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author | Strangerke | 2013-10-14 21:18:56 +0200 |
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committer | Strangerke | 2013-10-14 21:18:56 +0200 |
commit | 609846ab8aeaeef533d867f2740143d6ffbdbed4 (patch) | |
tree | 20bd50a9a2e181d49d174ef6e7991c662bc98055 /engines | |
parent | 91e70ce2a876e5d08994d7c5b045bf867b376305 (diff) | |
download | scummvm-rg350-609846ab8aeaeef533d867f2740143d6ffbdbed4.tar.gz scummvm-rg350-609846ab8aeaeef533d867f2740143d6ffbdbed4.tar.bz2 scummvm-rg350-609846ab8aeaeef533d867f2740143d6ffbdbed4.zip |
AVALANCHE: Reduce verbosity in Animation and AnimationType
Diffstat (limited to 'engines')
-rw-r--r-- | engines/avalanche/animation.cpp | 176 |
1 files changed, 102 insertions, 74 deletions
diff --git a/engines/avalanche/animation.cpp b/engines/avalanche/animation.cpp index f419034344..4bf2c69b3e 100644 --- a/engines/avalanche/animation.cpp +++ b/engines/avalanche/animation.cpp @@ -954,57 +954,68 @@ void Animation::appearPed(byte sprNum, byte pedNum) { void Animation::followAvalotY(byte tripnum) { if (_sprites[0]->_facingDir == kDirLeft) return; - if (_sprites[tripnum]->_homing) - _sprites[tripnum]->_homingY = _sprites[1]->_y; + + AnimationType *tripSpr = _sprites[tripnum]; + + if (tripSpr->_homing) + tripSpr->_homingY = _sprites[1]->_y; else { - if (_sprites[tripnum]->_y < _sprites[1]->_y) - _sprites[tripnum]->_y++; - else if (_sprites[tripnum]->_y > _sprites[1]->_y) - _sprites[tripnum]->_y--; + if (tripSpr->_y < _sprites[1]->_y) + tripSpr->_y++; + else if (tripSpr->_y > _sprites[1]->_y) + tripSpr->_y--; else return; - if (_sprites[tripnum]->_moveX == 0) { - _sprites[tripnum]->_stepNum++; - if (_sprites[tripnum]->_stepNum == _sprites[tripnum]->_stat._seq) - _sprites[tripnum]->_stepNum = 0; - _sprites[tripnum]->_count = 0; + + if (tripSpr->_moveX == 0) { + tripSpr->_stepNum++; + if (tripSpr->_stepNum == tripSpr->_stat._seq) + tripSpr->_stepNum = 0; + tripSpr->_count = 0; } } } void Animation::backAndForth(byte tripnum) { - if (!_sprites[tripnum]->_homing) { - if (_sprites[tripnum]->_facingDir == kDirRight) - _sprites[tripnum]->walkTo(3); + AnimationType *tripSpr = _sprites[tripnum]; + + if (!tripSpr->_homing) { + if (tripSpr->_facingDir == kDirRight) + tripSpr->walkTo(3); else - _sprites[tripnum]->walkTo(4); + tripSpr->walkTo(4); } } void Animation::faceAvvy(byte tripnum) { - if (!_sprites[tripnum]->_homing) { - if (_sprites[0]->_x >= _sprites[tripnum]->_x) - _sprites[tripnum]->_facingDir = kDirRight; + AnimationType *tripSpr = _sprites[tripnum]; + + if (!tripSpr->_homing) { + if (_sprites[0]->_x >= tripSpr->_x) + tripSpr->_facingDir = kDirRight; else - _sprites[tripnum]->_facingDir = kDirLeft; + tripSpr->_facingDir = kDirLeft; } } void Animation::arrowProcs(byte tripnum) { - if (_sprites[tripnum]->_homing) { + AnimationType *tripSpr = _sprites[tripnum]; + AnimationType *avvy = _sprites[tripnum]; + + if (tripSpr->_homing) { // Arrow is still in flight. // We must check whether or not the arrow has collided tr[tripnum] Avvy's head. // This is so if: a) the bottom of the arrow is below Avvy's head, // b) the left of the arrow is left of the right of Avvy's head, and // c) the right of the arrow is right of the left of Avvy's head. - if (((_sprites[tripnum]->_y + _sprites[tripnum]->_info._yLength) >= _sprites[0]->_y) // A - && (_sprites[tripnum]->_x <= (_sprites[0]->_x + _sprites[0]->_info._xLength)) // B - && ((_sprites[tripnum]->_x + _sprites[tripnum]->_info._xLength) >= _sprites[0]->_x)) { // C + if (((tripSpr->_y + tripSpr->_info._yLength) >= avvy->_y) // A + && (tripSpr->_x <= (avvy->_x + avvy->_info._xLength)) // B + && ((tripSpr->_x + tripSpr->_info._xLength) >= avvy->_x)) { // C // OK, it's hit him... what now? _sprites[1]->_callEachStepFl = false; // prevent recursion. _vm->_dialogs->displayScrollChain('Q', 47); // Complaint! - _sprites[tripnum]->remove(); // Deallocate the arrow. + tripSpr->remove(); // Deallocate the arrow. _vm->gameOver(); @@ -1012,51 +1023,57 @@ void Animation::arrowProcs(byte tripnum) { _vm->_timer->addTimer(55, Timer::kProcNaughtyDuke, Timer::kReasonNaughtyDuke); } } else { // Arrow has hit the wall! - _sprites[tripnum]->remove(); // Deallocate the arrow. + tripSpr->remove(); // Deallocate the arrow. _vm->_background->draw(-1, -1, 2); // Show pic of arrow stuck into the door. _vm->_arrowInTheDoor = true; // So that we can pick it up. } - } void Animation::grabAvvy(byte tripnum) { // For Friar Tuck, in Nottingham. - int16 tox = _sprites[0]->_x + 17; - int16 toy = _sprites[0]->_y - 1; - if ((_sprites[tripnum]->_x == tox) && (_sprites[tripnum]->_y == toy)) { - _sprites[tripnum]->_callEachStepFl = false; - _sprites[tripnum]->_facingDir = kDirLeft; - _sprites[tripnum]->stopWalk(); + AnimationType *tripSpr = _sprites[tripnum]; + AnimationType *avvy = _sprites[tripnum]; + + int16 tox = avvy->_x + 17; + int16 toy = avvy->_y - 1; + if ((tripSpr->_x == tox) && (tripSpr->_y == toy)) { + tripSpr->_callEachStepFl = false; + tripSpr->_facingDir = kDirLeft; + tripSpr->stopWalk(); // ... whatever ... } else { // Still some way to go. - if (_sprites[tripnum]->_x < tox) { - _sprites[tripnum]->_x += 5; - if (_sprites[tripnum]->_x > tox) - _sprites[tripnum]->_x = tox; + if (tripSpr->_x < tox) { + tripSpr->_x += 5; + if (tripSpr->_x > tox) + tripSpr->_x = tox; } - if (_sprites[tripnum]->_y < toy) - _sprites[tripnum]->_y++; - _sprites[tripnum]->_stepNum++; - if (_sprites[tripnum]->_stepNum == _sprites[tripnum]->_stat._seq) - _sprites[tripnum]->_stepNum = 0; + if (tripSpr->_y < toy) + tripSpr->_y++; + tripSpr->_stepNum++; + if (tripSpr->_stepNum == tripSpr->_stat._seq) + tripSpr->_stepNum = 0; } } void Animation::takeAStep(byte &tripnum) { - if (_sprites[tripnum]->_moveX == 0) { - _sprites[tripnum]->_stepNum++; - if (_sprites[tripnum]->_stepNum == _sprites[tripnum]->_stat._seq) - _sprites[tripnum]->_stepNum = 0; - _sprites[tripnum]->_count = 0; + AnimationType *tripSpr = _sprites[tripnum]; + + if (tripSpr->_moveX == 0) { + tripSpr->_stepNum++; + if (tripSpr->_stepNum == tripSpr->_stat._seq) + tripSpr->_stepNum = 0; + tripSpr->_count = 0; } } void Animation::spin(Direction dir, byte &tripnum) { - if (_sprites[tripnum]->_facingDir == dir) + AnimationType *tripSpr = _sprites[tripnum]; + + if (tripSpr->_facingDir == dir) return; - _sprites[tripnum]->_facingDir = dir; - if (_sprites[tripnum]->_id == 2) + tripSpr->_facingDir = dir; + if (tripSpr->_id == 2) return; // Not for Spludwick _geidaSpin++; @@ -1069,41 +1086,44 @@ void Animation::spin(Direction dir, byte &tripnum) { } void Animation::geidaProcs(byte tripnum) { + AnimationType *tripSpr = _sprites[tripnum]; + AnimationType *avvy = _sprites[0]; + if (_geidaTime > 0) { _geidaTime--; if (_geidaTime == 0) _geidaSpin = 0; } - if (_sprites[tripnum]->_y < (_sprites[0]->_y - 2)) { + if (tripSpr->_y < (avvy->_y - 2)) { // Geida is further from the screen than Avvy. spin(kDirDown, tripnum); - _sprites[tripnum]->_moveY = 1; - _sprites[tripnum]->_moveX = 0; + tripSpr->_moveY = 1; + tripSpr->_moveX = 0; takeAStep(tripnum); return; - } else if (_sprites[tripnum]->_y > (_sprites[0]->_y + 2)) { + } else if (tripSpr->_y > (avvy->_y + 2)) { // Avvy is further from the screen than Geida. spin(kDirUp, tripnum); - _sprites[tripnum]->_moveY = -1; - _sprites[tripnum]->_moveX = 0; + tripSpr->_moveY = -1; + tripSpr->_moveX = 0; takeAStep(tripnum); return; } - _sprites[tripnum]->_moveY = 0; + tripSpr->_moveY = 0; // These 12-s are not in the original, I added them to make the following method more "smooth". // Now the NPC which is following Avvy won't block his way and will walk next to him properly. - if (_sprites[tripnum]->_x < _sprites[0]->_x - _sprites[0]->_speedX * 8 - 12) { - _sprites[tripnum]->_moveX = _sprites[0]->_speedX; + if (tripSpr->_x < avvy->_x - avvy->_speedX * 8 - 12) { + tripSpr->_moveX = avvy->_speedX; spin(kDirRight, tripnum); takeAStep(tripnum); - } else if (_sprites[tripnum]->_x > _sprites[0]->_x + _sprites[0]->_speedX * 8 + 12) { - _sprites[tripnum]->_moveX = -_sprites[0]->_speedX; + } else if (tripSpr->_x > avvy->_x + avvy->_speedX * 8 + 12) { + tripSpr->_moveX = -avvy->_speedX; spin(kDirLeft, tripnum); takeAStep(tripnum); } else - _sprites[tripnum]->_moveX = 0; + tripSpr->_moveX = 0; } /** @@ -1118,7 +1138,8 @@ void Animation::drawSprites() { order[i] = -1; for (int16 i = 0; i < kSpriteNumbMax; i++) { - if (_sprites[i]->_quick && _sprites[i]->_visible) + AnimationType *curSpr = _sprites[i]; + if (curSpr->_quick && curSpr->_visible) order[i] = i; } @@ -1152,15 +1173,17 @@ void Animation::animLink() { if (_vm->_menu->isActive() || _vm->_seeScroll) return; for (int16 i = 0; i < kSpriteNumbMax; i++) { - if (_sprites[i]->_quick && _sprites[i]->_visible) - _sprites[i]->walk(); + AnimationType *curSpr = _sprites[i]; + if (curSpr->_quick && curSpr->_visible) + curSpr->walk(); } drawSprites(); for (int16 i = 0; i < kSpriteNumbMax; i++) { - if (_sprites[i]->_quick && _sprites[i]->_callEachStepFl) { - switch (_sprites[i]->_eachStepProc) { + AnimationType *curSpr = _sprites[i]; + if (curSpr->_quick && curSpr->_callEachStepFl) { + switch (curSpr->_eachStepProc) { case kProcFollowAvvyY : followAvalotY(i); break; @@ -1191,10 +1214,12 @@ void Animation::animLink() { } void Animation::stopWalking() { - _sprites[0]->stopWalk(); + AnimationType *avvy = _sprites[0]; + + avvy->stopWalk(); _direction = kDirStopped; if (_vm->_alive) - _sprites[0]->_stepNum = 1; + avvy->_stepNum = 1; } /** @@ -1230,23 +1255,26 @@ void Animation::hideInCupboard() { * Returns true if you're within field "which". */ bool Animation::inField(byte which) { + AnimationType *avvy = _sprites[0]; + FieldType *curField = &_vm->_fields[which]; - int16 yy = _sprites[0]->_y + _sprites[0]->_info._yLength; + int16 yy = avvy->_y + avvy->_info._yLength; - return (_sprites[0]->_x >= curField->_x1) && (_sprites[0]->_x <= curField->_x2) && (yy >= curField->_y1) && (yy <= curField->_y2); + return (avvy->_x >= curField->_x1) && (avvy->_x <= curField->_x2) && (yy >= curField->_y1) && (yy <= curField->_y2); } /** * Returns True if you're near a door. */ bool Animation::nearDoor() { - if (_vm->_fieldNum < 8) { + if (_vm->_fieldNum < 8) // there ARE no doors here! return false; - } - int16 ux = _sprites[0]->_x; - int16 uy = _sprites[0]->_y + _sprites[0]->_info._yLength; + AnimationType *avvy = _sprites[0]; + + int16 ux = avvy->_x; + int16 uy = avvy->_y + avvy->_info._yLength; for (int i = 8; i < _vm->_fieldNum; i++) { FieldType *curField = &_vm->_fields[i]; |