diff options
Diffstat (limited to 'engines/xeen/interface.cpp')
-rw-r--r-- | engines/xeen/interface.cpp | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp index 3c3b572518..d95f613241 100644 --- a/engines/xeen/interface.cpp +++ b/engines/xeen/interface.cpp @@ -60,7 +60,7 @@ void PartyDrawer::drawParty(bool updateFlag) { Character &ps = inCombat ? *combat._combatParty[idx] : party._activeParty[idx]; Condition charCondition = ps.worstCondition(); int charFrame = Res.FACE_CONDITION_FRAMES[charCondition]; - + SpriteResource *sprites = (charFrame > 4) ? &_dseFace : ps._faceSprites; if (charFrame > 4) charFrame -= 5; @@ -130,7 +130,7 @@ void PartyDrawer::resetHighlight() { } /*------------------------------------------------------------------------*/ -Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceMap(vm), +Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceMap(vm), PartyDrawer(vm), _vm(vm) { _buttonsLoaded = false; _intrIndex1 = 0; @@ -285,7 +285,7 @@ void Interface::perform() { return; if (_buttonValue == Common::KEYCODE_SPACE) { - int lookupId = map.mazeLookup(party._mazePosition, + int lookupId = map.mazeLookup(party._mazePosition, Res.WALL_SHIFTS[party._mazeDirection][2]); bool eventsFlag = true; @@ -497,7 +497,7 @@ void Interface::perform() { case Common::KEYCODE_b: chargeStep(); - + if (map.getCell(2) < map.mazeData()._difficulties._wallNoPass && !map._isOutdoors) { switch (party._mazeDirection) { @@ -623,7 +623,7 @@ void Interface::stepTime() { Party &party = *_vm->_party; Sound &sound = *_vm->_sound; doStepCode(); - + if (++party._ctr24 == 24) party._ctr24 = 0; @@ -652,11 +652,11 @@ void Interface::doStepCode() { switch (surfaceId) { case SURFTYPE_SPACE: - // Wheeze.. can't breathe in space! Explosive decompression, here we come + // Wheeze.. can't breathe in space! Explosive decompression, here we come party._partyDead = true; break; case SURFTYPE_LAVA: - // It burns, it burns! + // It burns, it burns! damage = 100; party._damageType = DT_FIRE; break; @@ -740,8 +740,8 @@ void Interface::startFalling(bool flag) { map._isOutdoors) { map.getNewMaze(); } - } - + } + if (isDarkCc) { switch (party._mazeId - 25) { case 0: @@ -944,7 +944,7 @@ bool Interface::checkMoveDirection(int key) { default: break; } - + map.getCell(7); int startSurfaceId = map._currentSurfaceId; int surfaceId; @@ -1064,7 +1064,7 @@ void Interface::rest() { for (int idx = 0; idx < 10; ++idx) { chargeStep(); draw3d(true); - + if (_vm->_mode == MODE_1) { _vm->_mode = oldMode; return; @@ -1178,7 +1178,7 @@ void Interface::bash(const Common::Point &pt, Direction direction) { } party._activeParty[charNum1 - 1].subtractHitPoints(2); - _charPowSprites.draw(screen._windows[0], 0, + _charPowSprites.draw(screen._windows[0], 0, Common::Point(Res.CHAR_FACES_X[charNum1 - 1], 150)); screen._windows[0].update(); @@ -1246,7 +1246,7 @@ void Interface::draw3d(bool updateFlag, bool skipDelay) { Party &party = *_vm->_party; Screen &screen = *_vm->_screen; Scripts &scripts = *_vm->_scripts; - + if (screen._windows[11]._enabled) return; @@ -1286,7 +1286,7 @@ void Interface::draw3d(bool updateFlag, bool skipDelay) { if (combat._attackMonsters[0] != -1 || combat._attackMonsters[1] != -1 || combat._attackMonsters[2] != -1) { - if ((_vm->_mode == MODE_1 || _vm->_mode == MODE_SLEEPING) && + if ((_vm->_mode == MODE_1 || _vm->_mode == MODE_SLEEPING) && !combat._monstersAttacking && !_charsShooting && combat._moveMonsters) { doCombat(); if (scripts._eventSkipped) @@ -1862,7 +1862,7 @@ void Interface::doCombat() { Sound &sound = *_vm->_sound; bool upDoorText = _upDoorText; bool reloadMap = false; - + _upDoorText = false; combat._combatMode = COMBATMODE_2; _vm->_mode = MODE_COMBAT; @@ -1974,7 +1974,7 @@ void Interface::doCombat() { combat.block(); nextChar(); break; - + case Common::KEYCODE_c: { // Cast spell int spellId = CastSpell::show(_vm); @@ -2005,7 +2005,7 @@ void Interface::doCombat() { FightOptions::show(_vm); highlightChar(combat._whosTurn); break; - + case Common::KEYCODE_q: // Quick Reference dialog QuickReferenceDialog::show(_vm); @@ -2054,7 +2054,7 @@ void Interface::doCombat() { case Common::KEYCODE_RIGHT: // Rotate party direction left or right if (_buttonValue == Common::KEYCODE_LEFT) { - party._mazeDirection = (party._mazeDirection == DIR_NORTH) ? + party._mazeDirection = (party._mazeDirection == DIR_NORTH) ? DIR_WEST : (Direction)((int)party._mazeDirection - 1); } else { party._mazeDirection = (party._mazeDirection == DIR_WEST) ? |