diff options
Diffstat (limited to 'engines/xeen/interface_scene.cpp')
-rw-r--r-- | engines/xeen/interface_scene.cpp | 16 |
1 files changed, 8 insertions, 8 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]; |