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authorMartin Kiewitz2016-01-29 13:13:40 +0100
committerMartin Kiewitz2016-01-29 13:22:22 +0100
commit8a595e7771aa89d06876e13d7ab6751e26da8982 (patch)
treedfc61e112c9f7e5b1d9e295fbb60edf4ae1b65f3 /engines/agi/objects.cpp
parent1e73796bd0b17740ca4c35b9a7bd1882f9de6a37 (diff)
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AGI: graphics rewrite + cleanup
- graphics code fully rewritten - Apple IIgs font support - Amiga Topaz support - Word parser rewritten - menu code rewritten - removed forced 2 second delay on all room changes replaced with heuristic to detect situations, where it's required - lots of naming cleanup - new console commands show_map, screenobj, vmvars and vmflags - all sorts of hacks/workarounds removed - added SCI wait mouse cursor - added Apple IIgs mouse cursor - added Atari ST mouse cursor - added Amiga/Apple IIgs transition - added Atari ST transition - user can select another render mode and use Apple IIgs palette + transition for PC versions - inventory screen rewritten - SetSimple command now properly implemented - PreAGI Mickey: Sierra logo now shown - saved games: now saving controller key mapping also saving automatic save data (SetSimple command) - fixed invalid memory access when saving games (31 bytes were saved using Common::String c_ptr() Special Thanks to: - fuzzie for helping out with the Apple IIgs font + valgrind - eriktorbjorn for helping out with valgrind - LordHoto for figuring out the code, that caused invalid memory access in the original code, when saving a game - sev for help out with reversing the Amiga transition currently missing: - mouse support for menu - mouse support for system dialogs - predictive dialog support
Diffstat (limited to 'engines/agi/objects.cpp')
-rw-r--r--engines/agi/objects.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/agi/objects.cpp b/engines/agi/objects.cpp
index 27cde61065..b6c628c32d 100644
--- a/engines/agi/objects.cpp
+++ b/engines/agi/objects.cpp
@@ -144,28 +144,28 @@ void AgiEngine::unloadObjects() {
}
}
-void AgiEngine::objectSetLocation(unsigned int n, int i) {
- if (n >= _game.numObjects) {
- warning("AgiEngine::objectSetLocation: Can't access object %d.\n", n);
+void AgiEngine::objectSetLocation(uint16 objectNr, int i) {
+ if (objectNr >= _game.numObjects) {
+ warning("AgiEngine::objectSetLocation: Can't access object %d.\n", objectNr);
return;
}
- _objects[n].location = i;
+ _objects[objectNr].location = i;
}
-int AgiEngine::objectGetLocation(unsigned int n) {
- if (n >= _game.numObjects) {
- warning("AgiEngine::objectGetLocation: Can't access object %d.\n", n);
+int AgiEngine::objectGetLocation(uint16 objectNr) {
+ if (objectNr >= _game.numObjects) {
+ warning("AgiEngine::objectGetLocation: Can't access object %d.\n", objectNr);
return 0;
}
- return _objects[n].location;
+ return _objects[objectNr].location;
}
-const char *AgiEngine::objectName(unsigned int n) {
- if (n >= _game.numObjects) {
- warning("AgiEngine::objectName: Can't access object %d.\n", n);
+const char *AgiEngine::objectName(uint16 objectNr) {
+ if (objectNr >= _game.numObjects) {
+ warning("AgiEngine::objectName: Can't access object %d.\n", objectNr);
return "";
}
- return _objects[n].name;
+ return _objects[objectNr].name;
}
} // End of namespace Agi