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Diffstat (limited to 'engines/cge/vga13h.cpp')
-rw-r--r--engines/cge/vga13h.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/engines/cge/vga13h.cpp b/engines/cge/vga13h.cpp
index 3d092e755c..84c2329b79 100644
--- a/engines/cge/vga13h.cpp
+++ b/engines/cge/vga13h.cpp
@@ -239,7 +239,7 @@ Sprite *Sprite::expand() {
shplist.push_back(NULL);
++_shpCnt;
}
- shplist[shapeCount++] = new Bitmap(strtok(NULL, " \t,;/"));
+ shplist[shapeCount++] = new Bitmap(_vm, strtok(NULL, " \t,;/"));
break;
case 2:
// Seq
@@ -295,7 +295,7 @@ Sprite *Sprite::expand() {
}
} else {
// no sprite description: try to read immediately from .BMP
- shplist[shapeCount++] = new Bitmap(_file);
+ shplist[shapeCount++] = new Bitmap(_vm, _file);
}
shplist[shapeCount] = NULL;
@@ -447,10 +447,10 @@ void Sprite::show() {
}
void Sprite::show(uint16 pg) {
- Graphics::Surface *a = _vga->_page[1];
- _vga->_page[1] = _vga->_page[pg & 3];
+ Graphics::Surface *a = _vm->_vga->_page[1];
+ _vm->_vga->_page[1] = _vm->_vga->_page[pg & 3];
shp()->show(_x, _y);
- _vga->_page[1] = a;
+ _vm->_vga->_page[1] = a;
}
void Sprite::hide() {
@@ -464,7 +464,7 @@ BitmapPtr Sprite::ghost() {
if (!e->_b1)
return NULL;
- BitmapPtr bmp = new Bitmap(0, 0, (uint8 *)NULL);
+ BitmapPtr bmp = new Bitmap(_vm, 0, 0, (uint8 *)NULL);
assert(bmp != NULL);
bmp->_w = e->_b1->_w;
bmp->_h = e->_b1->_h;
@@ -858,14 +858,14 @@ void Bitmap::xShow(int16 x, int16 y) {
debugC(4, kCGEDebugBitmap, "Bitmap::xShow(%d, %d)", x, y);
const byte *srcP = (const byte *)_v;
- byte *destEndP = (byte *)_vga->_page[1]->pixels + (kScrWidth * kScrHeight);
+ byte *destEndP = (byte *)_vm->_vga->_page[1]->pixels + (kScrWidth * kScrHeight);
byte *lookupTable = _m;
// Loop through processing data for each plane. The game originally ran in plane mapped mode, where a
// given plane holds each fourth pixel sequentially. So to handle an entire picture, each plane's data
// must be decompressed and inserted into the surface
for (int planeCtr = 0; planeCtr < 4; planeCtr++) {
- byte *destP = (byte *)_vga->_page[1]->getBasePtr(x + planeCtr, y);
+ byte *destP = (byte *)_vm->_vga->_page[1]->getBasePtr(x + planeCtr, y);
for (;;) {
uint16 v = READ_LE_UINT16(srcP);
@@ -911,13 +911,13 @@ void Bitmap::show(int16 x, int16 y) {
debugC(5, kCGEDebugBitmap, "Bitmap::show(%d, %d)", x, y);
const byte *srcP = (const byte *)_v;
- byte *destEndP = (byte *)_vga->_page[1]->pixels + (kScrWidth * kScrHeight);
+ byte *destEndP = (byte *)_vm->_vga->_page[1]->pixels + (kScrWidth * kScrHeight);
// Loop through processing data for each plane. The game originally ran in plane mapped mode, where a
// given plane holds each fourth pixel sequentially. So to handle an entire picture, each plane's data
// must be decompressed and inserted into the surface
for (int planeCtr = 0; planeCtr < 4; planeCtr++) {
- byte *destP = (byte *)_vga->_page[1]->getBasePtr(x + planeCtr, y);
+ byte *destP = (byte *)_vm->_vga->_page[1]->getBasePtr(x + planeCtr, y);
for (;;) {
uint16 v = READ_LE_UINT16(srcP);
@@ -964,8 +964,8 @@ void Bitmap::hide(int16 x, int16 y) {
debugC(5, kCGEDebugBitmap, "Bitmap::hide(%d, %d)", x, y);
for (int yp = y; yp < y + _h; yp++) {
- const byte *srcP = (const byte *)_vga->_page[2]->getBasePtr(x, yp);
- byte *destP = (byte *)_vga->_page[1]->getBasePtr(x, yp);
+ const byte *srcP = (const byte *)_vm->_vga->_page[2]->getBasePtr(x, yp);
+ byte *destP = (byte *)_vm->_vga->_page[1]->getBasePtr(x, yp);
Common::copy(srcP, srcP + _w, destP);
}
@@ -973,41 +973,41 @@ void Bitmap::hide(int16 x, int16 y) {
/*--------------------------------------------------------------------------*/
-HorizLine::HorizLine(CGEEngine *vm): Sprite(vm, NULL) {
+HorizLine::HorizLine(CGEEngine *vm) : Sprite(vm, NULL), _vm(vm) {
// Set the sprite list
BitmapPtr *HL = new BitmapPtr[2];
- HL[0] = new Bitmap("HLINE");
+ HL[0] = new Bitmap(_vm, "HLINE");
HL[1] = NULL;
setShapeList(HL);
}
-SceneLight::SceneLight(CGEEngine *vm): Sprite(vm, NULL) {
+SceneLight::SceneLight(CGEEngine *vm) : Sprite(vm, NULL), _vm(vm) {
// Set the sprite list
BitmapPtr *PR = new BitmapPtr[2];
- PR[0] = new Bitmap("PRESS");
+ PR[0] = new Bitmap(_vm, "PRESS");
PR[1] = NULL;
setShapeList(PR);
}
-Spike::Spike(CGEEngine *vm): Sprite(vm, NULL) {
+Spike::Spike(CGEEngine *vm): Sprite(vm, NULL), _vm(vm) {
// Set the sprite list
BitmapPtr *SP = new BitmapPtr[3];
- SP[0] = new Bitmap("SPK_L");
- SP[1] = new Bitmap("SPK_R");
+ SP[0] = new Bitmap(_vm, "SPK_L");
+ SP[1] = new Bitmap(_vm, "SPK_R");
SP[2] = NULL;
setShapeList(SP);
}
-PocLight::PocLight(CGEEngine *vm): Sprite(vm, NULL) {
+PocLight::PocLight(CGEEngine *vm): Sprite(vm, NULL), _vm(vm) {
// Set the sprite list
BitmapPtr *LI = new BitmapPtr[5];
- LI[0] = new Bitmap("LITE0");
- LI[1] = new Bitmap("LITE1");
- LI[2] = new Bitmap("LITE2");
- LI[3] = new Bitmap("LITE3");
+ LI[0] = new Bitmap(_vm, "LITE0");
+ LI[1] = new Bitmap(_vm, "LITE1");
+ LI[2] = new Bitmap(_vm, "LITE2");
+ LI[3] = new Bitmap(_vm, "LITE3");
LI[4] = NULL;
setShapeList(LI);