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authorPaul Gilbert2018-02-16 21:06:04 -0500
committerPaul Gilbert2018-02-16 21:06:04 -0500
commit4144c3fc5834234a7e07790ee4b3316bed6fb11b (patch)
tree036d0d06a776f80b0ff511c62974c4b2da66a74d /engines/xeen/locations.cpp
parent40f6eea6243d7936b5709192fc29dd773ffdebbd (diff)
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XEEN: Renaming fields for location classes
Diffstat (limited to 'engines/xeen/locations.cpp')
-rw-r--r--engines/xeen/locations.cpp51
1 files changed, 27 insertions, 24 deletions
diff --git a/engines/xeen/locations.cpp b/engines/xeen/locations.cpp
index db04aae97d..3a48d58839 100644
--- a/engines/xeen/locations.cpp
+++ b/engines/xeen/locations.cpp
@@ -33,7 +33,7 @@ namespace Xeen {
namespace Locations {
BaseLocation::BaseLocation(LocationAction action) : ButtonContainer(g_vm),
- _LocationActionId(action), _isDarkCc(g_vm->_files->_isDarkCc),
+ _locationActionId(action), _isDarkCc(g_vm->_files->_isDarkCc),
_vocName("hello1.voc"), _exitToUi(false) {
_townMaxId = (action >= SPHINX) ? 0 : Res.TOWN_MAXES[_isDarkCc][action];
if (action < NO_ACTION) {
@@ -45,7 +45,7 @@ BaseLocation::BaseLocation(LocationAction action) : ButtonContainer(g_vm),
_drawFrameIndex = 0;
_farewellTime = 0;
_drawCtr1 = _drawCtr2 = 0;
- _townPos = Common::Point(8, 8);
+ _animPos = Common::Point(8, 8);
}
BaseLocation::~BaseLocation() {
@@ -69,7 +69,7 @@ int BaseLocation::show() {
// Load the needed sprite sets for the location
for (uint idx = 0; idx < _townSprites.size(); ++idx) {
Common::String shapesName = Common::String::format("%s%d.twn",
- Res.TOWN_ACTION_SHAPES[_LocationActionId], idx + 1);
+ Res.TOWN_ACTION_SHAPES[_locationActionId], idx + 1);
_townSprites[idx].load(shapesName);
}
@@ -118,7 +118,7 @@ void BaseLocation::drawBackground() {
intf._dangerSenseUIFrame = 0;
intf._spotDoorsUIFrame = 0;
intf._levitateUIFrame = 0;
- _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _townPos);
+ _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _animPos);
}
void BaseLocation::drawWindow() {
@@ -145,28 +145,28 @@ void BaseLocation::drawAnim(bool flag) {
Windows &windows = *g_vm->_windows;
// TODO: Figure out a clean way to split method into individual location classes
- if (_LocationActionId == BLACKSMITH) {
+ if (_locationActionId == BLACKSMITH) {
if (sound.isPlaying()) {
if (_isDarkCc) {
- _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _townPos);
+ _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _animPos);
_townSprites[2].draw(0, _vm->getRandomNumber(11) == 1 ? 9 : 10,
Common::Point(34, 33));
_townSprites[2].draw(0, _vm->getRandomNumber(5) + 3,
Common::Point(34, 54));
}
} else {
- _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _townPos);
+ _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _animPos);
if (_isDarkCc) {
_townSprites[2].draw(0, _vm->getRandomNumber(11) == 1 ? 9 : 10,
Common::Point(34, 33));
}
}
- } else if (!_isDarkCc || _LocationActionId != TRAINING) {
+ } else if (!_isDarkCc || _locationActionId != TRAINING) {
if (!_townSprites[_drawFrameIndex / 8].empty())
- _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _townPos);
+ _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _animPos);
}
- switch (_LocationActionId) {
+ switch (_locationActionId) {
case BANK:
if (sound.isPlaying() || (_isDarkCc && _animFrame)) {
if (_isDarkCc) {
@@ -186,13 +186,13 @@ void BaseLocation::drawAnim(bool flag) {
break;
case GUILD:
- if (sound.isPlaying()) {
+ if (!sound.isPlaying()) {
if (_isDarkCc) {
if (_animFrame) {
_animFrame ^= 1;
_townSprites[6].draw(0, _animFrame, Common::Point(8, 106));
} else {
- _townSprites[6].draw(0, _vm->getRandomNumber(3), Common::Point(16, 48));
+ _townSprites[6].draw(0, _vm->getRandomNumber(3), Common::Point(161, 48));
}
}
}
@@ -214,7 +214,7 @@ void BaseLocation::drawAnim(bool flag) {
case TRAINING:
if (sound.isPlaying()) {
if (_isDarkCc) {
- _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _townPos);
+ _townSprites[_drawFrameIndex / 8].draw(0, _drawFrameIndex % 8, _animPos);
}
} else {
if (_isDarkCc) {
@@ -242,21 +242,24 @@ void BaseLocation::drawAnim(bool flag) {
if (windows[11]._enabled) {
_drawCtr1 = (_drawCtr1 + 1) % 2;
+ int newFrame = _vm->getRandomNumber(3);
+
if (!_drawCtr1 || !_drawCtr2) {
- _drawFrameIndex = 0;
- _drawCtr2 = 0;
- } else {
- _drawFrameIndex = _vm->getRandomNumber(3);
+ if (--_drawCtr2 <= 0) {
+ newFrame = 0;
+ _drawCtr2 = 0;
+ }
}
+ _drawFrameIndex = newFrame;
} else {
_drawFrameIndex = (_drawFrameIndex + 1) % _townMaxId;
}
if (_isDarkCc) {
- if (_LocationActionId == BLACKSMITH && (_drawFrameIndex == 4 || _drawFrameIndex == 13))
+ if (_locationActionId == BLACKSMITH && (_drawFrameIndex == 4 || _drawFrameIndex == 13))
sound.playFX(45);
- if (_LocationActionId == TRAINING && _drawFrameIndex == 23) {
+ if (_locationActionId == TRAINING && _drawFrameIndex == 23) {
sound.playSound("spit1.voc");
}
} else {
@@ -264,13 +267,13 @@ void BaseLocation::drawAnim(bool flag) {
_drawFrameIndex = 17;
if (_townMaxId == 26 && _drawFrameIndex == 0)
_drawFrameIndex = 20;
- if (_LocationActionId == BLACKSMITH && (_drawFrameIndex == 3 || _drawFrameIndex == 9))
+ if (_locationActionId == BLACKSMITH && (_drawFrameIndex == 3 || _drawFrameIndex == 9))
sound.playFX(45);
}
windows[3].update();
- if (_LocationActionId == BANK)
+ if (_locationActionId == BANK)
_animFrame = 2;
}
@@ -686,8 +689,8 @@ Character *TavernLocation::doOptions(Character *c) {
// Set location and position for afterwards
idx = _isDarkCc ? (party._mazeId - 29) >> 1 : party._mazeId - 28;
assert(idx >= 0);
- party._mazePosition.x = Res.TAVERN_EXIT_LIST[_isDarkCc ? 1 : 0][_LocationActionId][idx][0];
- party._mazePosition.y = Res.TAVERN_EXIT_LIST[_isDarkCc ? 1 : 0][_LocationActionId][idx][1];
+ party._mazePosition.x = Res.TAVERN_EXIT_LIST[_isDarkCc ? 1 : 0][_locationActionId][idx][0];
+ party._mazePosition.y = Res.TAVERN_EXIT_LIST[_isDarkCc ? 1 : 0][_locationActionId][idx][1];
if (!_isDarkCc || party._mazeId == 29)
party._mazeDirection = DIR_WEST;
@@ -2379,7 +2382,7 @@ bool LocationMessage::execute(int portrait, const Common::String &name, const Co
_townMaxId = 4;
_drawFrameIndex = 0;
- _townPos = Common::Point(23, 22);
+ _animPos = Common::Point(23, 22);
if (!confirm)
loadButtons();