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path: root/engines/xeen/dialogs_whowill.cpp
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Diffstat (limited to 'engines/xeen/dialogs_whowill.cpp')
-rw-r--r--engines/xeen/dialogs_whowill.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/xeen/dialogs_whowill.cpp b/engines/xeen/dialogs_whowill.cpp
index 4192ea8a4a..27c2fa0ba0 100644
--- a/engines/xeen/dialogs_whowill.cpp
+++ b/engines/xeen/dialogs_whowill.cpp
@@ -39,25 +39,25 @@ int WhoWill::execute(int message, int action, bool type) {
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
- Screen &screen = *_vm->_screen;
Scripts &scripts = *_vm->_scripts;
Town &town = *_vm->_town;
+ Windows &windows = *_vm->_windows;
int numFrames;
if (party._activeParty.size() <= 1)
// Unless there's at least two characters, just return the first one
return 1;
- screen._windows[38].close();
- screen._windows[12].close();
+ windows[38].close();
+ windows[12].close();
Common::String actionStr = type ? map._events._text[action] : Res.WHO_WILL_ACTIONS[action];
Common::String msg = Common::String::format(Res.WHO_WILL, actionStr.c_str(),
Res.WHO_ACTIONS[message], party._activeParty.size());
- screen._windows[36].open();
- screen._windows[36].writeString(msg);
- screen._windows[36].update();
+ windows[36].open();
+ windows[36].writeString(msg);
+ windows[36].update();
intf._face1State = map._headData[party._mazePosition.y][party._mazePosition.x]._left;
intf._face2State = map._headData[party._mazePosition.y][party._mazePosition.x]._right;
@@ -65,14 +65,14 @@ int WhoWill::execute(int message, int action, bool type) {
while (!_vm->shouldQuit()) {
events.updateGameCounter();
- if (screen._windows[11]._enabled) {
+ if (windows[11]._enabled) {
town.drawTownAnim(0);
- screen._windows[36].frame();
+ windows[36].frame();
numFrames = 3;
} else {
intf.draw3d(false);
- screen._windows[36].frame();
- screen._windows[3].update();
+ windows[36].frame();
+ windows[3].update();
numFrames = 1;
}
@@ -98,7 +98,7 @@ int WhoWill::execute(int message, int action, bool type) {
}
intf._face1State = intf._face2State = 2;
- screen._windows[36].close();
+ windows[36].close();
return _buttonValue;
}