XEEN: Rename InterfaceMap class to InterfaceScene

This is avoid confusion with the minimap and map dialog classes
This commit is contained in:
Paul Gilbert 2017-12-06 21:50:30 -05:00
parent e400695ae6
commit b907ccce96
6 changed files with 25 additions and 24 deletions

View File

@ -128,9 +128,10 @@ void PartyDrawer::unhighlightChar() {
void PartyDrawer::resetHighlight() { void PartyDrawer::resetHighlight() {
_hiliteChar = HILIGHT_CHAR_NONE; _hiliteChar = HILIGHT_CHAR_NONE;
} }
/*------------------------------------------------------------------------*/ /*------------------------------------------------------------------------*/
Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceMap(vm), Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceScene(vm),
PartyDrawer(vm), _vm(vm) { PartyDrawer(vm), _vm(vm) {
_buttonsLoaded = false; _buttonsLoaded = false;
_intrIndex1 = 0; _intrIndex1 = 0;

View File

@ -25,8 +25,8 @@
#include "common/scummsys.h" #include "common/scummsys.h"
#include "xeen/dialogs.h" #include "xeen/dialogs.h"
#include "xeen/interface_map.h"
#include "xeen/interface_minimap.h" #include "xeen/interface_minimap.h"
#include "xeen/interface_scene.h"
#include "xeen/party.h" #include "xeen/party.h"
#include "xeen/window.h" #include "xeen/window.h"
@ -62,7 +62,7 @@ public:
/** /**
* Implements the main in-game interface * Implements the main in-game interface
*/ */
class Interface: public ButtonContainer, public InterfaceMap, class Interface: public ButtonContainer, public InterfaceScene,
public InterfaceMinimap, public PartyDrawer { public InterfaceMinimap, public PartyDrawer {
private: private:
XeenEngine *_vm; XeenEngine *_vm;

View File

@ -121,7 +121,7 @@ void InterfaceMinimap::drawIndoorsMinimap() {
const Common::Point &pt = party._mazePosition; const Common::Point &pt = party._mazePosition;
int frame2 = _animFrame; int frame2 = _animFrame;
_animFrame = (_animFrame + 2) % 8; _animFrame = (_animFrame + 2) % 8;
party._wizardEyeActive = true;//***DEBUG****
// Draw default ground for all the valid explored areas // Draw default ground for all the valid explored areas
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) { yp += TILE_HEIGHT, --mazeY) {

View File

@ -20,7 +20,7 @@
* *
*/ */
#include "xeen/interface.h" #include "xeen/interface_scene.h"
#include "xeen/dialogs_error.h" #include "xeen/dialogs_error.h"
#include "xeen/resources.h" #include "xeen/resources.h"
#include "xeen/xeen.h" #include "xeen/xeen.h"
@ -365,7 +365,7 @@ IndoorDrawList::IndoorDrawList() :
/*------------------------------------------------------------------------*/ /*------------------------------------------------------------------------*/
InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) { InterfaceScene::InterfaceScene(XeenEngine *vm): _vm(vm) {
Common::fill(&_wp[0], &_wp[20], 0); Common::fill(&_wp[0], &_wp[20], 0);
Common::fill(&_wo[0], &_wo[308], 0); Common::fill(&_wo[0], &_wo[308], 0);
_overallFrame = 0; _overallFrame = 0;
@ -383,7 +383,7 @@ InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) {
_openDoor = false; _openDoor = false;
} }
void InterfaceMap::drawMap() { void InterfaceScene::drawMap() {
Combat &combat = *_vm->_combat; Combat &combat = *_vm->_combat;
Map &map = *_vm->_map; Map &map = *_vm->_map;
Scripts &scripts = *_vm->_scripts; Scripts &scripts = *_vm->_scripts;
@ -689,7 +689,7 @@ void InterfaceMap::drawMap() {
animate3d(); animate3d();
} }
void InterfaceMap::animate3d() { void InterfaceScene::animate3d() {
Combat &combat = *_vm->_combat; Combat &combat = *_vm->_combat;
Map &map = *_vm->_map; Map &map = *_vm->_map;
_overallFrame = (_overallFrame + 1) % 5; _overallFrame = (_overallFrame + 1) % 5;
@ -797,7 +797,7 @@ void InterfaceMap::animate3d() {
} }
} }
void InterfaceMap::setMazeBits() { void InterfaceScene::setMazeBits() {
Common::fill(&_wo[0], &_wo[308], 0); Common::fill(&_wo[0], &_wo[308], 0);
switch (_vm->_map->getCell(0) - 1) { switch (_vm->_map->getCell(0) - 1) {
@ -2302,7 +2302,7 @@ void InterfaceMap::setMazeBits() {
} }
} }
void InterfaceMap::setIndoorsMonsters() { void InterfaceScene::setIndoorsMonsters() {
Combat &combat = *_vm->_combat; Combat &combat = *_vm->_combat;
Map &map = *_vm->_map; Map &map = *_vm->_map;
Common::Point mazePos = _vm->_party->_mazePosition; Common::Point mazePos = _vm->_party->_mazePosition;
@ -2611,7 +2611,7 @@ void InterfaceMap::setIndoorsMonsters() {
} }
} }
void InterfaceMap::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster, SpriteResource *sprites, void InterfaceScene::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster, SpriteResource *sprites,
int frame, int defaultY) { int frame, int defaultY) {
MonsterStruct &monsterData = *monster._monsterData; MonsterStruct &monsterData = *monster._monsterData;
bool flying = monsterData._flying; bool flying = monsterData._flying;
@ -2632,7 +2632,7 @@ void InterfaceMap::setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster
drawStruct._flags = Res.MONSTER_EFFECT_FLAGS[monster._effect2][monster._effect3]; drawStruct._flags = Res.MONSTER_EFFECT_FLAGS[monster._effect2][monster._effect3];
} }
void InterfaceMap::setIndoorsObjects() { void InterfaceScene::setIndoorsObjects() {
Common::Point mazePos = _vm->_party->_mazePosition; Common::Point mazePos = _vm->_party->_mazePosition;
Direction dir = _vm->_party->_mazeDirection; Direction dir = _vm->_party->_mazeDirection;
Common::Point pt; Common::Point pt;
@ -2857,7 +2857,7 @@ void InterfaceMap::setIndoorsObjects() {
} }
} }
void InterfaceMap::setIndoorsWallPics() { void InterfaceScene::setIndoorsWallPics() {
Map &map = *_vm->_map; Map &map = *_vm->_map;
const Common::Point &mazePos = _vm->_party->_mazePosition; const Common::Point &mazePos = _vm->_party->_mazePosition;
Direction dir = _vm->_party->_mazeDirection; Direction dir = _vm->_party->_mazeDirection;
@ -3083,7 +3083,7 @@ void InterfaceMap::setIndoorsWallPics() {
} }
} }
void InterfaceMap::setOutdoorsMonsters() { void InterfaceScene::setOutdoorsMonsters() {
Combat &combat = *_vm->_combat; Combat &combat = *_vm->_combat;
Map &map = *_vm->_map; Map &map = *_vm->_map;
Party &party = *_vm->_party; Party &party = *_vm->_party;
@ -3336,7 +3336,7 @@ void InterfaceMap::setOutdoorsMonsters() {
// TODO // TODO
} }
void InterfaceMap::setOutdoorsObjects() { void InterfaceScene::setOutdoorsObjects() {
Map &map = *_vm->_map; Map &map = *_vm->_map;
Party &party = *_vm->_party; Party &party = *_vm->_party;
const Common::Point &pt = party._mazePosition; const Common::Point &pt = party._mazePosition;
@ -3523,7 +3523,7 @@ void InterfaceMap::setOutdoorsObjects() {
} }
} }
void InterfaceMap::drawIndoors() { void InterfaceScene::drawIndoors() {
Map &map = *_vm->_map; Map &map = *_vm->_map;
Windows &windows = *_vm->_windows; Windows &windows = *_vm->_windows;
int surfaceId; int surfaceId;
@ -4370,7 +4370,7 @@ void InterfaceMap::drawIndoors() {
_charsShooting = _isAttacking; _charsShooting = _isAttacking;
} }
void InterfaceMap::drawOutdoors() { void InterfaceScene::drawOutdoors() {
Map &map = *_vm->_map; Map &map = *_vm->_map;
Party &party = *_vm->_party; Party &party = *_vm->_party;
Windows &windows = *_vm->_windows; Windows &windows = *_vm->_windows;

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@ -20,8 +20,8 @@
* *
*/ */
#ifndef XEEN_INTERFACE_MAP_H #ifndef XEEN_INTERFACE_SCENE_H
#define XEEN_INTERFACE_MAP_H #define XEEN_INTERFACE_SCENE_H
#include "common/scummsys.h" #include "common/scummsys.h"
#include "xeen/map.h" #include "xeen/map.h"
@ -88,7 +88,7 @@ public:
int size() const { return 170; } int size() const { return 170; }
}; };
class InterfaceMap { class InterfaceScene {
private: private:
XeenEngine *_vm; XeenEngine *_vm;
int _combatFloatCounter; int _combatFloatCounter;
@ -130,9 +130,9 @@ public:
bool _openDoor; bool _openDoor;
bool _isAttacking; bool _isAttacking;
public: public:
InterfaceMap(XeenEngine *vm); InterfaceScene(XeenEngine *vm);
virtual ~InterfaceMap() {} virtual ~InterfaceScene() {}
/** /**
* Set up draw structures for displaying on-screen monsters * Set up draw structures for displaying on-screen monsters
@ -172,4 +172,4 @@ public:
} // End of namespace Xeen } // End of namespace Xeen
#endif /* XEEN_INTERFACE_MAP_H */ #endif /* XEEN_INTERFACE_SCENE_H */

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@ -32,8 +32,8 @@ MODULE_OBJS := \
files.o \ files.o \
font.o \ font.o \
interface.o \ interface.o \
interface_map.o \
interface_minimap.o \ interface_minimap.o \
interface_scene.o \
map.o \ map.o \
music.o \ music.o \
party.o \ party.o \