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Diffstat (limited to 'engines/dm/movesens.cpp')
-rw-r--r--engines/dm/movesens.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/engines/dm/movesens.cpp b/engines/dm/movesens.cpp
index eeafc4d951..3fb477cbbc 100644
--- a/engines/dm/movesens.cpp
+++ b/engines/dm/movesens.cpp
@@ -210,6 +210,7 @@ bool MovesensMan::sensorIsTriggeredByClickOnWall(int16 mapX, int16 mapY, uint16
bool MovesensMan::getMoveResult(Thing thing, int16 mapX, int16 mapY, int16 destMapX, int16 destMapY) {
DungeonMan &dungeon = *_vm->_dungeonMan;
+ DisplayMan &display = *_vm->_displayMan;
ThingType thingType = kDMThingTypeParty;
int16 traversedPitCount = 0;
@@ -311,12 +312,12 @@ bool MovesensMan::getMoveResult(Thing thing, int16 mapX, int16 mapY, int16 destM
drawDungeonViewWhileFalling = true;
if (traversedPitCount) {
dungeon.setCurrentMapAndPartyMap(mapIndexDestination);
- _vm->_displayMan->loadCurrentMapGraphics();
+ display.loadCurrentMapGraphics();
}
traversedPitCount++;
- _vm->_displayMan->drawDungeon(dungeon._partyDir, destMapX, destMapY); /* BUG0_28 When falling through multiple pits the dungeon view is updated to show each traversed map but the graphics used for creatures, wall and floor ornaments may not be correct. The dungeon view is drawn for each map by using the graphics loaded for the source map. Therefore the graphics for creatures, wall and floor ornaments may not look like what they should */
- /* BUG0_71 Some timings are too short on fast computers. When the party falls in a series of pits, the dungeon view is refreshed too quickly because the execution speed is not limited */
- /* BUG0_01 While drawing creatures the engine will read invalid ACTIVE_GROUP data in _vm->_groupMan->_g375_activeGroups because the data is for the creatures on the source map and not the map being drawn. The only consequence is that creatures may be drawn with incorrect bitmaps and/or directions */
+ display.drawDungeon(dungeon._partyDir, destMapX, destMapY); /* BUG0_28 When falling through multiple pits the dungeon view is updated to show each traversed map but the graphics used for creatures, wall and floor ornaments may not be correct. The dungeon view is drawn for each map by using the graphics loaded for the source map. Therefore the graphics for creatures, wall and floor ornaments may not look like what they should */
+ /* BUG0_71 Some timings are too short on fast computers. When the party falls in a series of pits, the dungeon view is refreshed too quickly because the execution speed is not limited */
+ /* BUG0_01 While drawing creatures the engine will read invalid ACTIVE_GROUP data in _vm->_groupMan->_g375_activeGroups because the data is for the creatures on the source map and not the map being drawn. The only consequence is that creatures may be drawn with incorrect bitmaps and/or directions */
}
mapIndexDestination = dungeon.getLocationAfterLevelChange(mapIndexDestination, 1, &destMapX, &destMapY);
dungeon.setCurrentMap(mapIndexDestination);