void LocationParser_ns::parseGetData(ZonePtr z) { TypeData *data = &z->u; if (!scumm_stricmp(_tokens[0], "file")) { GfxObj *obj = _vm->_gfx->loadGet(_tokens[1]); obj->frame = 0; obj->x = z->getX(); obj->y = z->getY(); obj->_prog = _zoneProg; // WORKAROUND for script bug #2969913 // The katana object has the same default z index (kGfxObjGetZ or -100) // as the cripta object (the safe) - a script bug. // Game scripts do not set an explicit z for the katana (as it isn't an // animation), but rather rely on the draw order to draw it over the // safe. In this particular case, the safe is added to the scene after // the katana, thus it is drawn over the katana. We explicitly set the // z index of the katana to be higher than the safe, so that the katana // is drawn correctly over it. // This is a regression from the graphics rewrite (commits be2c5d3, // 3c2c16c and 44906f5). if (!scumm_stricmp(obj->getName(), "katana")) obj->z = 0; bool visible = (z->_flags & kFlagsRemove) == 0; _vm->_gfx->showGfxObj(obj, visible); data->_gfxobj = obj; } else if (!scumm_stricmp(_tokens[0], "icon")) { data->_getIcon = 4 + _vm->_objectsNames->lookup(_tokens[1]); } }
bool Debugger::Cmd_GfxObjects(int argc, const char **argv) { const char *objType[] = { "DOOR", "GET", "ANIM" }; DebugPrintf("+--------------------+-----+-----+-----+-----+-----+-------+-----+--------+\n" "| name | x | y | w | h | z | layer | f | type |\n" "+--------------------+-----+-----+-----+-----+-----+-------+-----+--------+\n"); GfxObjArray::iterator b = _vm->_gfx->_sceneObjects.begin(); GfxObjArray::iterator e = _vm->_gfx->_sceneObjects.end(); Common::Rect r; for ( ; b != e; ++b) { GfxObj *obj = *b; obj->getRect(obj->frame, r); DebugPrintf("|%-20s|%5i|%5i|%5i|%5i|%5i|%7i|%5i|%8s|\n", obj->getName(), r.left, r.top, r.width(), r.height(), obj->z, obj->layer, obj->frame, objType[obj->type]); } DebugPrintf("+--------------------+-----+-----+-----+-----+-----+-------+-----+--------+\n"); return true; }
IngameMenuInputState_BR(Parallaction_br *vm, MenuInputHelper *helper) : MenuInputState("ingamemenu", helper), _vm(vm) { Frames *menuFrames = _vm->_disk->loadFrames("request.win"); assert(menuFrames); _menuObj = new GfxObj(kGfxObjTypeMenu, menuFrames, "ingamemenu"); Frames *mscFrames = _vm->_disk->loadFrames("onoff.win"); assert(mscFrames); _mscMenuObj = new GfxObj(kGfxObjTypeMenu, mscFrames, "msc"); Frames *sfxFrames = _vm->_disk->loadFrames("sfx.win"); assert(sfxFrames); _sfxMenuObj = new GfxObj(kGfxObjTypeMenu, sfxFrames, "sfx"); _menuObj->getRect(0, _menuRect); _cellW = _menuRect.width() / 3; _cellH = _menuRect.height() / 2; }