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author | Filippos Karapetis | 2012-12-11 02:56:48 +0200 |
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committer | Filippos Karapetis | 2012-12-11 02:56:48 +0200 |
commit | b05fa7f20414d6a7571a9ba52f542e527f598c62 (patch) | |
tree | a93459a6cf40000040167e3c6565b2fe1e1b39d8 /engines/tinsel/actors.cpp | |
parent | ce87175bede46c1bb938b73484e1db05212defbd (diff) | |
download | scummvm-rg350-b05fa7f20414d6a7571a9ba52f542e527f598c62.tar.gz scummvm-rg350-b05fa7f20414d6a7571a9ba52f542e527f598c62.tar.bz2 scummvm-rg350-b05fa7f20414d6a7571a9ba52f542e527f598c62.zip |
TINSEL: Add resource handling of the BE resources in DW1 Mac
This is the second attempt. All the BE resources of DW1 Mac are
handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and
TO_32 to handle all of the different cases where endianess is
already handled. Note that the game scripts are LE, so these
haven't been changed
Diffstat (limited to 'engines/tinsel/actors.cpp')
-rw-r--r-- | engines/tinsel/actors.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/tinsel/actors.cpp b/engines/tinsel/actors.cpp index 0ba8b7cdba..531a8e3d12 100644 --- a/engines/tinsel/actors.cpp +++ b/engines/tinsel/actors.cpp @@ -406,7 +406,7 @@ void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEsca * @param bRunScript Flag for whether to run actor's script for the scene */ void StartActor(const T1_ACTOR_STRUC *as, bool bRunScript) { - SCNHANDLE hActorId = FROM_LE_32(as->hActorId); + SCNHANDLE hActorId = FROM_32(as->hActorId); // Zero-out many things actorInfo[hActorId - 1].bHidden = false; @@ -418,15 +418,15 @@ void StartActor(const T1_ACTOR_STRUC *as, bool bRunScript) { actorInfo[hActorId - 1].presObj = NULL; // Store current scene's parameters for this actor - actorInfo[hActorId - 1].mtype = FROM_LE_32(as->masking); - actorInfo[hActorId - 1].actorCode = FROM_LE_32(as->hActorCode); + actorInfo[hActorId - 1].mtype = FROM_32(as->masking); + actorInfo[hActorId - 1].actorCode = FROM_32(as->hActorCode); // Run actor's script for this scene if (bRunScript) { if (bActorsOn) actorInfo[hActorId - 1].bAlive = true; - if (actorInfo[hActorId - 1].bAlive && FROM_LE_32(as->hActorCode)) + if (actorInfo[hActorId - 1].bAlive && FROM_32(as->hActorCode)) ActorEvent(hActorId, STARTUP, PLR_NOEVENT); } } @@ -465,11 +465,11 @@ void StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript) { assert(as->hActorCode); // Store current scene's parameters for this tagged actor - taggedActors[i].id = FROM_LE_32(as->hActorId); - taggedActors[i].hTagText = FROM_LE_32(as->hTagText); - taggedActors[i].tagPortionV = FROM_LE_32(as->tagPortionV); - taggedActors[i].tagPortionH = FROM_LE_32(as->tagPortionH); - taggedActors[i].hActorCode = FROM_LE_32(as->hActorCode); + taggedActors[i].id = FROM_32(as->hActorId); + taggedActors[i].hTagText = FROM_32(as->hTagText); + taggedActors[i].tagPortionV = FROM_32(as->tagPortionV); + taggedActors[i].tagPortionH = FROM_32(as->tagPortionH); + taggedActors[i].hActorCode = FROM_32(as->hActorCode); // Run actor's script for this scene if (bRunScript) { @@ -1310,9 +1310,9 @@ void SetActorRGB(int ano, COLORREF color) { assert(ano >= 0 && ano <= NumActors); if (ano) - actorInfo[ano - 1].textColor = TO_LE_32(color); + actorInfo[ano - 1].textColor = TO_32(color); else - defaultColor = TO_LE_32(color); + defaultColor = TO_32(color); } /** |