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author | Torbjörn Andersson | 2003-12-28 15:08:12 +0000 |
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committer | Torbjörn Andersson | 2003-12-28 15:08:12 +0000 |
commit | 6ae8218d537a2b627a0abad597d5084c796d1de8 (patch) | |
tree | 13941f5a83d4594739f665b364cb4d05154be6fc /sword2/build_display.cpp | |
parent | 302c9f72fcf76cde76a3ee467b0fe5771a5faa3f (diff) | |
download | scummvm-rg350-6ae8218d537a2b627a0abad597d5084c796d1de8.tar.gz scummvm-rg350-6ae8218d537a2b627a0abad597d5084c796d1de8.tar.bz2 scummvm-rg350-6ae8218d537a2b627a0abad597d5084c796d1de8.zip |
Hopefully the last big renaming. Now the datatypes have names like
"StandardHeader" instead of "_standardHeader".
svn-id: r11997
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r-- | sword2/build_display.cpp | 82 |
1 files changed, 41 insertions, 41 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index fe611781cd..709f221012 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -30,7 +30,7 @@ namespace Sword2 { void Sword2Engine::buildDisplay(void) { uint8 *file; - _multiScreenHeader *screenLayerTable; + MultiScreenHeader *screenLayerTable; if (_thisScreen.new_palette) { // start the layer palette fading up @@ -63,7 +63,7 @@ void Sword2Engine::buildDisplay(void) { // open the screen resource file = _resman->openResource(_thisScreen.background_layer_id); - screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); + screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader)); if (screenLayerTable->bg_parallax[0]) { _graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0); @@ -80,7 +80,7 @@ void Sword2Engine::buildDisplay(void) { // open the screen resource file = _resman->openResource(_thisScreen.background_layer_id); - screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); + screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader)); if (screenLayerTable->bg_parallax[1]) { _graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1); @@ -112,7 +112,7 @@ void Sword2Engine::buildDisplay(void) { // open the screen resource file = _resman->openResource(_thisScreen.background_layer_id); - screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); + screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader)); if (screenLayerTable->fg_parallax[0]) { _graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3); @@ -129,7 +129,7 @@ void Sword2Engine::buildDisplay(void) { // open the screen resource file = _resman->openResource(_thisScreen.background_layer_id); - screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); + screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader)); if (screenLayerTable->fg_parallax[1]) { _graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4); @@ -188,11 +188,11 @@ void Sword2Engine::buildDisplay(void) { // void Sword2Engine::displayMsg(uint8 *text, int time) { - mem *text_spr; - _frameHeader *frame; - _spriteInfo spriteInfo; - _palEntry pal[256]; - _palEntry oldPal[256]; + Memory *text_spr; + FrameHeader *frame; + SpriteInfo spriteInfo; + PalEntry pal[256]; + PalEntry oldPal[256]; uint32 rv; // drivers error return value debug(2, "DisplayMsg: %s", (char *) text); @@ -210,7 +210,7 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId); - frame = (_frameHeader *) text_spr->ad; + frame = (FrameHeader *) text_spr->ad; spriteInfo.x = _graphics->_screenWide / 2 - frame->width / 2; if (!time) @@ -224,16 +224,16 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { spriteInfo.scaledHeight = 0; spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS; spriteInfo.blend = 0; - spriteInfo.data = text_spr->ad + sizeof(_frameHeader); + spriteInfo.data = text_spr->ad + sizeof(FrameHeader); spriteInfo.colourTable = 0; rv = _graphics->drawSprite(&spriteInfo); if (rv) error("Driver Error %.8x (in DisplayMsg)", rv); - memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(_palEntry)); + memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(PalEntry)); - memset(pal, 0, 256 * sizeof(_palEntry)); + memset(pal, 0, 256 * sizeof(PalEntry)); pal[187].red = 255; pal[187].green = 255; pal[187].blue = 255; @@ -298,9 +298,9 @@ void Sword2Engine::sendSortFrames(void) { // could be none at all - theoretically at least for (uint i = 0; i < _curSort; i++) { if (_sortList[_sortOrder[i]].layer_number) { - // its a layer - minus 1 for true layer number - // we need to know from the buildit because the layers - // will have been sorted in random order + // it's a layer - minus 1 for true layer number + // we need to know from the BuildUnit because the + // layers will have been sorted in random order processLayer(_sortList[_sortOrder[i]].layer_number - 1); } else { // sprite @@ -334,8 +334,8 @@ void Sword2Engine::sendForePar1Frames(void) { void Sword2Engine::processLayer(uint32 layer_number) { uint8 *file; - _layerHeader *layer_head; - _spriteInfo spriteInfo; + LayerHeader *layer_head; + SpriteInfo spriteInfo; uint32 rv; uint32 current_layer_area = 0; @@ -355,7 +355,7 @@ void Sword2Engine::processLayer(uint32 layer_number) { spriteInfo.h = layer_head->height; spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST; spriteInfo.blend = 0; - spriteInfo.data = file + sizeof(_standardHeader) + layer_head->offset; + spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset; spriteInfo.colourTable = 0; // check for largest layer for debug info @@ -377,12 +377,12 @@ void Sword2Engine::processLayer(uint32 layer_number) { _resman->closeResource(_thisScreen.background_layer_id); } -void Sword2Engine::processImage(buildit *build_unit) { +void Sword2Engine::processImage(BuildUnit *build_unit) { uint8 *file, *colTablePtr = NULL; - _animHeader *anim_head; - _frameHeader *frame_head; - _cdtEntry *cdt_entry; - _spriteInfo spriteInfo; + AnimHeader *anim_head; + FrameHeader *frame_head; + CdtEntry *cdt_entry; + SpriteInfo spriteInfo; uint32 spriteType; uint32 rv; @@ -431,7 +431,7 @@ void Sword2Engine::processImage(buildit *build_unit) { spriteType |= RDSPR_RLE16; // points to just after last cdt_entry, ie. // start of colour table - colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry); + colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry); break; } } @@ -544,24 +544,24 @@ void Sword2Engine::sortTheSortList(void) { } } -void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) { +void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) { // params: 0 pointer to mouse structure or NULL for no write to mouse // list (non-zero means write sprite-shape to mouse list) // 1 pointer to graphic structure // 2 pointer to mega structure - Object_mega *ob_mega; - Object_graphic *ob_graph; - Object_mouse *ob_mouse; + ObjectMega *ob_mega; + ObjectGraphic *ob_graph; + ObjectMouse *ob_mouse; uint8 *file; - _frameHeader *frame_head; - _animHeader *anim_head; - _cdtEntry *cdt_entry; + FrameHeader *frame_head; + AnimHeader *anim_head; + CdtEntry *cdt_entry; int scale = 0; // open animation file & set up the necessary pointers - ob_graph = (Object_graphic *) _memory->intToPtr(params[1]); + ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]); assert(ob_graph->anim_resource); @@ -580,7 +580,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) { _debugger->_playerGraphicNoFrames = anim_head->noAnimFrames; } - // fill in the buildit structure for this frame + // fill in the BuildUnit structure for this frame // retrieve the resource build_unit->anim_resource = ob_graph->anim_resource; @@ -599,7 +599,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) { if (cdt_entry->frameType & FRAME_OFFSET) { // param 2 is pointer to mega structure - ob_mega = (Object_mega *) _memory->intToPtr(params[2]); + ob_mega = (ObjectMega *) _memory->intToPtr(params[2]); // calc scale at which to print the sprite, based on feet // y-coord & scaling constants (NB. 'scale' is actually @@ -640,7 +640,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) { if (params[0]) { // passed a mouse structure, so add to the _mouseList - ob_mouse = (Object_mouse *) _memory->intToPtr(params[0]); + ob_mouse = (ObjectMouse *) _memory->intToPtr(params[0]); // only if 'pointer' isn't NULL if (ob_mouse->pointer) { @@ -691,7 +691,7 @@ int32 Logic::fnRegisterFrame(int32 *params) { } int32 Sword2Engine::registerFrame(int32 *params) { - Object_graphic *ob_graph = (Object_graphic *) _memory->intToPtr(params[1]); + ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]); // check low word for sprite type switch (ob_graph->type & 0x0000ffff) { @@ -773,7 +773,7 @@ int32 Logic::fnUpdatePlayerStats(int32 *params) { // params: 0 pointer to mega structure - Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[0]); + ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[0]); _vm->_thisScreen.player_feet_x = ob_mega->feet_x; _vm->_thisScreen.player_feet_y = ob_mega->feet_y; @@ -823,7 +823,7 @@ int32 Logic::fnSetPalette(int32 *params) { void Sword2Engine::setFullPalette(int32 palRes) { uint8 *file; - _standardHeader *head; + StandardHeader *head; // fudge for hut interior // - unpausing should restore last palette as normal (could be screen @@ -857,7 +857,7 @@ void Sword2Engine::setFullPalette(int32 palRes) { // non-zero: set palette to this separate palette file if (palRes) { // open the palette file - head = (_standardHeader *) _resman->openResource(palRes); + head = (StandardHeader *) _resman->openResource(palRes); assert(head->fileType == PALETTE_FILE); |