SHERLOCK: RT: Move ADJUST_CORD usage to initial anim loading

This commit is contained in:
Paul Gilbert
2015-07-01 19:20:18 -04:00
parent 704dd8140b
commit dbf82dd92a
3 changed files with 11 additions and 17 deletions
+10 -1
View File
@@ -39,6 +39,12 @@ namespace Sherlock {
#define CLEAR_DIST_X 5
#define CLEAR_DIST_Y 0
#define ADJUST_COORD(COORD) \
if (COORD.x != -1) \
COORD.x *= FIXED_INT_MULTIPLIER; \
if (COORD.y != -1) \
COORD.y *= FIXED_INT_MULTIPLIER
SherlockEngine *BaseObject::_vm;
bool BaseObject::_countCAnimFrames;
@@ -1430,28 +1436,31 @@ void CAnim::load(Common::SeekableReadStream &s, bool isRoseTattoo, uint32 dataOf
_goto[0].x = s.readSint16LE();
_goto[0].y = s.readSint16LE();
_goto[0]._facing = s.readSint16LE();
ADJUST_COORD(_goto[0]);
if (isRoseTattoo) {
// Get Goto position and facing for second NPC
_goto[1].x = s.readSint16LE();
_goto[1].y = s.readSint16LE();
_goto[1]._facing = s.readSint16LE();
ADJUST_COORD(_goto[1]);
} else {
// For Serrated Scalpel, adjust the loaded co-ordinates
_goto[0].x = _goto[0].x * FIXED_INT_MULTIPLIER / 100;
_goto[0].y = _goto[0].y * FIXED_INT_MULTIPLIER / 100;
}
_teleport[0].x = s.readSint16LE();
_teleport[0].y = s.readSint16LE();
_teleport[0]._facing = s.readSint16LE();
ADJUST_COORD(_teleport[0]);
if (isRoseTattoo) {
// Get Teleport position and facing for second NPC
_teleport[1].x = s.readSint16LE();
_teleport[1].y = s.readSint16LE();
_teleport[1]._facing = s.readSint16LE();
ADJUST_COORD(_teleport[1]);
} else {
// For Serrated Scalpel, adjust the loaded co-ordinates
_teleport[0].x = _teleport[0].x * FIXED_INT_MULTIPLIER / 100;
-14
View File
@@ -569,12 +569,6 @@ int TattooScene::getScaleVal(const Point32 &pt) {
return result;
}
#define ADJUST_COORD(COORD) \
if (COORD.x != -1) \
COORD.x *= FIXED_INT_MULTIPLIER; \
if (COORD.y != -1) \
COORD.y *= FIXED_INT_MULTIPLIER
int TattooScene::startCAnim(int cAnimNum, int playRate) {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
@@ -595,12 +589,6 @@ int TattooScene::startCAnim(int cAnimNum, int playRate) {
PositionFacing teleport1 = cAnim._teleport[0];
PositionFacing teleport2 = cAnim._teleport[1];
// If the co-ordinates are valid (not -1), adjust them by the fixed int multiplier
ADJUST_COORD(goto1);
ADJUST_COORD(goto2);
ADJUST_COORD(teleport1);
ADJUST_COORD(teleport2);
// See if the Player must walk to a position before the animation starts
SpriteType savedPlayerType = people[HOLMES]._type;
if (goto1.x != -1 && people[HOLMES]._type == CHARACTER) {
@@ -700,8 +688,6 @@ int TattooScene::startCAnim(int cAnimNum, int playRate) {
return 1;
}
#undef ADJUST_COORD
void TattooScene::setNPCPath(int npc) {
TattooPeople &people = *(TattooPeople *)_vm->_people;
Talk &talk = *_vm->_talk;
@@ -86,8 +86,7 @@ void TattooUserInterface::lookAtObject() {
scene.startCAnim(cNum);
} else if (_bgShape->_lookPosition.y != 0) {
// Need to walk to object before looking at it
people[HOLMES].walkToCoords(Common::Point(_bgShape->_lookPosition.x * FIXED_INT_MULTIPLIER,
_bgShape->_lookPosition.y * FIXED_INT_MULTIPLIER), _bgShape->_lookPosition._facing);
people[HOLMES].walkToCoords(_bgShape->_lookPosition, _bgShape->_lookPosition._facing);
}
if (!talk._talkToAbort) {