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authorTorbjörn Andersson2003-11-03 07:47:42 +0000
committerTorbjörn Andersson2003-11-03 07:47:42 +0000
commitb3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea (patch)
treedf5851f12ebb885d05db421078980e122698243e /sword2/walker.cpp
parent0ece8aab8b03e0aead5f18e33797ec85294bf158 (diff)
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The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
Diffstat (limited to 'sword2/walker.cpp')
-rw-r--r--sword2/walker.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/sword2/walker.cpp b/sword2/walker.cpp
index 97b0283862..91e2d1e758 100644
--- a/sword2/walker.cpp
+++ b/sword2/walker.cpp
@@ -266,17 +266,17 @@ int32 Logic::fnWalkToAnim(int32 *params) {
if (ob_logic->looping == 0) {
// open anim file
- anim_file = res_man.open(params[4]);
+ anim_file = res_man->openResource(params[4]);
// point to animation header
- anim_head = FetchAnimHeader( anim_file );
+ anim_head = g_sword2->fetchAnimHeader( anim_file );
pars[4] = anim_head->feetStartX; // target_x
pars[5] = anim_head->feetStartY; // target_y
pars[6] = anim_head->feetStartDir; // target_dir
// close anim file
- res_man.close(params[4]);
+ res_man->closeResource(params[4]);
// if start coords not yet set in anim header, use the standby
// coords (which should be set beforehand in the script)
@@ -286,7 +286,7 @@ int32 Logic::fnWalkToAnim(int32 *params) {
pars[5] = standby_y;
pars[6] = standby_dir;
- debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", FetchObjectName(params[4]));
+ debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", g_sword2->fetchObjectName(params[4]));
}
if (pars[6] < 0 || pars[6] > 7)
@@ -430,8 +430,8 @@ int32 Logic::fnStandAfterAnim(int32 *params) {
// open the anim file & set up a pointer to the animation header
// open anim file
- anim_file = res_man.open(params[2]);
- anim_head = FetchAnimHeader(anim_file);
+ anim_file = res_man->openResource(params[2]);
+ anim_head = g_sword2->fetchAnimHeader(anim_file);
// set up the parameter list for fnWalkTo()
@@ -450,14 +450,14 @@ int32 Logic::fnStandAfterAnim(int32 *params) {
pars[3] = standby_y;
pars[4] = standby_dir;
- debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", FetchObjectName(params[2]));
+ debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", g_sword2->fetchObjectName(params[2]));
}
if (pars[4] < 0 || pars[4] > 7)
error("Invalid direction (%d) in fnStandAfterAnim", pars[4]);
// close the anim file
- res_man.close(params[2]);
+ res_man->closeResource(params[2]);
// call fnStandAt() with target coords set to anim end position
return fnStandAt(pars);
@@ -477,8 +477,8 @@ int32 Logic::fnStandAtAnim(int32 *params) {
// open the anim file & set up a pointer to the animation header
// open anim file
- anim_file = res_man.open(params[2]);
- anim_head = FetchAnimHeader(anim_file);
+ anim_file = res_man->openResource(params[2]);
+ anim_head = g_sword2->fetchAnimHeader(anim_file);
// set up the parameter list for fnWalkTo()
@@ -497,14 +497,14 @@ int32 Logic::fnStandAtAnim(int32 *params) {
pars[3] = standby_y;
pars[4] = standby_dir;
- debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", FetchObjectName(params[2]));
+ debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", g_sword2->fetchObjectName(params[2]));
}
if (pars[4] < 0 || pars[4] > 7)
error("Invalid direction (%d) in fnStandAfterAnim", pars[4]);
// close the anim file
- res_man.close(params[2]);
+ res_man->closeResource(params[2]);
// call fnStandAt() with target coords set to anim end position
return fnStandAt(pars);
@@ -603,7 +603,7 @@ int32 Logic::fnFaceMega(int32 *params) {
if (ob_logic->looping == 0) {
// get targets info
- head = (_standardHeader*) res_man.open(params[4]);
+ head = (_standardHeader*) res_man->openResource(params[4]);
if (head->fileType != GAME_OBJECT)
error("fnFaceMega %d not an object", params[4]);
@@ -613,7 +613,7 @@ int32 Logic::fnFaceMega(int32 *params) {
//call the base script - this is the graphic/mouse service call
runScript(raw_script_ad, raw_script_ad, &null_pc);
- res_man.close(params[4]);
+ res_man->closeResource(params[4]);
// engineMega is now the Object_mega of mega we want to turn
// to face
@@ -665,7 +665,7 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) {
// not been here before so decide where to walk-to
if (!ob_logic->looping) {
// first request the targets info
- head = (_standardHeader*) res_man.open(params[4]);
+ head = (_standardHeader*) res_man->openResource(params[4]);
if (head->fileType != GAME_OBJECT)
error("fnWalkToTalkToMega %d not an object", params[4]);
@@ -676,7 +676,7 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) {
// call
runScript(raw_script_ad, raw_script_ad, &null_pc);
- res_man.close(params[4]);
+ res_man->closeResource(params[4]);
// engineMega is now the Object_mega of mega we want to
// route to
@@ -744,8 +744,8 @@ int32 Logic::fnAddWalkGrid(int32 *params) {
router.addWalkGrid(params[0]);
// Touch the grid, getting it into memory.
- res_man.open(params[0]);
- res_man.close(params[0]);
+ res_man->openResource(params[0]);
+ res_man->closeResource(params[0]);
return IR_CONT;
}