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author | Torbjörn Andersson | 2003-11-03 07:47:42 +0000 |
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committer | Torbjörn Andersson | 2003-11-03 07:47:42 +0000 |
commit | b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea (patch) | |
tree | df5851f12ebb885d05db421078980e122698243e /sword2/walker.cpp | |
parent | 0ece8aab8b03e0aead5f18e33797ec85294bf158 (diff) | |
download | scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.tar.gz scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.tar.bz2 scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.zip |
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.cpp | 36 |
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; } |