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Diffstat (limited to 'engines/gnap/gamesys.cpp')
-rw-r--r--engines/gnap/gamesys.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/gnap/gamesys.cpp b/engines/gnap/gamesys.cpp
index d18d102060..cced8f3a21 100644
--- a/engines/gnap/gamesys.cpp
+++ b/engines/gnap/gamesys.cpp
@@ -70,15 +70,15 @@ GameSys::GameSys(GnapEngine *vm)
GameSys::~GameSys() {
}
-void GameSys::insertSequence(int sequenceId, int a2, int sequenceId2, int a4, int flags, int totalDuration, int16 x, int16 y) {
- debug(0, "GameSys::insertSequence() [%08X, %d] -> [%08X, %d] (%d, %d)", sequenceId, a2, sequenceId2, a4, x, y);
+void GameSys::insertSequence(int sequenceId, int id, int sequenceId2, int id2, int flags, int totalDuration, int16 x, int16 y) {
+ debug(0, "GameSys::insertSequence() [%08X, %d] -> [%08X, %d] (%d, %d)", sequenceId, id, sequenceId2, id2, x, y);
Sequence sequence;
SequenceResource *sequenceResource = _vm->_sequenceCache->get(sequenceId);
sequenceResource->_sequenceId = sequenceId;
sequence._sequenceId = sequenceId;
- sequence._id = a2 != -1 ? a2 : sequenceResource->_field_8;
+ sequence._id = id != -1 ? id : sequenceResource->_defaultId;
sequence._sequenceId2 = sequenceId2 != (int32)0x80000000 ? sequenceId2 : sequenceResource->_sequenceId2;
- sequence._id2 = a4 != -1 ? a4 : sequenceResource->_field_10;
+ sequence._id2 = id2 != -1 ? id2 : sequenceResource->_defaultId2;
sequence._flags = flags != -1 ? flags : sequenceResource->_flags;
sequence._totalDuration = totalDuration != -1 ? totalDuration : sequenceResource->_totalDuration;
sequence._x = (x < 10000 && x > -10000) ? x : sequenceResource->_xOffs;
@@ -454,7 +454,7 @@ void GameSys::seqInsertGfx(int index, int duration) {
gfxItem->_animation = animation;
gfxItem->_currFrameNum = 0;
gfxItem->_flags = 0;
- gfxItem->_delayTicks = seqItem->_totalDuration + animation->field_4;
+ gfxItem->_delayTicks = seqItem->_totalDuration + animation->_additionalDelay;
gfxItem->_updFlag = false;
gfxItem->_updRectsCount = 0;
gfxItem->_prevFrame._duration = 0;
@@ -473,12 +473,12 @@ void GameSys::seqInsertGfx(int index, int duration) {
int j;
totalDuration -= gfxItem->_delayTicks;
gfxItem->_delayTicks = 0;
- for (j = gfxItem->_currFrameNum; j < animation->framesCount && animation->frames[j]._duration <= totalDuration; ++j) {
+ for (j = gfxItem->_currFrameNum; j < animation->_framesCount && animation->frames[j]._duration <= totalDuration; ++j) {
if (animation->frames[j]._soundId != -1)
_soundIds.push_back((gfxItem->_sequenceId & 0xFFFF0000) | animation->frames[j]._soundId);
totalDuration -= animation->frames[j]._duration;
}
- if (animation->framesCount > j)
+ if (animation->_framesCount > j)
gfxItem->_currFrame = animation->frames[j++];
else
gfxItem->_currFrame = animation->frames[j - 1];
@@ -546,7 +546,7 @@ bool GameSys::updateSequenceDuration(int sequenceId, int id, int *outDuration) {
found = true;
SequenceAnimation *animation = gfxItem->_animation;
if (animation) {
- if (gfxItem->_currFrameNum < animation->framesCount)
+ if (gfxItem->_currFrameNum < animation->_framesCount)
return false;
if (gfxItem->_updFlag) {
if (gfxItem->_currFrame._duration > 0)
@@ -587,7 +587,7 @@ void GameSys::updateAnimationsStatus(int sequenceId, int id) {
SequenceAnimation *animation = gfxItem->_animation;
if (gfxItem->_sequenceId == sequenceId && gfxItem->_id == id && animation) {
foundSequence = true;
- if (animation->framesCount > gfxItem->_currFrameNum ||
+ if (animation->_framesCount > gfxItem->_currFrameNum ||
(gfxItem->_updFlag && gfxItem->_currFrame._duration > 1) ||
gfxItem->_prevFrame._duration > 1)
foundSequence = false;
@@ -1077,16 +1077,16 @@ void GameSys::fatUpdateFrame() {
v20 = true;
}
currFrameNum = gfxItem->_currFrameNum;
- if (animation->framesCount > currFrameNum) {
+ if (animation->_framesCount > currFrameNum) {
updFlag = false;
- while (animation->framesCount > currFrameNum &&
+ while (animation->_framesCount > currFrameNum &&
animation->frames[currFrameNum]._duration <= duration) {
if (animation->frames[currFrameNum]._soundId != -1)
_soundIds.push_back((gfxItem->_sequenceId & 0xFFFF0000) | animation->frames[currFrameNum]._soundId);
duration -= animation->frames[currFrameNum]._duration;
++currFrameNum;
}
- if (animation->framesCount > currFrameNum)
+ if (animation->_framesCount > currFrameNum)
gfxItem->_currFrame = animation->frames[currFrameNum++];
else
gfxItem->_currFrame = animation->frames[currFrameNum - 1];