* Fixed extracting visibility and location of object from its status byte

* Added Game::getRoomNum() which returns the current room number
* Made Game::loadRoom() execute the room's startup script, load the room's objects and run their init scripts as well

svn-id: r42194
This commit is contained in:
Denis Kasak 2009-07-06 19:50:59 +00:00
parent 3b75b8003d
commit 79c42abf08
2 changed files with 39 additions and 4 deletions

View File

@ -121,10 +121,10 @@ Game::Game(DraciEngine *vm) : _vm(vm) {
byte tmp = objStatus.readByte();
// Set object visibility
_objects[i]._visible = tmp & 1;
_objects[i]._visible = tmp & (1 << 7);
// Set object location
_objects[i]._location = tmp & ~1;
_objects[i]._location = (~(1 << 7) & tmp) - 1;
}
assert(numDialogs == _info->_numDialogs);
@ -172,6 +172,32 @@ void Game::loadRoom(uint roomNum) {
_currentRoom._escRoom = roomReader.readByte() - 1;
_currentRoom._numGates = roomReader.readByte();
for (uint i = 0; i < _info->_numObjects; ++i) {
debugC(1, kDraciLogicDebugLevel,
"Checking if object %d (%d) is at the current location (%d)", i,
_objects[i]._location, roomNum);
if (_objects[i]._location == roomNum) {
debugC(1, kDraciLogicDebugLevel, "Loading object %d from room %d", i, roomNum);
loadObject(i);
}
}
// We can't do this in the above loop because some objects' scripts reference
// other objects that may not yet be loaded
for (uint i = 0; i < _info->_numObjects; ++i) {
if (_objects[i]._location == roomNum) {
_vm->_script->run(getObject(i)->_program, getObject(i)->_init);
}
}
f = _vm->_roomsArchive->getFile(roomNum * 4 + 3);
_currentRoom._program._bytecode = new byte[f->_length];
_currentRoom._program._length = f->_length;
memcpy(_currentRoom._program._bytecode, f->_data, f->_length);
_vm->_script->run(_currentRoom._program, _currentRoom._init);
f = _vm->_paletteArchive->getFile(_currentRoom._palette);
_vm->_screen->setPalette(f->_data, 0, kNumColours);
}
@ -295,7 +321,13 @@ void Game::loadOverlays() {
void Game::changeRoom(uint roomNum) {
_currentRoom._roomNum = roomNum;
loadRoom(roomNum);
loadOverlays();
loadOverlays();
_vm->_script->run(_currentRoom._program, _currentRoom._init);
}
int Game::getRoomNum() {
return _currentRoom._roomNum;
}
Game::~Game() {

View File

@ -91,6 +91,7 @@ struct Room {
double _pers0, _persStep;
byte _escRoom;
byte _numGates;
GPL2Program _program;
};
class Game {
@ -103,6 +104,8 @@ public:
void changeRoom(uint roomNum);
int getRoomNum();
void loadRoom(uint roomNum);
int loadAnimation(uint animNum);
void loadOverlays();
@ -118,7 +121,7 @@ private:
uint16 *_dialogOffsets;
int16 *_variables;
byte *_itemStatus;
GameObject *_objects;
GameObject *_objects;
Room _currentRoom;
};