diff options
| -rw-r--r-- | engines/agi/preagi_mickey.cpp | 34 | 
1 files changed, 10 insertions, 24 deletions
diff --git a/engines/agi/preagi_mickey.cpp b/engines/agi/preagi_mickey.cpp index bc605c209e..503435d6e7 100644 --- a/engines/agi/preagi_mickey.cpp +++ b/engines/agi/preagi_mickey.cpp @@ -685,7 +685,8 @@ void Mickey::drawObj(ENUM_MSA_OBJECT iObj, int x0, int y0) {  	_vm->preAgiLoadResource(rVIEW, iObj);  	if (iObj == IDI_MSA_OBJECT_CRYSTAL) -		_vm->_picture->setFlagCircle(); +		_vm->_picture->setPictureFlags(kPicFCircle); +  	_vm->_picture->decodePicture(iObj, false, false, objWidth, objHeight);  	_vm->_picture->showPic(x0, y0, objWidth, objHeight);  	_vm->_gfx->doUpdate(); @@ -758,7 +759,7 @@ void Mickey::drawRoomObjects() {  void Mickey::drawRoomAnimation() {  	uint8 objLight[] = { -		0xF0, 1, 0xF9, 2, 53, 45, 0xFF +		0xF0, 1, 0xF9, 2, 43, 45, 0xFF  	};  	switch(game.iRoom) { @@ -782,14 +783,7 @@ void Mickey::drawRoomAnimation() {  		{  		// draw blinking ship lights -#if 0 -		// TODO  		uint8 iColor = 0; -		uint8 x = 53; -		uint8 y = 45; -		int i = 0; -		int lightWidth = 8; -		int lightHeight = 8;  		_vm->_picture->setPattern(2, 0); @@ -797,26 +791,18 @@ void Mickey::drawRoomAnimation() {  			iColor = game.nFrame + i;  			if (iColor > 15) iColor -= 15; -			_vm->_picture->setColor(iColor); -			y += 7; -			_vm->_picture->plotPattern(x, y); +			objLight[1] = iColor; +			objLight[4] += 7; -			for (int y1 = y; y1 < lightHeight; y1++) { -				_vm->_gfx->putPixelsA(x, y1, lightWidth, &_vm->_game.sbuf16c[i]); -				i += lightWidth; -			} - -			_vm->_gfx->flushScreen(); -			_vm->_gfx->doUpdate(); -			_vm->_system->updateScreen();	// TODO: this should go in the game's main loop - - -			//AGI_DrawPic(0, 0, IDF_AGI_PIC_V2 | IDF_AGI_CIRCLE, (uint8 *)objLight);	// TrollVM +			_vm->_picture->setPictureData(objLight, ARRAYSIZE(objLight)); +			_vm->_picture->setPictureFlags(kPicFCircle); +			_vm->_picture->drawPicture();  		} +		_vm->_picture->showPic(10, 0, IDI_MSA_PIC_WIDTH, IDI_MSA_PIC_HEIGHT); +			  		game.nFrame--;  		if (game.nFrame < 0) game.nFrame = 15; -#endif  		playSound(IDI_MSA_SND_PRESS_BLUE);  		}  | 
