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author | Torbjörn Andersson | 2003-11-02 17:17:10 +0000 |
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committer | Torbjörn Andersson | 2003-11-02 17:17:10 +0000 |
commit | 2adc1476000c43b66521f61b74f8659147ccb28a (patch) | |
tree | c2c152fb9e5d6339d5130d8114274e5db6c317f3 /sword2/build_display.cpp | |
parent | c4404baa45f67f2f5cf5241b1c77fc16d6b12585 (diff) | |
download | scummvm-rg350-2adc1476000c43b66521f61b74f8659147ccb28a.tar.gz scummvm-rg350-2adc1476000c43b66521f61b74f8659147ccb28a.tar.bz2 scummvm-rg350-2adc1476000c43b66521f61b74f8659147ccb28a.zip |
Moved some more "homeless" functions into Sword2Engine. (Don't worry -- I
promise I will get rid of g_sword2 later.)
svn-id: r11057
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r-- | sword2/build_display.cpp | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index c6ede1aaef..3f24d30278 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -42,7 +42,7 @@ void Sword2Engine::buildDisplay(void) { uint8 *file; _multiScreenHeader *screenLayerTable; - if (this_screen.new_palette) { + if (_thisScreen.new_palette) { // start the layer palette fading up startNewPalette(); @@ -52,9 +52,9 @@ void Sword2Engine::buildDisplay(void) { } // there is a valid screen to run - if (this_screen.background_layer_id) { + if (_thisScreen.background_layer_id) { // set the scroll position - g_display->setScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y); + g_display->setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y); // increment the mouse frame g_display->animateMouse(); @@ -72,44 +72,44 @@ void Sword2Engine::buildDisplay(void) { // first background parallax + related anims // open the screen resource - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->bg_parallax[0]) { g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0); // release the screen resource before cacheing // the sprites - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); sendBackPar0Frames(); } else { // release the screen resource - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); } // second background parallax + related anims // open the screen resource - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->bg_parallax[1]) { g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1); // release the screen resource before cacheing // the sprites - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); sendBackPar1Frames(); } else { // release the screen resource - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); } // normal backround layer (just the one!) // open the screen resource - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); g_display->renderParallax(FetchBackgroundLayer(file), 2); // release the screen resource - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); // sprites & layers @@ -121,35 +121,35 @@ void Sword2Engine::buildDisplay(void) { // first foreground parallax + related anims // open the screen resource - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->fg_parallax[0]) { g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3); // release the screen resource before cacheing // the sprites - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); sendForePar0Frames(); } else { // release the screen resource - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); } // second foreground parallax + related anims // open the screen resource - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->fg_parallax[1]) { g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4); // release the screen resource before cacheing // the sprites - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); sendForePar1Frames(); } else { // release the screen resource - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); } // walkgrid, mouse & player markers & mouse area @@ -356,7 +356,7 @@ void Sword2Engine::processLayer(uint32 layer_number) { uint32 current_layer_area = 0; // file points to 1st byte in the layer file - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); // point to layer header layer_head = FetchLayerHeader(file,layer_number); @@ -381,7 +381,7 @@ void Sword2Engine::processLayer(uint32 layer_number) { _largestLayerArea = current_layer_area; sprintf(_largestLayerInfo, "largest layer: %s layer(%d) is %dx%d", - FetchObjectName(this_screen.background_layer_id), + FetchObjectName(_thisScreen.background_layer_id), layer_number, layer_head->width, layer_head->height); } @@ -389,7 +389,7 @@ void Sword2Engine::processLayer(uint32 layer_number) { if (rv) error("Driver Error %.8x in Process_layer(%d)", rv, layer_number); - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); } void Sword2Engine::processImage(buildit *build_unit) { @@ -530,7 +530,7 @@ void Sword2Engine::resetRenderLists(void) { _curBgp1 = 0; _curBack = 0; // beginning of sort list is setup with the special sort layers - _curSort = this_screen.number_of_layers; + _curSort = _thisScreen.number_of_layers; _curFore = 0; _curFgp0 = 0; _curFgp1 = 0; @@ -764,7 +764,7 @@ void Sword2Engine::startNewPalette(void) { g_display->waitForFade(); // open the screen file - screenFile = res_man.open(this_screen.background_layer_id); + screenFile = res_man.open(_thisScreen.background_layer_id); g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile)); @@ -774,13 +774,13 @@ void Sword2Engine::startNewPalette(void) { _lastPaletteRes = 0; // close screen file - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); // start fade up g_display->fadeUp(); // reset - this_screen.new_palette = 0; + _thisScreen.new_palette = 0; } int32 Logic::fnUpdatePlayerStats(int32 *params) { @@ -790,15 +790,15 @@ int32 Logic::fnUpdatePlayerStats(int32 *params) { Object_mega *ob_mega = (Object_mega *) params[0]; - this_screen.player_feet_x = ob_mega->feet_x; - this_screen.player_feet_y = ob_mega->feet_y; + g_sword2->_thisScreen.player_feet_x = ob_mega->feet_x; + g_sword2->_thisScreen.player_feet_y = ob_mega->feet_y; // for the script PLAYER_FEET_X = ob_mega->feet_x; PLAYER_FEET_Y = ob_mega->feet_y; PLAYER_CUR_DIR = ob_mega->current_dir; - SCROLL_OFFSET_X = this_screen.scroll_offset_x; + SCROLL_OFFSET_X = g_sword2->_thisScreen.scroll_offset_x; debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y); @@ -901,9 +901,9 @@ void Sword2Engine::setFullPalette(int32 palRes) { res_man.close(palRes); } else { // 0: set palette to current screen palette - if (this_screen.background_layer_id) { + if (_thisScreen.background_layer_id) { // open the screen file - file = res_man.open(this_screen.background_layer_id); + file = res_man.open(_thisScreen.background_layer_id); g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file)); g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT); @@ -912,7 +912,7 @@ void Sword2Engine::setFullPalette(int32 palRes) { _lastPaletteRes = 0; // close screen file - res_man.close(this_screen.background_layer_id); + res_man.close(_thisScreen.background_layer_id); } else error("setFullPalette(0) called, but no current screen available!"); } @@ -927,13 +927,13 @@ int32 Logic::fnChangeShadows(int32 *params) { // params: none // if last screen was using a shading mask (see below) - if (this_screen.mask_flag) { + if (g_sword2->_thisScreen.mask_flag) { uint32 rv = g_display->closeLightMask(); if (rv) error("Driver Error %.8x [%s line %u]", rv); - this_screen.mask_flag = 0; + g_sword2->_thisScreen.mask_flag = 0; } return IR_CONT; |