aboutsummaryrefslogtreecommitdiff
path: root/engines/adl/adl.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/adl/adl.cpp')
-rw-r--r--engines/adl/adl.cpp39
1 files changed, 1 insertions, 38 deletions
diff --git a/engines/adl/adl.cpp b/engines/adl/adl.cpp
index c0592588c8..50e7af4fb6 100644
--- a/engines/adl/adl.cpp
+++ b/engines/adl/adl.cpp
@@ -379,10 +379,6 @@ void AdlEngine::setupOpcodeTables() {
Opcode(o1_setRoomPic);
}
-bool AdlEngine::matchesCurrentPic(byte pic) const {
- return pic == getCurRoom().curPicture;
-}
-
byte AdlEngine::roomArg(byte room) const {
return room;
}
@@ -399,36 +395,6 @@ void AdlEngine::drawPic(byte pic, Common::Point pos) const {
_graphics->drawPic(*_pictures[pic]->createReadStream(), pos);
}
-void AdlEngine::drawItems() const {
- Common::List<Item>::const_iterator item;
-
- uint dropped = 0;
-
- for (item = _state.items.begin(); item != _state.items.end(); ++item) {
- // Skip items not in this room
- if (item->room != _state.room)
- continue;
-
- if (item->state == IDI_ITEM_DROPPED) {
- // Draw dropped item if in normal view
- if (getCurRoom().picture == getCurRoom().curPicture) {
- drawItem(*item, _itemOffsets[dropped]);
- ++dropped;
- }
- } else {
- // Draw fixed item if current view is in the pic list
- Common::Array<byte>::const_iterator pic;
-
- for (pic = item->roomPictures.begin(); pic != item->roomPictures.end(); ++pic) {
- if (matchesCurrentPic(*pic)) {
- drawItem(*item, item->position);
- break;
- }
- }
- }
- }
-}
-
void AdlEngine::bell(uint count) const {
_speaker->bell(count);
}
@@ -508,7 +474,7 @@ void AdlEngine::takeItem(byte noun) {
Common::Array<byte>::const_iterator pic;
for (pic = item->roomPictures.begin(); pic != item->roomPictures.end(); ++pic) {
- if (matchesCurrentPic(*pic)) {
+ if (*pic == getCurRoom().curPicture) {
item->room = IDI_ANY;
item->state = IDI_ITEM_DROPPED;
return;
@@ -566,9 +532,6 @@ Common::Error AdlEngine::run() {
// restoring in-game brings us to the same game state.
// (Also see comment below.)
if (!_isRestoring) {
- clearScreen();
- // FIXME: Should only be called when room changes
- loadRoom(_state.room);
showRoom();
_canSaveNow = _canRestoreNow = true;