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); | 
