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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/speech.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/speech.cpp')
-rw-r--r-- | sword2/speech.cpp | 41 |
1 files changed, 21 insertions, 20 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 4831f00e47..4b31618df3 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -41,24 +41,25 @@ namespace Sword2 { -#define INS_talk 1 -#define INS_anim 2 -#define INS_reverse_anim 3 -#define INS_walk 4 -#define INS_turn 5 -#define INS_face 6 -#define INS_trace 7 -#define INS_no_sprite 8 -#define INS_sort 9 -#define INS_foreground 10 -#define INS_background 11 -#define INS_table_anim 12 -#define INS_reverse_table_anim 13 -#define INS_walk_to_anim 14 -#define INS_set_frame 15 -#define INS_stand_after_anim 16 - -#define INS_quit 42 +enum { + INS_talk = 1, + INS_anim = 2, + INS_reverse_anim = 3, + INS_walk = 4, + INS_turn = 5, + INS_face = 6, + INS_trace = 7, + INS_no_sprite = 8, + INS_sort = 9, + INS_foreground = 10, + INS_background = 11, + INS_table_anim = 12, + INS_reverse_table_anim = 13, + INS_walk_to_anim = 14, + INS_set_frame = 15, + INS_stand_after_anim = 16, + INS_quit = 42 +}; // when not playing a wav we calculate the speech time based upon length of // ascii @@ -1451,8 +1452,8 @@ void LocateTalker(int32 *params) { // adjust the text coords for RDSPR_DISPLAYALIGN - text_x -= this_screen.scroll_offset_x; - text_y -= this_screen.scroll_offset_y; + text_x -= g_sword2->_thisScreen.scroll_offset_x; + text_y -= g_sword2->_thisScreen.scroll_offset_y; // release the anim resource res_man.close(anim_id); |