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authorRobert Špalek2009-10-12 00:15:34 +0000
committerRobert Špalek2009-10-12 00:15:34 +0000
commit3ef5145b41852ce39494e353ee7c95600d49093e (patch)
tree71e08e53058ce57e9a586f948834c2bee4bc5c4f /engines/draci/game.cpp
parent6aaf99ec6756c2ff4d661b88f0aad489784212ac (diff)
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Reduced huge code duplication by introducing Game::stopObjectAnimations()
svn-id: r44961
Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r--engines/draci/game.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index 52ba2db930..97a9f6b5bc 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -952,10 +952,7 @@ void Game::walkHero(int x, int y) {
_hero = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getRect());
GameObject *dragon = getObject(kDragonObject);
-
- for (uint i = 0; i < dragon->_anim.size(); ++i) {
- _vm->_anims->stop(dragon->_anim[i]);
- }
+ stopObjectAnimations(dragon);
debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", _hero.x, _hero.y);
@@ -1297,9 +1294,7 @@ void Game::enterNewRoom(bool force_reload) {
// TODO: Make objects capable of stopping their own animations
const GameObject *dragon = getObject(kDragonObject);
- for (uint i = 0; i < dragon->_anim.size(); ++i) {
- _vm->_anims->stop(dragon->_anim[i]);
- }
+ stopObjectAnimations(dragon);
// Remember the previous room for returning back from the map.
rememberRoomNumAsPrevious();
@@ -1530,6 +1525,12 @@ void Game::deleteAnimationsAfterIndex(int lastAnimIndex) {
_vm->_anims->deleteAfterIndex(lastAnimIndex);
}
+void Game::stopObjectAnimations(const GameObject *obj) {
+ for (uint i = 0; i < obj->_anim.size(); ++i) {
+ _vm->_anims->stop(obj->_anim[i]);
+ }
+}
+
/**
* See Game::getMarkedAnimationIndex().
*/