diff options
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r-- | sword2/anims.cpp | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index b84778c6b6..1b14ca409a 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -117,11 +117,11 @@ int32 Logic::animate(int32 *params, bool reverse) { // if the resource number is within range & it's not // a null resource - if (res_man.Res_check_valid(res)) { + if (res_man->Res_check_valid(res)) { // Open the resource. Can close it immediately. // We've got a pointer to the header. - head = (_standardHeader *) res_man.open(res); - res_man.close(res); + head = (_standardHeader *) res_man->openResource(res); + res_man->closeResource(res); // if it's not an animation file if (head->fileType != ANIMATION_FILE) { @@ -151,7 +151,7 @@ int32 Logic::animate(int32 *params, bool reverse) { #endif // open anim file - anim_file = res_man.open(res); + anim_file = res_man->openResource(res); #ifdef _SWORD2_DEBUG // check this this resource is actually an animation file! @@ -161,7 +161,7 @@ int32 Logic::animate(int32 *params, bool reverse) { #endif // point to anim header - anim_head = FetchAnimHeader(anim_file); + anim_head = g_sword2->fetchAnimHeader(anim_file); /* #ifdef _SWORD2_DEBUG // check there's at least one frame @@ -190,8 +190,8 @@ int32 Logic::animate(int32 *params, bool reverse) { // frame of the anim. // open anim file and point to anim header - anim_file = res_man.open(ob_graphic->anim_resource); - anim_head = FetchAnimHeader(anim_file); + anim_file = res_man->openResource(ob_graphic->anim_resource); + anim_head = g_sword2->fetchAnimHeader(anim_file); if (reverse) ob_graphic->anim_pc--; @@ -210,7 +210,7 @@ int32 Logic::animate(int32 *params, bool reverse) { } // close the anim file - res_man.close(ob_graphic->anim_resource); + res_man->closeResource(ob_graphic->anim_resource); // check if we want the script to loop back & call this function again return ob_logic->looping ? IR_REPEAT : IR_STOP; @@ -274,7 +274,7 @@ int32 Logic::fnSetFrame(int32 *params) { // open the resource (& check it's valid) - anim_file = res_man.open(res); + anim_file = res_man->openResource(res); #ifdef _SWORD2_DEBUG // check this this resource is actually an animation file! @@ -284,7 +284,7 @@ int32 Logic::fnSetFrame(int32 *params) { #endif // set up pointer to the animation header - anim_head = FetchAnimHeader(anim_file); + anim_head = g_sword2->fetchAnimHeader(anim_file); /* #ifdef _SWORD2_DEBUG // check there's at least one frame @@ -304,7 +304,7 @@ int32 Logic::fnSetFrame(int32 *params) { // Close the anim file and drop out of script - res_man.close(ob_graphic->anim_resource); + res_man->closeResource(ob_graphic->anim_resource); return IR_CONT; } @@ -497,11 +497,11 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { local_text = _sequenceTextList[line].textNumber & 0xffff; // open text resource & get the line - text = FetchTextLine(res_man.open(text_res), local_text); + text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); wavId = (int32) READ_LE_UINT16(text); // now ok to close the text file - res_man.close(text_res); + res_man->closeResource(text_res); // 1st word of text line is the official line number debug(5,"(%d) SEQUENCE TEXT: %s", READ_LE_UINT16(text), text + 2); @@ -523,7 +523,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { File fp; - sprintf(speechFile, "speech%d.clu", res_man.whichCd()); + sprintf(speechFile, "speech%d.clu", res_man->whichCd()); if (fp.open(speechFile)) fp.close(); else @@ -540,7 +540,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { if (gui->_subtitles || !speechRunning) { // open text resource & get the line - text = FetchTextLine(res_man.open(text_res), local_text); + text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); // make the sprite // 'text+2' to skip the first 2 bytes which form the // line reference number @@ -554,7 +554,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { _sequenceTextList[line].text_mem = fontRenderer.makeTextSprite(text + 2, 600, 255, g_sword2->_speechFontId, 1); // ok to close the text resource now - res_man.close(text_res); + res_man->closeResource(text_res); } else { _sequenceTextList[line].text_mem = NULL; sequenceText[line]->textSprite = NULL; @@ -572,7 +572,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) { // if we've made a text sprite for this line... if (_sequenceTextList[line].text_mem) { - memory.lockMemory(_sequenceTextList[line].text_mem); + memory->lockMemory(_sequenceTextList[line].text_mem); // now fill out the _spriteInfo structure in the // _movieTextObjectStructure @@ -611,7 +611,7 @@ void Logic::clearSequenceSpeech(_movieTextObject *sequenceText[]) { // free up the mem block containing this text sprite if (_sequenceTextList[line].text_mem) - memory.freeMemory(_sequenceTextList[line].text_mem); + memory->freeMemory(_sequenceTextList[line].text_mem); // free up the mem block containing this speech sample if (_sequenceTextList[line].speech_mem) @@ -631,7 +631,7 @@ int32 Logic::fnSmackerLeadIn(int32 *params) { // params: 0 id of lead-in music - leadIn = res_man.open(params[0]); + leadIn = res_man->openResource(params[0]); #ifdef _SWORD2_DEBUG header = (_standardHeader *) leadIn; @@ -646,7 +646,7 @@ int32 Logic::fnSmackerLeadIn(int32 *params) { if (rv) debug(5, "SFX ERROR: playFx() returned %.8x", rv); - res_man.close(params[0]); + res_man->closeResource(params[0]); // fade out any music that is currently playing fnStopMusic(NULL); @@ -706,7 +706,7 @@ int32 Logic::fnPlaySequence(int32 *params) { // open the lead-out music resource, if there is one if (_smackerLeadOut) { - leadOut = res_man.open(_smackerLeadOut); + leadOut = res_man->openResource(_smackerLeadOut); #ifdef _SWORD2_DEBUG header = (_standardHeader *) leadOut; @@ -738,7 +738,7 @@ int32 Logic::fnPlaySequence(int32 *params) { // close the lead-out music resource if (_smackerLeadOut) { - res_man.close(_smackerLeadOut); + res_man->closeResource(_smackerLeadOut); _smackerLeadOut = 0; } |