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author | Robert Špalek | 2009-11-08 05:29:12 +0000 |
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committer | Robert Špalek | 2009-11-08 05:29:12 +0000 |
commit | 57b22e3688fa8f4abbb4db71f2117574978dd10d (patch) | |
tree | eeec4eeff95d6f42b20b78bd95e03def8450b483 /engines | |
parent | 354d7f6366d11628030bcfde9186fc6e1c819f9a (diff) | |
download | scummvm-rg350-57b22e3688fa8f4abbb4db71f2117574978dd10d.tar.gz scummvm-rg350-57b22e3688fa8f4abbb4db71f2117574978dd10d.tar.bz2 scummvm-rg350-57b22e3688fa8f4abbb4db71f2117574978dd10d.zip |
Walking animations are fully smooth now
svn-id: r45743
Diffstat (limited to 'engines')
-rw-r--r-- | engines/draci/walking.cpp | 55 | ||||
-rw-r--r-- | engines/draci/walking.h | 16 |
2 files changed, 48 insertions, 23 deletions
diff --git a/engines/draci/walking.cpp b/engines/draci/walking.cpp index bda91b79cc..19d91de8c2 100644 --- a/engines/draci/walking.cpp +++ b/engines/draci/walking.cpp @@ -462,6 +462,7 @@ void WalkingState::startWalking(const Common::Point &p1, const Common::Point &p2 // Going to start with the first segment. _segment = _lastAnimPhase = -1; + _turningFinished = false; turnForTheNextSegment(); } @@ -495,6 +496,26 @@ bool WalkingState::continueWalking() { const GameObject *dragon = _vm->_game->getObject(kDragonObject); const Movement movement = static_cast<Movement> (_vm->_game->playingObjectAnimation(dragon)); + if (_turningFinished) { + // When a turning animation has finished, heroAnimationFinished() callback + // gets called, which sets this flag to true. It's important + // to not start walking right away in the callback, because + // that would disturb the data structures of the animation + // manager. + _turningFinished = false; + return walkOnNextEdge(); + } + + // If the current segment is the last one, we have reached the + // destination and are already facing in the right direction ===> + // 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)) { + _path.clear(); + return false; + } + // Read the dragon's animation's current phase. Determine if it has // changed from the last time. If not, wait until it has. const int animID = dragon->_anim[movement]; @@ -506,24 +527,13 @@ bool WalkingState::continueWalking() { return true; } - // If the current animation is a turning animation, wait a bit more. - // When this animation has finished, heroAnimationFinished() callback - // will be called, which starts a new scheduled one, so the code never - // gets here if it hasn't finished yet. 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); _lastAnimPhase = animPhase; return true; } - // If the current segment is the last one, we have reached the - // destination and are already facing in the right direction ===> - // return false. - if (_segment >= (int) (_path.size() - 1)) { - _path.clear(); - return false; - } - // We are walking in the middle of an edge. The animation phase has // just changed. @@ -562,7 +572,7 @@ bool WalkingState::continueWalking() { _segment+1, _path[_segment+1].x, _path[_segment+1].y, adjustedHero.x, adjustedHero.y); _path[_segment+1] = adjustedHero; } - turnForTheNextSegment(); + return turnForTheNextSegment(); } return true; @@ -582,7 +592,7 @@ bool WalkingState::alignHeroToEdge(const Common::Point &p1, const Common::Point return reachedEnd; } -void WalkingState::turnForTheNextSegment() { +bool WalkingState::turnForTheNextSegment() { const GameObject *dragon = _vm->_game->getObject(kDragonObject); const Movement currentAnim = static_cast<Movement> (_vm->_game->playingObjectAnimation(dragon)); const Movement wantAnim = directionForNextPhase(); @@ -592,10 +602,11 @@ void WalkingState::turnForTheNextSegment() { if (transition == kMoveUndefined) { // Start the next segment right away as if the turning has just finished. - heroAnimationFinished(); + return walkOnNextEdge(); } else { // Otherwise start the transition and wait until the Animation - // class calls heroAnimationFinished() as a callback. + // class calls heroAnimationFinished() as a callback, leading + // to calling walkOnNextEdge() in the next phase. assert(isTurningMovement(transition)); _lastAnimPhase = _vm->_game->playHeroAnimation(transition); const int animID = dragon->_anim[transition]; @@ -603,10 +614,16 @@ void WalkingState::turnForTheNextSegment() { anim->registerCallback(&Animation::tellWalkingState); debugC(2, kDraciWalkingDebugLevel, "Starting turning animation %d with phase %d", transition, _lastAnimPhase); + return true; } } void WalkingState::heroAnimationFinished() { + debugC(2, kDraciWalkingDebugLevel, "Turning callback called"); + _turningFinished = true; +} + +bool WalkingState::walkOnNextEdge() { // The hero is turned well for the next line segment or for facing the // target direction. It is also standing on the right spot thanks to // the entry condition for turnForTheNextSegment(). @@ -620,18 +637,20 @@ void WalkingState::heroAnimationFinished() { Movement nextAnim = directionForNextPhase(); _lastAnimPhase = _vm->_game->playHeroAnimation(nextAnim); + // 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); if (++_segment < (int) (_path.size() - 1)) { // 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); + return true; } else { // Otherwise we are done. continueWalking() will return false next time. debugC(2, kDraciWalkingDebugLevel, "We have walked the whole path"); + return false; } - - // TODO: do we need to clear this callback for the animation? } Movement WalkingState::animationForDirection(const Common::Point &here, const Common::Point &there) { diff --git a/engines/draci/walking.h b/engines/draci/walking.h index b178c2164b..e43abda553 100644 --- a/engines/draci/walking.h +++ b/engines/draci/walking.h @@ -124,8 +124,7 @@ public: // the callback untouched (the caller must call it). bool continueWalking(); - // Called when the hero's turning animation has finished. Starts - // scheduled animation. + // Called when the hero's turning animation has finished. void heroAnimationFinished(); // Returns the hero's animation corresponding to looking into given @@ -144,15 +143,22 @@ private: int _segment; int _lastAnimPhase; + bool _turningFinished; const GPL2Program *_callback; uint16 _callbackOffset; - // Initiates turning of the dragon into the direction for the next segment / after walking. - void turnForTheNextSegment(); + // Initiates turning of the dragon into the direction for the next + // segment / after walking. Returns false when there is nothing left + // to do and walking is done. + bool turnForTheNextSegment(); + + // Starts walking on the next edge. Returns false if we are already at + // the final vertex and walking is done. + bool walkOnNextEdge(); // Return one of the 4 animations kMove{Down,Up,Right,Left} - // corresponding to the walking from here to there. + // corresponding to walking from here to there. static Movement animationForDirection(const Common::Point &here, const Common::Point &there); // Returns the desired facing direction to begin the next phase of the |