diff options
author | Paul Gilbert | 2015-01-19 11:32:57 -0500 |
---|---|---|
committer | Paul Gilbert | 2015-01-19 11:32:57 -0500 |
commit | 687423b3612d61a18a9854010af56f7a98e5563d (patch) | |
tree | 455955b56cd2898f88d94bf126b174302d5537ed /engines/xeen/interface_map.cpp | |
parent | 83442b9586e3992ab8ee0f0d06e534781f9b448b (diff) | |
download | scummvm-rg350-687423b3612d61a18a9854010af56f7a98e5563d.tar.gz scummvm-rg350-687423b3612d61a18a9854010af56f7a98e5563d.tar.bz2 scummvm-rg350-687423b3612d61a18a9854010af56f7a98e5563d.zip |
XEEN: Beginnings of main game loop and waiting
Diffstat (limited to 'engines/xeen/interface_map.cpp')
-rw-r--r-- | engines/xeen/interface_map.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/engines/xeen/interface_map.cpp b/engines/xeen/interface_map.cpp index 93c3d9a679..1f927112b8 100644 --- a/engines/xeen/interface_map.cpp +++ b/engines/xeen/interface_map.cpp @@ -165,7 +165,7 @@ OutdoorDrawList::OutdoorDrawList() : _skySprite(_data[1]), _groundSprite(_data[2 /*------------------------------------------------------------------------*/ IndoorDrawList::IndoorDrawList() : - _sky(_data[1]), _ground(_data[2]), _horizon(_data[28]), + _sky1(_data[0]), _sky2(_data[1]), _ground(_data[2]), _horizon(_data[28]), _swl_0F1R(_data[146]), _swl_0F1L(_data[144]), _swl_1F1R(_data[134]), _swl_1F1L(_data[133]), _swl_2F2R(_data[110]), _swl_2F1R(_data[109]), _swl_2F1L(_data[108]), _swl_2F2L(_data[107]), _swl_3F1R(_data[ 78]), @@ -378,8 +378,8 @@ InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) { void InterfaceMap::setIndoorsMonsters() { Combat &combat = *_vm->_combat; Map &map = *_vm->_map; - Common::Point mazePos = _vm->_party._mazePosition; - Direction dir = _vm->_party._mazeDirection; + Common::Point mazePos = _vm->_party->_mazePosition; + Direction dir = _vm->_party->_mazeDirection; const int INDOOR_MONSTERS_Y[4] = { 2, 34, 53, 59 }; combat.clear(); @@ -645,8 +645,8 @@ void InterfaceMap::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster } void InterfaceMap::setIndoorsObjects() { - Common::Point mazePos = _vm->_party._mazePosition; - Direction dir = _vm->_party._mazeDirection; + Common::Point mazePos = _vm->_party->_mazePosition; + Direction dir = _vm->_party->_mazeDirection; Common::Point pt; _objNumber = 0; @@ -871,8 +871,8 @@ void InterfaceMap::setIndoorsObjects() { void InterfaceMap::setIndoorsWallPics() { Map &map = *_vm->_map; - const Common::Point &mazePos = _vm->_party._mazePosition; - Direction dir = _vm->_party._mazeDirection; + const Common::Point &mazePos = _vm->_party->_mazePosition; + Direction dir = _vm->_party->_mazeDirection; Common::fill(&_wp[0], &_wp[20], -1); @@ -1912,7 +1912,7 @@ void InterfaceMap::drawIndoors() { _indoorList._swl_0F1R._frame = 25; } - map.cellFlagLookup(_vm->_party._mazePosition); + map.cellFlagLookup(_vm->_party->_mazePosition); // WORKAROUND: Original did an array lookup on _skySprites. // Was this a feature for multiple skys that was abandoned? @@ -1922,19 +1922,19 @@ void InterfaceMap::drawIndoors() { if (_vm->_openDoor) { Common::Point pt( - _vm->_party._mazePosition.x + SCREEN_POSITIONING_X[ - _vm->_party._mazeDirection][_vm->_party._mazePosition.x], - _vm->_party._mazePosition.y + SCREEN_POSITIONING_Y[ - _vm->_party._mazeDirection][_vm->_party._mazePosition.y] + _vm->_party->_mazePosition.x + SCREEN_POSITIONING_X[ + _vm->_party->_mazeDirection][_vm->_party->_mazePosition.x], + _vm->_party->_mazePosition.y + SCREEN_POSITIONING_Y[ + _vm->_party->_mazeDirection][_vm->_party->_mazePosition.y] ); map.cellFlagLookup(pt); - _indoorList._sky._sprites = &map._skySprites; + _indoorList._sky2._sprites = &map._skySprites; } else { - _indoorList._sky._sprites = _indoorList[0]._sprites; + _indoorList._sky2._sprites = _indoorList[0]._sprites; } - _indoorList._sky._flags = _flipSky ? SPRFLAG_HORIZ_FLIPPED : 0; + _indoorList._sky2._flags = _flipSky ? SPRFLAG_HORIZ_FLIPPED : 0; _indoorList._ground._flags = _flipDefaultGround ? SPRFLAG_HORIZ_FLIPPED : 0; _indoorList._horizon._frame = 7; @@ -1943,7 +1943,7 @@ void InterfaceMap::drawIndoors() { // Check for any character shooting _isShooting = false; - for (int i = 0; i < _vm->_party._partyCount; ++i) { + for (int i = 0; i < _vm->_party->_partyCount; ++i) { if (_vm->_combat->_shooting[i]) _isShooting = true; } |