, { 3 }, NULL },
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{ 10, 1, "WalkOn", 3, { 1, 1, 3 }, NULL },
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{ 10, 2, "StayOn", 3, { 1, 1, 3 }, NULL },
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{ 10, 3, "WalkOnPlay", 3, { 1, 1, 3 }, NULL },
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{ 10, 1, "WalkOn", 3, { 1, 1, 3 }, &Script::walkOn },
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{ 10, 2, "StayOn", 3, { 1, 1, 3 }, &Script::walkOn }, // HACK: not a proper implementation
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{ 10, 3, "WalkOnPlay", 3, { 1, 1, 3 }, &Script::walkOn }, // HACK: not a proper implementation
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{ 11, 1, "LoadPalette", 1, { 2 }, NULL },
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{ 12, 1, "SetPalette", 0, { 0 }, NULL },
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{ 12, 2, "BlackPalette", 0, { 0 }, NULL },
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@ -402,6 +402,17 @@ void Script::execUse(Common::Queue<int> ¶ms) {
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run(obj->_program, obj->_use);
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}
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void Script::walkOn(Common::Queue<int> ¶ms) {
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if (_vm->_game->getLoopStatus() == kStatusInventory) {
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return;
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}
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int x = params.pop();
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int y = params.pop();
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params.pop(); // facing direction, not used yet
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_vm->_game->walkHero(x, y);
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}
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/**
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* @brief Evaluates mathematical expressions
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* @param reader Stream reader set to the beginning of the expression
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@ -111,6 +111,7 @@ private:
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void execInit(Common::Queue<int> ¶ms);
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void execLook(Common::Queue<int> ¶ms);
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void execUse(Common::Queue<int> ¶ms);
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void walkOn(Common::Queue<int> ¶ms);
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int operAnd(int op1, int op2);
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int operOr(int op1, int op2);
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