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author | D G Turner | 2012-06-14 13:38:45 +0100 |
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committer | D G Turner | 2012-06-14 13:38:45 +0100 |
commit | d2eab05e7d08bd5e4e615ee786e62be64293060a (patch) | |
tree | ba5350fccd67a24de750bb8a758a3081e5510674 /engines | |
parent | 87eb651886ef911d8026d777abec72c88ffdf32f (diff) | |
download | scummvm-rg350-d2eab05e7d08bd5e4e615ee786e62be64293060a.tar.gz scummvm-rg350-d2eab05e7d08bd5e4e615ee786e62be64293060a.tar.bz2 scummvm-rg350-d2eab05e7d08bd5e4e615ee786e62be64293060a.zip |
TOON: Replace Character _currentPath static buffers with Common::Array.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/toon/character.cpp | 57 | ||||
-rw-r--r-- | engines/toon/character.h | 9 |
2 files changed, 32 insertions, 34 deletions
diff --git a/engines/toon/character.cpp b/engines/toon/character.cpp index 2a28642f6a..c9073de587 100644 --- a/engines/toon/character.cpp +++ b/engines/toon/character.cpp @@ -56,7 +56,6 @@ Character::Character(ToonEngine *vm) : _vm(vm) { _animScriptId = -1; _animSpecialId = -1; _animSpecialDefaultId = 0; - _currentPathNodeCount = 0; _currentPathNode = 0; _currentWalkStamp = 0; _visible = true; @@ -123,7 +122,7 @@ void Character::setFacing(int32 facing) { _lastWalkTime = _vm->getOldMilli(); } - if (_currentPathNode == 0) + if (_currentPathNode == 0) playStandingAnim(); else playWalkAnim(0, 0); @@ -166,7 +165,7 @@ bool Character::walkTo(int16 newPosX, int16 newPosY) { _vm->getPathFinding()->resetBlockingRects(); // don't allow flux to go at the same position as drew - if (_id == 1 ) { + if (_id == 1) { int16 sizeX = MAX<int16>(5, 30 * _vm->getDrew()->getScale() / 1024); int16 sizeY = MAX<int16>(2, 20 * _vm->getDrew()->getScale() / 1024); _vm->getPathFinding()->addBlockingEllipse(_vm->getDrew()->getFinalX(), _vm->getDrew()->getFinalY(), sizeX, sizeY); @@ -183,11 +182,9 @@ bool Character::walkTo(int16 newPosX, int16 newPosY) { int32 smoothDx = 0; int32 smoothDy = 0; - for (uint32 a = 0; a < _vm->getPathFinding()->getPathNodeCount(); a++) { - _currentPathX[a] = _vm->getPathFinding()->getPathNodeX(a); - _currentPathY[a] = _vm->getPathFinding()->getPathNodeY(a); - } - _currentPathNodeCount = _vm->getPathFinding()->getPathNodeCount(); + _currentPath.clear(); + for (uint32 a = 0; a < _vm->getPathFinding()->getPathNodeCount(); a++) + _currentPath.push_back(Common::Point(_vm->getPathFinding()->getPathNodeX(a), _vm->getPathFinding()->getPathNodeY(a))); _currentPathNode = 0; stopSpecialAnim(); @@ -202,12 +199,12 @@ bool Character::walkTo(int16 newPosX, int16 newPosY) { int32 localWalkStamp = _currentWalkStamp; if (_blockingWalk) { - while ((_x != newPosX || _y != newPosY) && _currentPathNode < _currentPathNodeCount && !_vm->shouldQuitGame()) { - if (_currentPathNode < _currentPathNodeCount - 4) { - int32 delta = MIN<int32>(4, _currentPathNodeCount - _currentPathNode); + while ((_x != newPosX || _y != newPosY) && _currentPathNode < _currentPath.size() && !_vm->shouldQuitGame()) { + if (_currentPathNode < _currentPath.size() - 4) { + int32 delta = MIN<int32>(4, _currentPath.size() - _currentPathNode); - int32 dx = _currentPathX[_currentPathNode+delta] - _x; - int32 dy = _currentPathY[_currentPathNode+delta] - _y; + int16 dx = _currentPath[_currentPathNode+delta].x - _x; + int16 dy = _currentPath[_currentPathNode+delta].y - _y; // smooth the facing computation. It prevents some ugly flickering from happening if (!smoothDx && !smoothDy) { @@ -226,9 +223,9 @@ bool Character::walkTo(int16 newPosX, int16 newPosY) { _numPixelToWalk += _speed * (_vm->getSystem()->getMillis() - _lastWalkTime) * _scale / 1024; _lastWalkTime = _vm->getSystem()->getMillis(); - while (_numPixelToWalk >= 1000 && _currentPathNode < _currentPathNodeCount) { - _x = _currentPathX[_currentPathNode]; - _y = _currentPathY[_currentPathNode]; + while (_numPixelToWalk >= 1000 && _currentPathNode < _currentPath.size()) { + _x = _currentPath[_currentPathNode].x; + _y = _currentPath[_currentPathNode].y; _currentPathNode += 1; _numPixelToWalk -= 1000; } @@ -244,7 +241,7 @@ bool Character::walkTo(int16 newPosX, int16 newPosY) { playStandingAnim(); _flags &= ~0x1; _currentPathNode = 0; - _currentPathNodeCount = 0; + _currentPath.clear(); if (_x != localFinalX || _y != localFinalY) { return false; @@ -348,12 +345,12 @@ void Character::stopSpecialAnim() { void Character::update(int32 timeIncrement) { debugC(5, kDebugCharacter, "update(%d)", timeIncrement); - if ((_flags & 0x1) && _currentPathNodeCount > 0) { - if (_currentPathNode < _currentPathNodeCount) { - if (_currentPathNode < _currentPathNodeCount - 10) { - int32 delta = MIN<int32>(10, _currentPathNodeCount - _currentPathNode); - int32 dx = _currentPathX[_currentPathNode+delta] - _x; - int32 dy = _currentPathY[_currentPathNode+delta] - _y; + if ((_flags & 0x1) && _currentPath.size() > 0) { + if (_currentPathNode < _currentPath.size()) { + if (_currentPathNode < _currentPath.size() - 10) { + int32 delta = MIN<int32>(10, _currentPath.size() - _currentPathNode); + int16 dx = _currentPath[_currentPathNode+delta].x - _x; + int16 dy = _currentPath[_currentPathNode+delta].y - _y; setFacing(getFacingFromDirection(dx, dy)); playWalkAnim(0, 0); } @@ -362,9 +359,9 @@ void Character::update(int32 timeIncrement) { _numPixelToWalk += _speed * (_vm->getSystem()->getMillis() - _lastWalkTime) * _scale / 1024; _lastWalkTime = _vm->getSystem()->getMillis(); - while (_numPixelToWalk > 1000 && _currentPathNode < _currentPathNodeCount) { - _x = _currentPathX[_currentPathNode]; - _y = _currentPathY[_currentPathNode]; + while (_numPixelToWalk > 1000 && _currentPathNode < _currentPath.size()) { + _x = _currentPath[_currentPathNode].x; + _y = _currentPath[_currentPathNode].y; _currentPathNode += 1; _numPixelToWalk -= 1000; } @@ -372,7 +369,7 @@ void Character::update(int32 timeIncrement) { } else { playStandingAnim(); _flags &= ~0x1; - _currentPathNodeCount = 0; + _currentPath.clear(); } } @@ -664,7 +661,7 @@ void Character::stopWalk() { _finalY = _y; _flags &= ~0x1; _currentPathNode = 0; - _currentPathNodeCount = 0; + _currentPath.clear(); } const SpecialCharacterAnimation *Character::getSpecialAnimation(int32 characterId, int32 animationId) { @@ -996,8 +993,8 @@ bool Character::loadShadowAnimation(const Common::String &animName) { } void Character::plotPath(Graphics::Surface& surface) { - for (int i = 0; i < _currentPathNodeCount; i++) { - *(byte *)surface.getBasePtr(_currentPathX[i], _currentPathY[i]) = ( i < _currentPathNode); + for (uint32 i = 0; i < _currentPath.size(); i++) { + *(byte *)surface.getBasePtr(_currentPath[i].x, _currentPath[i].y) = (i < _currentPathNode); } } diff --git a/engines/toon/character.h b/engines/toon/character.h index d2d84a8c9b..d33c314bf7 100644 --- a/engines/toon/character.h +++ b/engines/toon/character.h @@ -23,6 +23,9 @@ #ifndef TOON_CHARACTER_H #define TOON_CHARACTER_H +#include "common/array.h" +#include "common/rect.h" + #include "toon/toon.h" namespace Toon { @@ -137,10 +140,8 @@ protected: Animation *_shadowAnim; Animation *_specialAnim; - int16 _currentPathX[4096]; - int16 _currentPathY[4096]; - int32 _currentPathNodeCount; - int32 _currentPathNode; + Common::Array<Common::Point> _currentPath; + uint32 _currentPathNode; int32 _currentWalkStamp; }; |