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authorPaul Gilbert2015-01-19 11:32:57 -0500
committerPaul Gilbert2015-01-19 11:32:57 -0500
commit687423b3612d61a18a9854010af56f7a98e5563d (patch)
tree455955b56cd2898f88d94bf126b174302d5537ed /engines/xeen/interface_map.cpp
parent83442b9586e3992ab8ee0f0d06e534781f9b448b (diff)
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XEEN: Beginnings of main game loop and waiting
Diffstat (limited to 'engines/xeen/interface_map.cpp')
-rw-r--r--engines/xeen/interface_map.cpp32
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;
}