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authorFilippos Karapetis2012-12-11 02:56:48 +0200
committerFilippos Karapetis2012-12-11 02:56:48 +0200
commitb05fa7f20414d6a7571a9ba52f542e527f598c62 (patch)
treea93459a6cf40000040167e3c6565b2fe1e1b39d8 /engines/tinsel/actors.cpp
parentce87175bede46c1bb938b73484e1db05212defbd (diff)
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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.cpp22
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);
}
/**