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author | Paul Gilbert | 2011-12-09 10:13:06 +1100 |
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committer | Paul Gilbert | 2011-12-09 10:13:06 +1100 |
commit | a2da8e6b397a76e2efef41b4d07b1baef78a6abc (patch) | |
tree | 29270a24ce19a6f46b160f9ba566a11462a7dde3 /engines | |
parent | a668c33cd3349886f486e148b91d7fe05309e084 (diff) | |
download | scummvm-rg350-a2da8e6b397a76e2efef41b4d07b1baef78a6abc.tar.gz scummvm-rg350-a2da8e6b397a76e2efef41b4d07b1baef78a6abc.tar.bz2 scummvm-rg350-a2da8e6b397a76e2efef41b4d07b1baef78a6abc.zip |
TSAGE: Got rid of goto in TsAGE engine.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/tsage/core.cpp | 75 |
1 files changed, 40 insertions, 35 deletions
diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp index eb7c734074..88121c4d16 100644 --- a/engines/tsage/core.cpp +++ b/engines/tsage/core.cpp @@ -2661,43 +2661,48 @@ void SceneObjectList::draw() { } g_globals->_paneRegions[paneNum].setRect(0, 0, 0, 0); -redraw: - // Main draw loop - for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { - SceneObject *obj = objList[objIndex]; - - if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_HIDE)) { - obj->_paneRects[paneNum] = obj->_bounds; - obj->draw(); + + // FIXME: Currently, removing objects causes screen flickers when the removed object intersects + // another drawn object, since the background is briefly redrawn over the object. For now, I'm + // using a forced jump back to redraw objects. In the long term, I should figure out how the + // original game does this properly + bool redrawFlag = true; + while (redrawFlag) { + redrawFlag = false; + + // Main draw loop + for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { + SceneObject *obj = objList[objIndex]; + + if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_HIDE)) { + obj->_paneRects[paneNum] = obj->_bounds; + obj->draw(); + } } - } - // Update the palette - g_globals->_sceneManager.fadeInIfNecessary(); - g_globals->_sceneManager._loadMode = 0; - g_globals->_paneRefreshFlag[paneNum] = 0; - - // Loop through the object list, removing any objects and refreshing the screen as necessary - for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { - SceneObject *obj = objList[objIndex]; - - if (obj->_flags & OBJFLAG_HIDE) - obj->_flags |= OBJFLAG_HIDING; - obj->_flags &= ~flagMask; - if (obj->_flags & OBJFLAG_REMOVE) { - obj->_flags |= OBJFLAG_PANES; - - checkIntersection(objList, objIndex, CURRENT_PANENUM); - - obj->updateScreen(); - obj->removeObject(); - - // FIXME: Currently, removing objects causes screen flickers when the removed object intersects - // another drawn object, since the background is briefly redrawn over the object. For now, I'm - // using a forced jump back to redraw objects. In the long term, I should figure out how the - // original game does this properly - objList.remove_at(objIndex); - goto redraw; + // Update the palette + g_globals->_sceneManager.fadeInIfNecessary(); + g_globals->_sceneManager._loadMode = 0; + g_globals->_paneRefreshFlag[paneNum] = 0; + + // Loop through the object list, removing any objects and refreshing the screen as necessary + for (uint objIndex = 0; objIndex < objList.size() && !redrawFlag; ++objIndex) { + SceneObject *obj = objList[objIndex]; + + if (obj->_flags & OBJFLAG_HIDE) + obj->_flags |= OBJFLAG_HIDING; + obj->_flags &= ~flagMask; + if (obj->_flags & OBJFLAG_REMOVE) { + obj->_flags |= OBJFLAG_PANES; + + checkIntersection(objList, objIndex, CURRENT_PANENUM); + + obj->updateScreen(); + obj->removeObject(); + + objList.remove_at(objIndex); + redrawFlag = true; + } } } } |