diff options
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r-- | sword2/anims.cpp | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index cd31e429fd..7850af0af7 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -107,7 +107,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) _animHeader *anim_head; int32 res = params[2]; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG _standardHeader *head; // for animation testing & checking for correct file type #endif @@ -123,7 +123,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) if (ob_logic->looping==0) { //----------------------------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // For testing all anims! (James18apr97) // A script loop can send every resource number to the anim function // & it will only run the valid ones @@ -153,7 +153,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) //----------------------------------------------------------- //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res==0) Con_fatal_error("Animate: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__); @@ -163,7 +163,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) anim_file = res_man.Res_open(res); // open anim file //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check this this resource is actually an animation file! head = (_standardHeader*) anim_file; if (head->fileType!=ANIMATION_FILE) // if it's not an animation file @@ -175,7 +175,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) //--------------------- /* - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames==0) Con_fatal_error("Animate: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); @@ -289,12 +289,12 @@ int32 FN_set_frame(int32 *params) _animHeader *anim_head; int32 res = params[1]; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG _standardHeader *head; // for checking for correct file type #endif //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res==0) Con_fatal_error("FN_set_frame: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__); @@ -307,7 +307,7 @@ int32 FN_set_frame(int32 *params) anim_file = res_man.Res_open(res); // open anim file //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check this this resource is actually an animation file! head = (_standardHeader*) anim_file; if (head->fileType!=ANIMATION_FILE) // if it's not an animation file @@ -319,7 +319,7 @@ int32 FN_set_frame(int32 *params) //--------------------- /* - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames==0) Con_fatal_error("FN_set_frame: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); @@ -515,7 +515,7 @@ int32 FN_add_sequence_text(int32 *params) // (James22may97) // 1 frame number to start the text displaying // 2 frame number to stop the text dispalying - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (sequenceTextLines == MAX_SEQUENCE_TEXT_LINES) Con_fatal_error("FN_add_sequence_text ran out of lines (%s line %u)",__FILE__,__LINE__); #endif @@ -563,7 +563,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"(%d) SEQUENCE TEXT: %s", *(uint16*)text, text+2); // 1st word of text line is the official line number #endif //-------------------------------------- @@ -579,11 +579,11 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) // set up path to speech cluster // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test) - if (g_bs2->_gameId == GID_BS2_DEMO) { + if (g_sword2->_gameId == GID_SWORD2_DEMO) { strcpy(speechFile,"SPEECH.CLU"); } else { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) // if 0 ie. if it's there { strcpy(speechFile,"speech1.clu"); @@ -593,7 +593,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) strcpy(speechFile,"speech2.clu"); } else - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG { strcpy(speechFile,res_man.GetCdPath()); strcat(speechFile,"CLUSTERS\\SPEECH.CLU"); @@ -601,7 +601,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) } //------------------------------ - wavSize = g_bs2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found + wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found if (wavSize) // if we've got the wav { // allocate memory for speech buffer @@ -609,7 +609,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) if (sequence_text_list[line].speech_mem) // if mem allocated ok (should be fine, but worth checking) { - if (g_bs2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer + if (g_sword2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer { Float_mem (sequence_text_list[line].speech_mem); // now float this buffer so we can make space for the next text sprites and/or speech samples speechRunning=1; // ok, we've got speech! @@ -706,7 +706,7 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) { uint8 *leadIn; uint32 rv; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG _standardHeader *header; #endif @@ -714,7 +714,7 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) leadIn = res_man.Res_open(params[0]); //----------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG header = (_standardHeader*)leadIn; if (header->fileType != WAV_FILE) Con_fatal_error("FN_smacker_lead_in() given invalid resource (%s line %u)",__FILE__,__LINE__); @@ -722,10 +722,10 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) //----------------------------------------- leadIn += sizeof(_standardHeader); - rv = g_bs2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory + rv = g_sword2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory //----------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif @@ -755,7 +755,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) uint32 rv; // drivers return value _movieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES+1]; uint8 *leadOut = NULL; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG _standardHeader *header; #endif @@ -794,14 +794,14 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) //-------------------------------------------------- // check that the name paseed from script is 8 chars or less - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (strlen((char *)params[0]) > 8) Con_fatal_error("Sequence filename too long (%s line %u)",__FILE__,__LINE__); #endif //-------------------------------------------------- // add the appropriate file extension & play it - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) sprintf(filename,"%s.smk", (char *)params[0]); else sprintf(filename,"%sSMACKS\\%s.smk", res_man.GetCdPath(), (char *)params[0]); @@ -809,7 +809,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"PLAYING SEQUENCE \"%s\"", filename); #endif //-------------------------------------- @@ -826,7 +826,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) leadOut = res_man.Res_open(smackerLeadOut); //--------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG header = (_standardHeader*)leadOut; if (header->fileType != WAV_FILE) Con_fatal_error("FN_smacker_lead_out() given invalid resource (%s line %u)",__FILE__,__LINE__); @@ -840,7 +840,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) // play the smacker FN_stop_music(NULL); // don't want to carry on streaming game music when smacker starts! - g_bs2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music + g_sword2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music if (sequenceTextLines) // if we have some text to accompany this sequence rv = PlaySmacker(filename, sequenceSpeechArray, leadOut); @@ -857,7 +857,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) } */ - g_bs2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location + g_sword2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location //-------------------------------------- // close the lead-out music resource @@ -869,7 +869,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) } //-------------------------- // check the error return-value - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("PlaySmacker(\"%s\") returned 0x%.8x", filename, rv); #endif |