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author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
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committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/anims.cpp | |
parent | b04ddef7506bfa08527da9e79040c583fb765b2e (diff) | |
download | scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.gz scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.bz2 scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.zip |
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r-- | sword2/anims.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index 1b14ca409a..00797a7300 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -161,7 +161,7 @@ int32 Logic::animate(int32 *params, bool reverse) { #endif // point to anim header - anim_head = g_sword2->fetchAnimHeader(anim_file); + anim_head = _vm->fetchAnimHeader(anim_file); /* #ifdef _SWORD2_DEBUG // check there's at least one frame @@ -177,7 +177,7 @@ int32 Logic::animate(int32 *params, bool reverse) { ob_graphic->anim_pc = anim_head->noAnimFrames - 1; else ob_graphic->anim_pc = 0; - } else if (Get_sync()) { + } else if (g_logic->getSync()) { // We've received a sync - return to script immediately debug(5, "**sync stopped %d**", ID); @@ -191,7 +191,7 @@ int32 Logic::animate(int32 *params, bool reverse) { // open anim file and point to anim header anim_file = res_man->openResource(ob_graphic->anim_resource); - anim_head = g_sword2->fetchAnimHeader(anim_file); + anim_head = _vm->fetchAnimHeader(anim_file); if (reverse) ob_graphic->anim_pc--; @@ -284,7 +284,7 @@ int32 Logic::fnSetFrame(int32 *params) { #endif // set up pointer to the animation header - anim_head = g_sword2->fetchAnimHeader(anim_file); + anim_head = _vm->fetchAnimHeader(anim_file); /* #ifdef _SWORD2_DEBUG // check there's at least one frame @@ -497,7 +497,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { local_text = _sequenceTextList[line].textNumber & 0xffff; // open text resource & get the line - text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); + text = _vm->fetchTextLine(res_man->openResource(text_res), local_text); wavId = (int32) READ_LE_UINT16(text); // now ok to close the text file @@ -540,7 +540,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { if (gui->_subtitles || !speechRunning) { // open text resource & get the line - text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); + text = _vm->fetchTextLine(res_man->openResource(text_res), local_text); // make the sprite // 'text+2' to skip the first 2 bytes which form the // line reference number @@ -551,7 +551,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { // When rendering text over a sequence we need a // different colour for the border. - _sequenceTextList[line].text_mem = fontRenderer.makeTextSprite(text + 2, 600, 255, g_sword2->_speechFontId, 1); + _sequenceTextList[line].text_mem = fontRenderer->makeTextSprite(text + 2, 600, 255, _vm->_speechFontId, 1); // ok to close the text resource now res_man->closeResource(text_res); @@ -727,7 +727,7 @@ int32 Logic::fnPlaySequence(int32 *params) { MoviePlayer player; - if (_sequenceTextLines && !(g_sword2->_features & GF_DEMO)) + if (_sequenceTextLines && !(_vm->_features & GF_DEMO)) rv = player.play(filename, sequenceSpeechArray, leadOut); else rv = player.play(filename, NULL, leadOut); |