Do not immediately clear the path when it has just 1 vertex.

This fixes the previous bugfix, which causes that I could not re-run the same
program (e.g., by repeatedly clicking on the hollow tree) if the hero did not
move at least one pixel.

svn-id: r45747
This commit is contained in:
Robert Špalek 2009-11-08 06:30:10 +00:00
parent 5c8aa6ee91
commit a4393d46b2
3 changed files with 13 additions and 5 deletions

View File

@ -443,7 +443,7 @@ void Game::advanceAnimationsAndTestLoopExit() {
// proper timing.
bool walkingFinished = false;
if (_walkingState.isActive()) {
walkingFinished = !_walkingState.continueWalking();
walkingFinished = !_walkingState.continueWalkingOrClearPath();
}
// Advance animations (this may also call setExitLoop(true) in the

View File

@ -493,6 +493,14 @@ void WalkingState::callback() {
_vm->_mouse->cursorOn();
}
bool WalkingState::continueWalkingOrClearPath() {
const bool stillWalking = continueWalking();
if (!stillWalking) {
_path.clear();
}
return stillWalking;
}
bool WalkingState::continueWalking() {
const GameObject *dragon = _vm->_game->getObject(kDragonObject);
const Movement movement = static_cast<Movement> (_vm->_game->playingObjectAnimation(dragon));
@ -513,7 +521,6 @@ bool WalkingState::continueWalking() {
// has just 1 vertex and startWalking() leaves the path open.
// Finishing and nontrivial path will get caught earlier.
if (_segment >= _path.size()) {
_path.clear();
return false;
}
@ -650,7 +657,6 @@ bool WalkingState::walkOnNextEdge() {
} else {
// Otherwise we are done. continueWalking() will return false next time.
debugC(2, kDraciWalkingDebugLevel, "We have walked the whole path");
_path.clear();
return false;
}
}

View File

@ -120,9 +120,11 @@ public:
// Advances the hero along the path and changes animation accordingly.
// Walking MUST be active when calling this method. When the hero has
// arrived to the target, clears the path and returns false, but leaves
// the callback untouched (the caller must call it).
// arrived to the target, returns false, but leaves the callback
// untouched (the caller must call it).
// The second variant also clears the path when returning false.
bool continueWalking();
bool continueWalkingOrClearPath();
// Called when the hero's turning animation has finished.
void heroAnimationFinished();