diff options
author | Robert Špalek | 2009-11-08 05:44:50 +0000 |
---|---|---|
committer | Robert Špalek | 2009-11-08 05:44:50 +0000 |
commit | 0640b5e402d596e9e18e0cd1ff58fa68cd17c38a (patch) | |
tree | d5f222587796089868d6271b48970f603320eedf | |
parent | 57b22e3688fa8f4abbb4db71f2117574978dd10d (diff) | |
download | scummvm-rg350-0640b5e402d596e9e18e0cd1ff58fa68cd17c38a.tar.gz scummvm-rg350-0640b5e402d596e9e18e0cd1ff58fa68cd17c38a.tar.bz2 scummvm-rg350-0640b5e402d596e9e18e0cd1ff58fa68cd17c38a.zip |
Renumbered path segments.
Increasing _segment by 1 makes the code much simpler.
svn-id: r45744
-rw-r--r-- | engines/draci/walking.cpp | 35 | ||||
-rw-r--r-- | engines/draci/walking.h | 2 |
2 files changed, 19 insertions, 18 deletions
diff --git a/engines/draci/walking.cpp b/engines/draci/walking.cpp index 19d91de8c2..a60398029c 100644 --- a/engines/draci/walking.cpp +++ b/engines/draci/walking.cpp @@ -461,7 +461,8 @@ void WalkingState::startWalking(const Common::Point &p1, const Common::Point &p2 _startingDirection = static_cast<Movement> (_vm->_game->playingObjectAnimation(dragon)); // Going to start with the first segment. - _segment = _lastAnimPhase = -1; + _segment = 0; + _lastAnimPhase = -1; _turningFinished = false; turnForTheNextSegment(); } @@ -511,7 +512,7 @@ bool WalkingState::continueWalking() { // return false. The code should, however, get here only if the path // has just 1 vertex and startWalking() leaves the path open. // Finishing and nontrivial path will get caught earlier. - if (_segment >= (int) (_path.size() - 1)) { + if (_segment >= _path.size()) { _path.clear(); return false; } @@ -529,7 +530,7 @@ bool WalkingState::continueWalking() { if (isTurningMovement(movement)) { // If the current animation is a turning animation, wait a bit more. - debugC(3, kDraciWalkingDebugLevel, "Continuing turning for edge %d with phase %d", _segment+1, animPhase); + debugC(3, kDraciWalkingDebugLevel, "Continuing turning for edge %d with phase %d", _segment, animPhase); _lastAnimPhase = animPhase; return true; } @@ -543,16 +544,16 @@ bool WalkingState::continueWalking() { _vm->_game->positionHeroAsAnim(anim); const Common::Point curHero = _vm->_game->getHeroPosition(); Common::Point adjustedHero = curHero; - const bool reachedEnd = alignHeroToEdge(_path[_segment], _path[_segment+1], prevHero, &adjustedHero); - if (reachedEnd && _segment >= (int) (_path.size() - 2)) { + const bool reachedEnd = alignHeroToEdge(_path[_segment-1], _path[_segment], prevHero, &adjustedHero); + if (reachedEnd && _segment >= _path.size() - 1) { // We don't want the dragon to jump around if we repeatedly // click on the same pixel. Let him always end where desired. debugC(2, kDraciWalkingDebugLevel, "Adjusting position to the final node"); - adjustedHero = _path[_segment+1]; + adjustedHero = _path[_segment]; } debugC(3, kDraciWalkingDebugLevel, "Continuing walking on edge %d: phase %d and position+=[%d,%d]->[%d,%d] adjusted to [%d,%d]", - _segment, animPhase, curHero.x - prevHero.x, curHero.y - prevHero.y, curHero.x, curHero.y, adjustedHero.x, adjustedHero.y); + _segment-1, animPhase, curHero.x - prevHero.x, curHero.y - prevHero.y, curHero.x, curHero.y, adjustedHero.x, adjustedHero.y); // Update the hero position to the adjusted one. The animation number // is not changing, so this will just move the sprite and return the @@ -567,10 +568,10 @@ bool WalkingState::continueWalking() { // animated sprites, adjust the path so that the animation can smoothly // continue. if (reachedEnd) { - if (adjustedHero != _path[_segment+1]) { + if (adjustedHero != _path[_segment]) { debugC(2, kDraciWalkingDebugLevel, "Adjusting node %d of the path [%d,%d]->[%d,%d]", - _segment+1, _path[_segment+1].x, _path[_segment+1].y, adjustedHero.x, adjustedHero.y); - _path[_segment+1] = adjustedHero; + _segment, _path[_segment].x, _path[_segment].y, adjustedHero.x, adjustedHero.y); + _path[_segment] = adjustedHero; } return turnForTheNextSegment(); } @@ -598,7 +599,7 @@ bool WalkingState::turnForTheNextSegment() { const Movement wantAnim = directionForNextPhase(); Movement transition = transitionBetweenAnimations(currentAnim, wantAnim); - debugC(2, kDraciWalkingDebugLevel, "Turning for edge %d", _segment+1); + debugC(2, kDraciWalkingDebugLevel, "Turning for edge %d", _segment); if (transition == kMoveUndefined) { // Start the next segment right away as if the turning has just finished. @@ -639,12 +640,12 @@ bool WalkingState::walkOnNextEdge() { // TODO: do we need to clear this callback for the animation? - debugC(2, kDraciWalkingDebugLevel, "Turned for edge %d, starting animation %d with phase %d", _segment+1, nextAnim, _lastAnimPhase); + debugC(2, kDraciWalkingDebugLevel, "Turned for edge %d, starting animation %d with phase %d", _segment, nextAnim, _lastAnimPhase); - if (++_segment < (int) (_path.size() - 1)) { + if (++_segment < _path.size()) { // We are on an edge: track where the hero is on this edge. - int length = WalkingMap::pointsBetween(_path[_segment], _path[_segment+1]); - debugC(2, kDraciWalkingDebugLevel, "Next edge %d has length %d", _segment, length); + int length = WalkingMap::pointsBetween(_path[_segment-1], _path[_segment]); + debugC(2, kDraciWalkingDebugLevel, "Next edge %d has length %d", _segment-1, length); return true; } else { // Otherwise we are done. continueWalking() will return false next time. @@ -664,10 +665,10 @@ Movement WalkingState::animationForDirection(const Common::Point &here, const Co } Movement WalkingState::directionForNextPhase() const { - if (_segment >= (int) (_path.size() - 2)) { + if (_segment >= _path.size() - 1) { return animationForSightDirection(_dir, _path[_path.size()-1], _mouse, _path, _startingDirection); } else { - return animationForDirection(_path[_segment+1], _path[_segment+2]); + return animationForDirection(_path[_segment], _path[_segment+1]); } } diff --git a/engines/draci/walking.h b/engines/draci/walking.h index e43abda553..4c0f31d116 100644 --- a/engines/draci/walking.h +++ b/engines/draci/walking.h @@ -141,7 +141,7 @@ private: SightDirection _dir; Movement _startingDirection; - int _segment; + uint _segment; // Index of the path vertex we are currently going to / rotation on int _lastAnimPhase; bool _turningFinished; |