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XEEN: Rename InterfaceMap class to InterfaceScene

This is avoid confusion with the minimap and map dialog classes
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dreammaster committed Dec 7, 2017
1 parent e400695 commit b907ccce96dff37cb61f7149e5d483dd00e540e9
@@ -128,9 +128,10 @@ void PartyDrawer::unhighlightChar() {
void PartyDrawer::resetHighlight() {
_hiliteChar = HILIGHT_CHAR_NONE;
}
/*------------------------------------------------------------------------*/
Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceMap(vm),
Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceScene(vm),
PartyDrawer(vm), _vm(vm) {
_buttonsLoaded = false;
_intrIndex1 = 0;
View
@@ -25,8 +25,8 @@
#include "common/scummsys.h"
#include "xeen/dialogs.h"
#include "xeen/interface_map.h"
#include "xeen/interface_minimap.h"
#include "xeen/interface_scene.h"
#include "xeen/party.h"
#include "xeen/window.h"
@@ -62,7 +62,7 @@ class PartyDrawer {
/**
* Implements the main in-game interface
*/
class Interface: public ButtonContainer, public InterfaceMap,
class Interface: public ButtonContainer, public InterfaceScene,
public InterfaceMinimap, public PartyDrawer {
private:
XeenEngine *_vm;
@@ -121,7 +121,7 @@ void InterfaceMinimap::drawIndoorsMinimap() {
const Common::Point &pt = party._mazePosition;
int frame2 = _animFrame;
_animFrame = (_animFrame + 2) % 8;
party._wizardEyeActive = true;//***DEBUG****
// Draw default ground for all the valid explored areas
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
@@ -20,7 +20,7 @@
*
*/
#include "xeen/interface.h"
#include "xeen/interface_scene.h"
#include "xeen/dialogs_error.h"
#include "xeen/resources.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(&_wo[0], &_wo[308], 0);
_overallFrame = 0;
@@ -383,7 +383,7 @@ InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) {
_openDoor = false;
}
void InterfaceMap::drawMap() {
void InterfaceScene::drawMap() {
Combat &combat = *_vm->_combat;
Map &map = *_vm->_map;
Scripts &scripts = *_vm->_scripts;
@@ -689,7 +689,7 @@ void InterfaceMap::drawMap() {
animate3d();
}
void InterfaceMap::animate3d() {
void InterfaceScene::animate3d() {
Combat &combat = *_vm->_combat;
Map &map = *_vm->_map;
_overallFrame = (_overallFrame + 1) % 5;
@@ -797,7 +797,7 @@ void InterfaceMap::animate3d() {
}
}
void InterfaceMap::setMazeBits() {
void InterfaceScene::setMazeBits() {
Common::fill(&_wo[0], &_wo[308], 0);
switch (_vm->_map->getCell(0) - 1) {
@@ -2302,7 +2302,7 @@ void InterfaceMap::setMazeBits() {
}
}
void InterfaceMap::setIndoorsMonsters() {
void InterfaceScene::setIndoorsMonsters() {
Combat &combat = *_vm->_combat;
Map &map = *_vm->_map;
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) {
MonsterStruct &monsterData = *monster._monsterData;
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];
}
void InterfaceMap::setIndoorsObjects() {
void InterfaceScene::setIndoorsObjects() {
Common::Point mazePos = _vm->_party->_mazePosition;
Direction dir = _vm->_party->_mazeDirection;
Common::Point pt;
@@ -2857,7 +2857,7 @@ void InterfaceMap::setIndoorsObjects() {
}
}
void InterfaceMap::setIndoorsWallPics() {
void InterfaceScene::setIndoorsWallPics() {
Map &map = *_vm->_map;
const Common::Point &mazePos = _vm->_party->_mazePosition;
Direction dir = _vm->_party->_mazeDirection;
@@ -3083,7 +3083,7 @@ void InterfaceMap::setIndoorsWallPics() {
}
}
void InterfaceMap::setOutdoorsMonsters() {
void InterfaceScene::setOutdoorsMonsters() {
Combat &combat = *_vm->_combat;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
@@ -3336,7 +3336,7 @@ void InterfaceMap::setOutdoorsMonsters() {
// TODO
}
void InterfaceMap::setOutdoorsObjects() {
void InterfaceScene::setOutdoorsObjects() {
Map &map = *_vm->_map;
Party &party = *_vm->_party;
const Common::Point &pt = party._mazePosition;
@@ -3523,7 +3523,7 @@ void InterfaceMap::setOutdoorsObjects() {
}
}
void InterfaceMap::drawIndoors() {
void InterfaceScene::drawIndoors() {
Map &map = *_vm->_map;
Windows &windows = *_vm->_windows;
int surfaceId;
@@ -4370,7 +4370,7 @@ void InterfaceMap::drawIndoors() {
_charsShooting = _isAttacking;
}
void InterfaceMap::drawOutdoors() {
void InterfaceScene::drawOutdoors() {
Map &map = *_vm->_map;
Party &party = *_vm->_party;
Windows &windows = *_vm->_windows;
@@ -20,8 +20,8 @@
*
*/
#ifndef XEEN_INTERFACE_MAP_H
#define XEEN_INTERFACE_MAP_H
#ifndef XEEN_INTERFACE_SCENE_H
#define XEEN_INTERFACE_SCENE_H
#include "common/scummsys.h"
#include "xeen/map.h"
@@ -88,7 +88,7 @@ class IndoorDrawList {
int size() const { return 170; }
};
class InterfaceMap {
class InterfaceScene {
private:
XeenEngine *_vm;
int _combatFloatCounter;
@@ -130,9 +130,9 @@ class InterfaceMap {
bool _openDoor;
bool _isAttacking;
public:
InterfaceMap(XeenEngine *vm);
InterfaceScene(XeenEngine *vm);
virtual ~InterfaceMap() {}
virtual ~InterfaceScene() {}
/**
* Set up draw structures for displaying on-screen monsters
@@ -172,4 +172,4 @@ class InterfaceMap {
} // End of namespace Xeen
#endif /* XEEN_INTERFACE_MAP_H */
#endif /* XEEN_INTERFACE_SCENE_H */
View
@@ -32,8 +32,8 @@ MODULE_OBJS := \
files.o \
font.o \
interface.o \
interface_map.o \
interface_minimap.o \
interface_scene.o \
map.o \
music.o \
party.o \

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