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author | Robert Špalek | 2009-10-12 00:01:39 +0000 |
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committer | Robert Špalek | 2009-10-12 00:01:39 +0000 |
commit | 6aaf99ec6756c2ff4d661b88f0aad489784212ac (patch) | |
tree | 0cf77c0a49e4e2921477198348cdc45da3fd2349 /engines/draci/game.cpp | |
parent | 6768065f142b4fe87ac4786d23023806022f3b7c (diff) | |
download | scummvm-rg350-6aaf99ec6756c2ff4d661b88f0aad489784212ac.tar.gz scummvm-rg350-6aaf99ec6756c2ff4d661b88f0aad489784212ac.tar.bz2 scummvm-rg350-6aaf99ec6756c2ff4d661b88f0aad489784212ac.zip |
Disambiguated _anims.
It's both a pointer to an AnimationManager and list of animation ID's fo
each object. The latter renamed to _anim so that I can easily search for
them.
Also, fixed the bug promised in the previous commit.
svn-id: r44960
Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r-- | engines/draci/game.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 6d0c929fc6..52ba2db930 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -599,8 +599,8 @@ int Game::getObjectWithAnimation(int animID) const { for (uint i = 0; i < _info._numObjects; ++i) { GameObject *obj = &_objects[i]; - for (uint j = 0; j < obj->_anims.size(); ++j) { - if (obj->_anims[j] == animID) { + for (uint j = 0; j < obj->_anim.size(); ++j) { + if (obj->_anim[j] == animID) { return i; } } @@ -953,15 +953,15 @@ void Game::walkHero(int x, int y) { GameObject *dragon = getObject(kDragonObject); - for (uint i = 0; i < dragon->_anims.size(); ++i) { - _vm->_anims->stop(dragon->_anims[i]); + for (uint i = 0; i < dragon->_anim.size(); ++i) { + _vm->_anims->stop(dragon->_anim[i]); } debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", _hero.x, _hero.y); // Fetch dragon's animation ID // FIXME: Need to add proper walking (this only warps the dragon to position) - int animID = dragon->_anims[0]; + int animID = dragon->_anim[0]; Animation *anim = _vm->_anims->getAnimation(animID); positionAnimAsHero(anim); @@ -1265,10 +1265,10 @@ void Game::deleteObjectAnimations() { GameObject *obj = &_objects[i]; if (i != 0 && (obj->_location == getPreviousRoomNum())) { - for (uint j = 0; j < obj->_anims.size(); ++j) { - _vm->_anims->deleteAnimation(obj->_anims[j]); + for (uint j = 0; j < obj->_anim.size(); ++j) { + _vm->_anims->deleteAnimation(obj->_anim[j]); } - obj->_anims.clear(); + obj->_anim.clear(); } } } @@ -1297,8 +1297,8 @@ 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->_anims.size(); ++i) { - _vm->_anims->stop(dragon->_anims[i]); + for (uint i = 0; i < dragon->_anim.size(); ++i) { + _vm->_anims->stop(dragon->_anim[i]); } // Remember the previous room for returning back from the map. @@ -1518,12 +1518,12 @@ void Game::deleteAnimationsAfterIndex(int lastAnimIndex) { for (uint i = 0; i < getNumObjects(); ++i) { GameObject *obj = &_objects[i]; - for (uint j = 0; j < obj->_anims.size(); ++j) { + for (uint j = 0; j < obj->_anim.size(); ++j) { Animation *anim; - anim = _vm->_anims->getAnimation(obj->_anims[j]); + anim = _vm->_anims->getAnimation(obj->_anim[j]); if (anim != NULL && anim->getIndex() > lastAnimIndex) - obj->_anims.remove_at(j); + obj->_anim.remove_at(j--); } } |