◆ loadData()
void Sherlock::Scalpel::ScalpelMap::loadData |
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Load data needed for the map
◆ setupSprites()
void Sherlock::Scalpel::ScalpelMap::setupSprites |
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Load and initialize all the sprites that are needed for the map display
◆ freeSprites()
void Sherlock::Scalpel::ScalpelMap::freeSprites |
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Free the sprites and data used by the map
◆ showPlaces()
void Sherlock::Scalpel::ScalpelMap::showPlaces |
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Draws an icon for every place that's currently known
◆ saveTopLine()
void Sherlock::Scalpel::ScalpelMap::saveTopLine |
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Makes a copy of the top rows of the screen that are used to display location names
◆ eraseTopLine()
void Sherlock::Scalpel::ScalpelMap::eraseTopLine |
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Erases anything shown in the top line by restoring the previously saved original map background
◆ showPlaceName()
void Sherlock::Scalpel::ScalpelMap::showPlaceName |
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int |
idx, |
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bool |
highlighted |
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Prints the name of the specified icon
◆ updateMap()
void Sherlock::Scalpel::ScalpelMap::updateMap |
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bool |
flushScreen | ) |
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Update all on-screen sprites to account for any scrolling of the map
◆ walkTheStreets()
void Sherlock::Scalpel::ScalpelMap::walkTheStreets |
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Handle moving icon for player from their previous location on the map to a destination location
◆ saveIcon()
Save the area under the player's icon
◆ restoreIcon()
void Sherlock::Scalpel::ScalpelMap::restoreIcon |
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Restore the area under the player's icon
◆ highlightIcon()
void Sherlock::Scalpel::ScalpelMap::highlightIcon |
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const Common::Point & |
pt | ) |
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Handles highlighting map icons, showing their names
◆ loadPoints()
void Sherlock::Scalpel::ScalpelMap::loadPoints |
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int |
count, |
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const int * |
xList, |
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const int * |
yList, |
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const int * |
transList |
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Loads the list of points for locations on the map for each scene
◆ loadSequences()
void Sherlock::Scalpel::ScalpelMap::loadSequences |
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int |
count, |
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const byte * |
seq |
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Load the sequence data for player icon animations
◆ show()
int Sherlock::Scalpel::ScalpelMap::show |
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The documentation for this class was generated from the following file: