diff options
Diffstat (limited to 'engines/xeen/map.cpp')
| -rw-r--r-- | engines/xeen/map.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/engines/xeen/map.cpp b/engines/xeen/map.cpp index 58a294c610..e3ab879e65 100644 --- a/engines/xeen/map.cpp +++ b/engines/xeen/map.cpp @@ -1195,7 +1195,7 @@ void Map::load(int mapId) { if (_mazeData[0]._wallTypes[i] != 0) { _wallSprites._surfaces[i].load(Common::String::format("%s.wal", - Res.OUTDOORS_WALL_TYPES[_mazeData[0]._wallTypes[i]].c_str())); + Res.OUTDOORS_WALL_TYPES[_mazeData[0]._wallTypes[i]])); } _surfaceSprites[i].clear(); @@ -1223,11 +1223,11 @@ void Map::load(int mapId) { // Load sprite sets needed for scene rendering _skySprites[1].load(Common::String::format("%s.sky", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); _groundSprites.load(Common::String::format("%s.gnd", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); _tileSprites.load(Common::String::format("%s.til", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); for (int i = 0; i < TOTAL_SURFACES; ++i) { _surfaceSprites[i].clear(); @@ -1240,15 +1240,15 @@ void Map::load(int mapId) { _wallSprites._surfaces[i].clear(); _wallSprites._fwl1.load(Common::String::format("f%s1.fwl", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); _wallSprites._fwl2.load(Common::String::format("f%s2.fwl", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); _wallSprites._fwl3.load(Common::String::format("f%s3.fwl", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); _wallSprites._fwl4.load(Common::String::format("f%s4.fwl", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); _wallSprites._swl.load(Common::String::format("s%s.swl", - Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str())); + Res.TERRAIN_TYPES[_mazeData[0]._wallKind])); // Set entries in the indoor draw list to the correct sprites // for drawing various parts of the background |
