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-rw-r--r--engines/gnap/character.cpp49
-rw-r--r--engines/gnap/scenes/group1.cpp53
2 files changed, 53 insertions, 49 deletions
diff --git a/engines/gnap/character.cpp b/engines/gnap/character.cpp
index aa920fa0f8..114c2f4adf 100644
--- a/engines/gnap/character.cpp
+++ b/engines/gnap/character.cpp
@@ -676,7 +676,6 @@ int PlayerGnap::getWalkSequenceId(int deltaX, int deltaY) {
bool PlayerGnap::walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags) {
int datNum = flags & 3;
- bool done = false;
_vm->_timers[2] = 200;
_vm->_timers[3] = 300;
@@ -695,17 +694,16 @@ bool PlayerGnap::walkTo(Common::Point gridPos, int animationIndex, int sequenceI
if (animationIndex >= 0 && _walkDestX == _vm->_plat->_pos.x && _walkDestY == _vm->_plat->_pos.y)
_vm->_plat->makeRoom();
- if (findPath1(_pos.x, _pos.y, 0))
- done = true;
+ bool done = findPath1(_pos.x, _pos.y, 0);
- if (!done && findPath2(_pos.x, _pos.y, 0))
- done = true;
+ if (!done)
+ done = findPath2(_pos.x, _pos.y, 0);
- if (!done && findPath3(_pos.x, _pos.y))
- done = true;
+ if (!done)
+ done = findPath3(_pos.x, _pos.y);
- if (!done && findPath4(_pos.x, _pos.y))
- done = true;
+ if (!done)
+ done = findPath4(_pos.x, _pos.y);
idle();
@@ -812,15 +810,14 @@ bool PlayerGnap::walkTo(Common::Point gridPos, int animationIndex, int sequenceI
break;
}
} else {
- //TODO: simplify the checks by using v10 and v11
- int v10 = _vm->_leftClickMouseX - (_vm->_gridMinX + 75 * _pos.x);
- int v11 = _vm->_leftClickMouseY - (_vm->_gridMinY + 48 * _pos.y);
- if (_vm->_leftClickMouseX == _vm->_gridMinX + 75 * _pos.x)
- ++v10;
- if (_vm->_leftClickMouseY == _vm->_gridMinY + 48 * _pos.y)
- v11 = 1;
- _sequenceId = getWalkStopSequenceId(v10 / abs(v10), v11 / abs(v11));
- _idleFacing = getWalkFacing(v10 / abs(v10), v11 / abs(v11));
+ int dirX = _vm->_leftClickMouseX - (_vm->_gridMinX + 75 * _pos.x);
+ int dirY = _vm->_leftClickMouseY - (_vm->_gridMinY + 48 * _pos.y);
+ if (dirX == 0)
+ dirX = 1;
+ if (dirY == 0)
+ dirY = 1;
+ _sequenceId = getWalkStopSequenceId(dirX / abs(dirX), dirY / abs(dirY));
+ _idleFacing = getWalkFacing(dirX / abs(dirX), dirY / abs(dirY));
}
_sequenceDatNum = datNum;
}
@@ -1271,7 +1268,6 @@ int PlayerPlat::getWalkSequenceId(int deltaX, int deltaY) {
bool PlayerPlat::walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags) {
int datNum = flags & 3;
- bool done = false;
_vm->_timers[1] = 60;
@@ -1289,17 +1285,16 @@ bool PlayerPlat::walkTo(Common::Point gridPos, int animationIndex, int sequenceI
if (animationIndex >= 0 && _vm->_gnap->_pos == Common::Point(_walkDestX, _walkDestY))
_vm->_gnap->walkStep();
- if (findPath1(_pos.x, _pos.y, 0))
- done = true;
+ bool done = findPath1(_pos.x, _pos.y, 0);
- if (!done && findPath2(_pos.x, _pos.y, 0))
- done = true;
+ if (!done)
+ done = findPath2(_pos.x, _pos.y, 0);
- if (!done && findPath3(_pos.x, _pos.y))
- done = true;
+ if (!done)
+ done = findPath3(_pos.x, _pos.y);
- if (!done && findPath4(_pos.x, _pos.y))
- done = true;
+ if (!done)
+ done = findPath4(_pos.x, _pos.y);
int platSequenceId = _sequenceId;
int platId = _id;
diff --git a/engines/gnap/scenes/group1.cpp b/engines/gnap/scenes/group1.cpp
index 0122a08109..aa55e1dcf5 100644
--- a/engines/gnap/scenes/group1.cpp
+++ b/engines/gnap/scenes/group1.cpp
@@ -410,20 +410,25 @@ void Scene10::updateAnimations() {
}
switch (_currCookSequenceId) {
- case 0x106: {
- // TODO: Refactor into a if + a switch
- int rnd = _vm->getRandom(7);
+ case 0x106:
if (_vm->_gnap->_actionStatus >= 0 || _vm->_plat->_actionStatus >= 0)
_nextCookSequenceId = 0x106;
- else if (rnd == 0)
- _nextCookSequenceId = 0x104;
- else if (rnd == 1)
- _nextCookSequenceId = 0x103;
- else if (rnd == 2) {
- _nextCookSequenceId = 0x106;
- gameSys.insertSequence(0x10D, 1, 0, 0, kSeqNone, 0, 0, 0);
- } else
- _nextCookSequenceId = 0x106;
+ else {
+ int rnd = _vm->getRandom(7);
+ switch (rnd) {
+ case 0:
+ _nextCookSequenceId = 0x104;
+ break;
+ case 1:
+ _nextCookSequenceId = 0x103;
+ break;
+ case 2:
+ _nextCookSequenceId = 0x106;
+ gameSys.insertSequence(0x10D, 1, 0, 0, kSeqNone, 0, 0, 0);
+ break;
+ default:
+ _nextCookSequenceId = 0x106;
+ }
}
break;
case 0x103:
@@ -442,17 +447,22 @@ void Scene10::updateAnimations() {
else
_nextCookSequenceId = 0x106;
break;
- case 0x105: {
- // TODO: Refactor into a if + a switch
- int rnd = _vm->getRandom(7);
+ case 0x105:
if (_vm->_gnap->_actionStatus >= 0 || _vm->_plat->_actionStatus >= 0)
_nextCookSequenceId = 0x106;
- else if (rnd == 0)
- _nextCookSequenceId = 0x104;
- else if (rnd == 1)
- _nextCookSequenceId = 0x103;
- else
- _nextCookSequenceId = 0x106;
+ else {
+ int rnd = _vm->getRandom(7);
+ switch (rnd) {
+ case 0:
+ _nextCookSequenceId = 0x104;
+ break;
+ case 1:
+ _nextCookSequenceId = 0x103;
+ break;
+ default:
+ _nextCookSequenceId = 0x106;
+ }
+ }
_vm->_timers[2] = _vm->getRandom(30) + 20;
_vm->_timers[3] = 300;
gameSys.insertSequence(0x10C, _vm->_gnap->_id, makeRid(_vm->_gnap->_sequenceDatNum, _vm->_gnap->_sequenceId), _vm->_gnap->_id, kSeqSyncWait, 0, 0, 0);
@@ -461,7 +471,6 @@ void Scene10::updateAnimations() {
_vm->_gnap->_sequenceDatNum = 0;
_vm->_gnap->_actionStatus = -1;
_vm->_plat->_actionStatus = -1;
- }
break;
}
if (_currCookSequenceId == 0x843)