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authorTorbjörn Andersson2005-05-03 09:00:06 +0000
committerTorbjörn Andersson2005-05-03 09:00:06 +0000
commitf5f9da940b6071df1e921faa42fa56a501e2ab62 (patch)
treef4ce163f7ed645ed75cae8a98307d8e7a5059101 /sword2/anims.cpp
parent5f7b3d8cf2bd69b01258b8facdabc9b9de736555 (diff)
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More cleanup/restructuring: Moved walk-related code from Logic to Router.
(I may have to think up some better name for that class later.) svn-id: r17901
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r--sword2/anims.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index 7f4a78b152..d4badbf640 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -33,7 +33,6 @@
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
-#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/driver/animation.h"
@@ -45,8 +44,8 @@ int32 Logic::animate(int32 *params, bool reverse) {
// 1 pointer to object's graphic structure
// 2 resource id of animation file
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
- ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]);
+ ObjectLogic *ob_logic = (ObjectLogic *) decodePtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) decodePtr(params[1]);
byte *anim_file;
AnimHeader *anim_head;
int32 res = params[2];
@@ -166,11 +165,11 @@ int32 Logic::megaTableAnimate(int32 *params, bool reverse) {
// If this is the start of the anim, read the anim table to get the
// appropriate anim resource
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
+ ObjectLogic *ob_logic = (ObjectLogic *) decodePtr(params[0]);
if (ob_logic->looping == 0) {
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
- uint32 *anim_table = (uint32 *) _vm->_memory->decodePtr(params[3]);
+ ObjectMega *ob_mega = (ObjectMega *) decodePtr(params[2]);
+ uint32 *anim_table = (uint32 *) decodePtr(params[3]);
// appropriate anim resource is in 'table[direction]'
pars[2] = anim_table[ob_mega->current_dir];
@@ -180,14 +179,14 @@ int32 Logic::megaTableAnimate(int32 *params, bool reverse) {
}
void Logic::setSpriteStatus(uint32 sprite, uint32 type) {
- ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(sprite);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) decodePtr(sprite);
// Remove the previous status, but don't affect the shading upper-word
ob_graphic->type = (ob_graphic->type & 0xffff0000) | type;
}
void Logic::setSpriteShading(uint32 sprite, uint32 type) {
- ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(sprite);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) decodePtr(sprite);
// Remove the previous shading, but don't affect the status lower-word.
// Note that drivers may still shade mega frames automatically, even