diff options
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r-- | sword2/build_display.cpp | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index 794645b9c1..1072960708 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -53,7 +53,7 @@ void Sword2Engine::buildDisplay(void) { _graphics->animateMouse(); _graphics->startRenderCycle(); - uint8 *file = _resman->openResource(_thisScreen.background_layer_id); + byte *file = _resman->openResource(_thisScreen.background_layer_id); MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader)); // Render at least one frame, but if the screen is scrolling, and if @@ -118,7 +118,7 @@ void Sword2Engine::buildDisplay(void) { * @param time The number of seconds to display the message */ -void Sword2Engine::displayMsg(uint8 *text, int time) { +void Sword2Engine::displayMsg(byte *text, int time) { PalEntry pal[256]; PalEntry oldPal[256]; @@ -135,8 +135,8 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { _graphics->closeMenuImmediately(); _graphics->clearScene(); - Memory *text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId); - FrameHeader *frame = (FrameHeader *) text_spr->ad; + byte *text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId); + FrameHeader *frame = (FrameHeader *) text_spr; SpriteInfo spriteInfo; @@ -152,7 +152,7 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { spriteInfo.scaledHeight = 0; spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS; spriteInfo.blend = 0; - spriteInfo.data = text_spr->ad + sizeof(FrameHeader); + spriteInfo.data = text_spr + sizeof(FrameHeader); spriteInfo.colourTable = 0; uint32 rv = _graphics->drawSprite(&spriteInfo); @@ -166,15 +166,15 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { pal[187].green = 255; pal[187].blue = 255; - _graphics->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE); + _graphics->setPalette(0, 256, (byte *) pal, RDPAL_FADE); _graphics->fadeUp(); - _memory->freeMemory(text_spr); + free(text_spr); _graphics->waitForFade(); uint32 targetTime = _system->get_msecs() + (time * 1000); sleepUntil(targetTime); - _graphics->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE); + _graphics->setPalette(0, 256, (byte *) oldPal, RDPAL_FADE); } /** @@ -211,7 +211,7 @@ void Sword2Engine::drawBackFrames(void) { processImage(&_backList[i]); } -void Sword2Engine::drawSortFrames(uint8 *file) { +void Sword2Engine::drawSortFrames(byte *file) { uint i, j; // Sort the sort list. Used to be a separate function, but it was only @@ -260,7 +260,7 @@ void Sword2Engine::drawForePar1Frames(void) { processImage(&_fgp1List[i]); } -void Sword2Engine::processLayer(uint8 *file, uint32 layer_number) { +void Sword2Engine::processLayer(byte *file, uint32 layer_number) { LayerHeader *layer_head = fetchLayerHeader(file, layer_number); SpriteInfo spriteInfo; @@ -295,8 +295,8 @@ void Sword2Engine::processLayer(uint8 *file, uint32 layer_number) { } void Sword2Engine::processImage(BuildUnit *build_unit) { - uint8 *file = _resman->openResource(build_unit->anim_resource); - uint8 *colTablePtr = NULL; + byte *file = _resman->openResource(build_unit->anim_resource); + byte *colTablePtr = NULL; AnimHeader *anim_head = fetchAnimHeader(file); CdtEntry *cdt_entry = fetchCdtEntry(file, build_unit->anim_pc); @@ -337,7 +337,7 @@ void Sword2Engine::processImage(BuildUnit *build_unit) { spriteType |= RDSPR_RLE16; // points to just after last cdt_entry, ie. // start of colour table - colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry); + colTablePtr = (byte *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry); break; } } @@ -359,7 +359,7 @@ void Sword2Engine::processImage(BuildUnit *build_unit) { spriteInfo.type = spriteType; spriteInfo.blend = anim_head->blend; // points to just after frame header, ie. start of sprite data - spriteInfo.data = (uint8 *) (frame_head + 1); + spriteInfo.data = (byte *) (frame_head + 1); spriteInfo.colourTable = colTablePtr; // check for largest layer for debug info @@ -434,10 +434,10 @@ void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) { // 1 pointer to graphic structure // 2 pointer to mega structure - ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]); + ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(params[1]); assert(ob_graph->anim_resource); - uint8 *file = _resman->openResource(ob_graph->anim_resource); + byte *file = _resman->openResource(ob_graph->anim_resource); AnimHeader *anim_head = fetchAnimHeader(file); CdtEntry *cdt_entry = fetchCdtEntry(file, ob_graph->anim_pc); @@ -469,7 +469,7 @@ void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) { int scale = 0; if (cdt_entry->frameType & FRAME_OFFSET) { - ObjectMega *ob_mega = (ObjectMega *) _memory->intToPtr(params[2]); + ObjectMega *ob_mega = (ObjectMega *) _memory->decodePtr(params[2]); // calc scale at which to print the sprite, based on feet // y-coord & scaling constants (NB. 'scale' is actually @@ -508,7 +508,7 @@ void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) { if (params[0]) { // passed a mouse structure, so add to the _mouseList - ObjectMouse *ob_mouse = (ObjectMouse *) _memory->intToPtr(params[0]); + ObjectMouse *ob_mouse = (ObjectMouse *) _memory->decodePtr(params[0]); if (ob_mouse->pointer) { assert(_curMouse < TOTAL_mouse_list); @@ -557,7 +557,7 @@ int32 Logic::fnRegisterFrame(int32 *params) { } int32 Sword2Engine::registerFrame(int32 *params) { - ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]); + ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->decodePtr(params[1]); // check low word for sprite type switch (ob_graph->type & 0x0000ffff) { @@ -605,18 +605,18 @@ int32 Sword2Engine::registerFrame(int32 *params) { return IR_CONT; } -void Sword2Engine::startNewPalette(void) { - // start layer palette fading up - - uint8 *screenFile; +/** + * Start layer palette fading up + */ +void Sword2Engine::startNewPalette(void) { // if the screen is still fading down then wait for black - could // happen when everythings cached into a large memory model _graphics->waitForFade(); - screenFile = _resman->openResource(_thisScreen.background_layer_id); + byte *screenFile = _resman->openResource(_thisScreen.background_layer_id); - _graphics->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(screenFile)); + _graphics->updatePaletteMatchTable((byte *) fetchPaletteMatchTable(screenFile)); _graphics->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE); // indicating that it's a screen palette @@ -632,7 +632,7 @@ int32 Logic::fnUpdatePlayerStats(int32 *params) { // params: 0 pointer to mega structure - ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[0]); + ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[0]); _vm->_thisScreen.player_feet_x = ob_mega->feet_x; _vm->_thisScreen.player_feet_y = ob_mega->feet_y; @@ -715,7 +715,7 @@ void Sword2Engine::setFullPalette(int32 palRes) { // If non-zero, set palette to this separate palette file. Otherwise, // set palette to current screen palette. - uint8 *file; + byte *file; if (palRes) { file = _resman->openResource(palRes); |