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Diffstat (limited to 'engines/xeen/interface_map.cpp')
-rw-r--r--engines/xeen/interface_map.cpp43
1 files changed, 1 insertions, 42 deletions
diff --git a/engines/xeen/interface_map.cpp b/engines/xeen/interface_map.cpp
index 262c9455fd..6893c7114a 100644
--- a/engines/xeen/interface_map.cpp
+++ b/engines/xeen/interface_map.cpp
@@ -406,12 +406,9 @@ void InterfaceMap::setup() {
_charPowSprites.load("charpow.icn");
}
-void InterfaceMap::draw3d(bool updateFlag) {
+void InterfaceMap::drawMap(bool updateFlag) {
Combat &combat = *_vm->_combat;
- EventsManager &events = *_vm->_events;
Map &map = *_vm->_map;
- Party &party = *_vm->_party;
- Screen &screen = *_vm->_screen;
Scripts &scripts = *_vm->_scripts;
const int COMBAT_POS_X[3][2] = { { 102, 134 }, { 36, 67 }, { 161, 161 } };
@@ -419,9 +416,6 @@ void InterfaceMap::draw3d(bool updateFlag) {
const int OUTDOOR_INDEXES[3] = { 119, 113, 116 };
const int COMBAT_OFFSET_X[4] = { 8, 6, 4, 2 };
- if (screen._windows[11]._enabled)
- return;
-
_flipUIFrame = (_flipUIFrame + 1) % 4;
if (_flipUIFrame == 0)
_flipWater = !_flipWater;
@@ -727,41 +721,6 @@ void InterfaceMap::draw3d(bool updateFlag) {
}
animate3d();
- drawMiniMap();
-
- if (party._falling == 1) {
- error("TODO: Indoor falling");
- }
-
- if (party._falling == 2) {
- screen.saveBackground(1);
- }
-
- assembleBorder();
-
- // Draw any on-screen text if flagged to do so
- if (_upDoorText && combat._attackMonsters[0] == -1) {
- screen._windows[3].writeString(_screenText);
- }
-
- if (updateFlag) {
- screen._windows[1].update();
- screen._windows[3].update();
- }
-
- // TODO: more stuff
-
- _vm->_party->_stepped = false;
- if (_vm->_mode == MODE_9) {
- // TODO
- }
-
- // TODO: Check use of updateFlag here. Original doesn't have it, but I
- // wanted to ensure in places like the AutoMapDialog, that the draw3d
- // doesn't result in the screen updating until the dialog has had
- // a chance to full render itself
- if (updateFlag)
- events.wait(2);
}
/**