diff options
-rw-r--r-- | engines/xeen/interface_scene.cpp | 16 | ||||
-rw-r--r-- | engines/xeen/map.cpp | 2 | ||||
-rw-r--r-- | engines/xeen/party.cpp | 4 | ||||
-rw-r--r-- | engines/xeen/scripts.cpp | 13 |
4 files changed, 17 insertions, 18 deletions
diff --git a/engines/xeen/interface_scene.cpp b/engines/xeen/interface_scene.cpp index 043ef2cbbe..2fcb378537 100644 --- a/engines/xeen/interface_scene.cpp +++ b/engines/xeen/interface_scene.cpp @@ -380,7 +380,7 @@ InterfaceScene::InterfaceScene(XeenEngine *vm): _vm(vm) { _flipDefaultGround = false; _isAttacking = false; _charsShooting = false; - _objNumber = 0; + _objNumber = -1; _combatFloatCounter = 0; _thinWall = false; _isAnimReset = false; @@ -392,9 +392,8 @@ void InterfaceScene::drawScene() { Map &map = *_vm->_map; Scripts &scripts = *_vm->_scripts; - MazeObject &objObject = map._mobData._objects[_objNumber]; + MazeObject *obj = (_objNumber == -1) ? nullptr : &map._mobData._objects[_objNumber]; Direction partyDirection = _vm->_party->_mazeDirection; - int objNum = _objNumber - 1; // Loop to update the frame numbers for each maze object, applying the animation frame // limits as specified by the map's _animationInfo listing @@ -407,9 +406,9 @@ void InterfaceScene::drawScene() { mazeObject._frame = animEntry._frame1._frames[directionIndex]; } else { ++mazeObject._frame; - if ((int)idx == objNum && scripts._animCounter > 0 && ( - objObject._spriteId == (_vm->_files->_ccNum ? 15 : 16) || - objObject._spriteId == 58 || objObject._spriteId == 73)) { + if ((int)idx == _objNumber && scripts._animCounter > 0 && ( + obj->_spriteId == (_vm->_files->_ccNum ? 15 : 16) || + obj->_spriteId == 58 || obj->_spriteId == 73)) { if (mazeObject._frame > 4 || mazeObject._spriteId == 58) mazeObject._frame = 1; } else if (mazeObject._frame >= animEntry._frame2._frames[directionIndex]) { @@ -599,7 +598,7 @@ void InterfaceScene::drawIndoorsScene() { _isAnimReset = false; // Code in the original that's not being used - //MazeObject &objObject = map._mobData._objects[_objNumber - 1]; + //MazeObject &objObject = map._mobData._objects[_objNumber]; // Only the front rank of pow points result in a Pow splatter effect for (int idx = 0; idx < 3; ++idx) { @@ -2652,7 +2651,7 @@ void InterfaceScene::setIndoorsObjects() { Common::Point mazePos = _vm->_party->_mazePosition; Direction dir = _vm->_party->_mazeDirection; Common::Point pt; - _objNumber = 0; + _objNumber = -1; Common::Array<MazeObject> &objects = _vm->_map->_mobData._objects; for (uint idx = 0; idx < objects.size(); ++idx) { @@ -3361,6 +3360,7 @@ void InterfaceScene::setOutdoorsObjects() { const Common::Point &pt = party._mazePosition; Direction dir = party._mazeDirection; int posIndex; + _objNumber = -1; for (uint idx = 0; idx < map._mobData._objects.size(); ++idx) { MazeObject &obj = map._mobData._objects[idx]; diff --git a/engines/xeen/map.cpp b/engines/xeen/map.cpp index 19312b6bcc..b0c269cdab 100644 --- a/engines/xeen/map.cpp +++ b/engines/xeen/map.cpp @@ -636,7 +636,7 @@ void Map::load(int mapId) { PleaseWait waitMsg(intf._falling); waitMsg.show(); - intf._objNumber = 0; + intf._objNumber = -1; party._stepped = true; party._mazeId = mapId; saveMaze(); diff --git a/engines/xeen/party.cpp b/engines/xeen/party.cpp index 31a43be0a4..d92a4952cc 100644 --- a/engines/xeen/party.cpp +++ b/engines/xeen/party.cpp @@ -1439,8 +1439,8 @@ bool Party::giveExt(int mode1, uint val1, int mode2, uint val2, int mode3, uint Sound &sound = *g_vm->_sound; Character &c = _itemsCharacter; - if (intf._objNumber && !scripts._animCounter) { - MazeObject &obj = map._mobData._objects[intf._objNumber - 1]; + if (intf._objNumber != -1 && !scripts._animCounter) { + MazeObject &obj = map._mobData._objects[intf._objNumber]; switch (obj._spriteId) { case 15: if (!files._ccNum) diff --git a/engines/xeen/scripts.cpp b/engines/xeen/scripts.cpp index 3a3c9d6d65..896387f4d3 100644 --- a/engines/xeen/scripts.cpp +++ b/engines/xeen/scripts.cpp @@ -210,8 +210,8 @@ int Scripts::checkEvents() { if (party._treasure._hasItems || party._treasure._gold || party._treasure._gems) party.giveTreasure(); - if (_animCounter > 0 && intf._objNumber) { - MazeObject &selectedObj = map._mobData._objects[intf._objNumber - 1]; + if (_animCounter > 0 && intf._objNumber != -1) { + MazeObject &selectedObj = map._mobData._objects[intf._objNumber]; if (selectedObj._spriteId == (ccNum ? 15 : 16)) { for (uint idx = 0; idx < 16; ++idx) { @@ -240,8 +240,8 @@ int Scripts::checkEvents() { if (_scriptExecuted) intf.clearEvents(); - if (_scriptExecuted || !intf._objNumber || _dirFlag) { - if (_dirFlag && !_scriptExecuted && intf._objNumber && !map._currentIsEvent) { + if (_scriptExecuted || intf._objNumber == -1 || _dirFlag) { + if (_dirFlag && !_scriptExecuted && intf._objNumber != -1 && !map._currentIsEvent) { sound.playFX(21); } } else { @@ -496,8 +496,7 @@ bool Scripts::cmdTeleport(ParamsIterator ¶ms) { party._stepped = true; if (mapId != party._mazeId) { - int spriteId = (intf._objNumber == 0) ? -1 : - map._mobData._objects[intf._objNumber - 1]._spriteId; + int spriteId = (intf._objNumber == -1) ? -1 : map._mobData._objects[intf._objNumber - 1]._spriteId; switch (spriteId) { case 47: @@ -798,7 +797,7 @@ bool Scripts::cmdRemove(ParamsIterator ¶ms) { Interface &intf = *_vm->_interface; Map &map = *_vm->_map; - if (intf._objNumber) { + if (intf._objNumber != -1) { // Give the active object a completely way out of bounds position MazeObject &obj = map._mobData._objects[intf._objNumber]; obj._position = Common::Point(128, 128); |