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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/debug.h"
#include "qdengine/qd_fwd.h"
#include "qdengine/parser/xml_tag.h"
#include "qdengine/parser/qdscr_parser.h"
#include "qdengine/qdcore/qd_game_object_static.h"
#include "qdengine/qdcore/qd_game_scene.h"
namespace QDEngine {
qdGameObjectStatic::qdGameObjectStatic() {
}
qdGameObjectStatic::~qdGameObjectStatic() {
}
void qdGameObjectStatic::redraw(int offs_x, int offs_y) const {
debugC(2, kDebugGraphics, "qdGameObjectStatic::redraw([%d, %d]), name: '%s'", offs_x, offs_y, transCyrillic(name()));
Vect2i scrCoord = screen_pos() + Vect2i(offs_x, offs_y);
_sprite.redraw(scrCoord.x, scrCoord.y, screen_depth(), 0);
}
bool qdGameObjectStatic::load_script(const xml::tag *p) {
return load_script_body(p);
}
bool qdGameObjectStatic::save_script(Common::WriteStream &fh, int indent) const {
for (int i = 0; i < indent; i++) {
fh.writeString("\t");
}
fh.writeString(Common::String::format("<static_object name=\"%s\">\r\n", qdscr_XML_string(name())));
save_script_body(fh, indent);
for (int i = 0; i < indent; i++) {
fh.writeString("\t");
}
fh.writeString("</static_object>\r\n");
return true;
}
bool qdGameObjectStatic::load_script_body(const xml::tag *p) {
qdGameObject::load_script_body(p);
for (xml::tag::subtag_iterator it = p->subtags_begin(); it != p->subtags_end(); ++it) {
switch (it->ID()) {
case QDSCR_FILE:
_sprite.set_file(Common::Path(it->data(), '\\'));
break;
}
}
return true;
}
bool qdGameObjectStatic::save_script_body(Common::WriteStream &fh, int indent) const {
qdGameObject::save_script_body(fh, indent);
for (int i = 0; i <= indent; i++) {
fh.writeString("\t");
}
if (!_sprite.file().empty()) {
fh.writeString(Common::String::format("<file>%s</file>\r\n", qdscr_XML_string(_sprite.file().toString('\\'))));
}
return true;
}
bool qdGameObjectStatic::load_resources() {
return _sprite.load();
}
void qdGameObjectStatic::free_resources() {
_sprite.free();
}
bool qdGameObjectStatic::hit(int x, int y) const {
return false;
}
void qdGameObjectStatic::draw_contour(uint32 color) const {
Vect2s pos = screen_pos();
_sprite.draw_contour(pos.x, pos.y, color);
}
} // namespace QDEngine
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