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authorTorbjörn Andersson2003-12-28 15:08:12 +0000
committerTorbjörn Andersson2003-12-28 15:08:12 +0000
commit6ae8218d537a2b627a0abad597d5084c796d1de8 (patch)
tree13941f5a83d4594739f665b364cb4d05154be6fc /sword2/build_display.cpp
parent302c9f72fcf76cde76a3ee467b0fe5771a5faa3f (diff)
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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.cpp82
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);