diff options
Diffstat (limited to 'sword2/build_display.cpp')
| -rw-r--r-- | sword2/build_display.cpp | 94 |
1 files changed, 47 insertions, 47 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index dc15bbc843..aa734d71e6 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -72,44 +72,44 @@ void Sword2Engine::buildDisplay(void) { // first background parallax + related anims // open the screen resource - file = res_man.open(_thisScreen.background_layer_id); + file = res_man->openResource(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->bg_parallax[0]) { - g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0); + g_display->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0); // release the screen resource before cacheing // the sprites - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); sendBackPar0Frames(); } else { // release the screen resource - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); } // second background parallax + related anims // open the screen resource - file = res_man.open(_thisScreen.background_layer_id); + file = res_man->openResource(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->bg_parallax[1]) { - g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1); + g_display->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1); // release the screen resource before cacheing // the sprites - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); sendBackPar1Frames(); } else { // release the screen resource - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); } // normal backround layer (just the one!) // open the screen resource - file = res_man.open(_thisScreen.background_layer_id); - g_display->renderParallax(FetchBackgroundLayer(file), 2); + file = res_man->openResource(_thisScreen.background_layer_id); + g_display->renderParallax(fetchBackgroundLayer(file), 2); // release the screen resource - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); // sprites & layers @@ -121,35 +121,35 @@ void Sword2Engine::buildDisplay(void) { // first foreground parallax + related anims // open the screen resource - file = res_man.open(_thisScreen.background_layer_id); + file = res_man->openResource(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->fg_parallax[0]) { - g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3); + g_display->renderParallax(fetchForegroundParallaxLayer(file, 0), 3); // release the screen resource before cacheing // the sprites - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); sendForePar0Frames(); } else { // release the screen resource - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); } // second foreground parallax + related anims // open the screen resource - file = res_man.open(_thisScreen.background_layer_id); + file = res_man->openResource(_thisScreen.background_layer_id); screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader)); if (screenLayerTable->fg_parallax[1]) { - g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4); + g_display->renderParallax(fetchForegroundParallaxLayer(file, 1), 4); // release the screen resource before cacheing // the sprites - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); sendForePar1Frames(); } else { // release the screen resource - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); } // walkgrid, mouse & player markers & mouse area @@ -251,7 +251,7 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { g_display->fadeUp(); - memory.freeMemory(text_spr); + memory->freeMemory(text_spr); g_display->waitForFade(); @@ -356,10 +356,10 @@ void Sword2Engine::processLayer(uint32 layer_number) { uint32 current_layer_area = 0; // file points to 1st byte in the layer file - file = res_man.open(_thisScreen.background_layer_id); + file = res_man->openResource(_thisScreen.background_layer_id); // point to layer header - layer_head = FetchLayerHeader(file,layer_number); + layer_head = fetchLayerHeader(file,layer_number); spriteInfo.x = layer_head->x; spriteInfo.y = layer_head->y; @@ -381,7 +381,7 @@ void Sword2Engine::processLayer(uint32 layer_number) { _largestLayerArea = current_layer_area; sprintf(_largestLayerInfo, "largest layer: %s layer(%d) is %dx%d", - FetchObjectName(_thisScreen.background_layer_id), + fetchObjectName(_thisScreen.background_layer_id), layer_number, layer_head->width, layer_head->height); } @@ -389,7 +389,7 @@ void Sword2Engine::processLayer(uint32 layer_number) { if (rv) error("Driver Error %.8x in Process_layer(%d)", rv, layer_number); - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); } void Sword2Engine::processImage(buildit *build_unit) { @@ -404,11 +404,11 @@ void Sword2Engine::processImage(buildit *build_unit) { uint32 current_sprite_area = 0; // open anim resource file & point to base - file = res_man.open(build_unit->anim_resource); + file = res_man->openResource(build_unit->anim_resource); - anim_head = FetchAnimHeader(file); - cdt_entry = FetchCdtEntry(file, build_unit->anim_pc); - frame_head = FetchFrameHeader(file, build_unit->anim_pc); + anim_head = fetchAnimHeader(file); + cdt_entry = fetchCdtEntry(file, build_unit->anim_pc); + frame_head = fetchFrameHeader(file, build_unit->anim_pc); // so that 0-colour is transparent spriteType = RDSPR_TRANS; @@ -477,7 +477,7 @@ void Sword2Engine::processImage(buildit *build_unit) { _largestSpriteArea = current_sprite_area; sprintf(_largestSpriteInfo, "largest sprite: %s frame(%d) is %dx%d", - FetchObjectName(build_unit->anim_resource), + fetchObjectName(build_unit->anim_resource), build_unit->anim_pc, frame_head->width, frame_head->height); @@ -507,18 +507,18 @@ void Sword2Engine::processImage(buildit *build_unit) { // #ifdef _SWORD2_DEBUG // if (frame_head->width <= 1) { -// debug(5, "WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource); +// debug(5, "WARNING: 1-pixel-wide frame found in %s (%d)", fetchObjectName(build_unit->anim_resource), build_unit->anim_resource); // } // #endif rv = g_display->drawSprite(&spriteInfo); if (rv) error("Driver Error %.8x with sprite %s (%d) in processImage", - rv, FetchObjectName(build_unit->anim_resource), + rv, fetchObjectName(build_unit->anim_resource), build_unit->anim_resource); // release the anim resource - res_man.close(build_unit->anim_resource); + res_man->closeResource(build_unit->anim_resource); } void Sword2Engine::resetRenderLists(void) { @@ -580,11 +580,11 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) { assert(ob_graph->anim_resource); - file = res_man.open(ob_graph->anim_resource); + file = res_man->openResource(ob_graph->anim_resource); - anim_head = FetchAnimHeader(file); - cdt_entry = FetchCdtEntry(file, ob_graph->anim_pc); - frame_head = FetchFrameHeader(file, ob_graph->anim_pc); + anim_head = fetchAnimHeader(file); + cdt_entry = fetchCdtEntry(file, ob_graph->anim_pc); + frame_head = fetchFrameHeader(file, ob_graph->anim_pc); // update player graphic details for on-screen debug info if (ID == CUR_PLAYER_ID) { @@ -690,7 +690,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) { } // close animation file - res_man.close(ob_graph->anim_resource); + res_man->closeResource(ob_graph->anim_resource); } int32 Logic::fnRegisterFrame(int32 *params) { @@ -764,17 +764,17 @@ void Sword2Engine::startNewPalette(void) { g_display->waitForFade(); // open the screen file - screenFile = res_man.open(_thisScreen.background_layer_id); + screenFile = res_man->openResource(_thisScreen.background_layer_id); - g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile)); + g_display->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(screenFile)); - g_display->setPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE); + g_display->setPalette(0, 256, fetchPalette(screenFile), RDPAL_FADE); // indicating that it's a screen palette _lastPaletteRes = 0; // close screen file - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); // start fade up g_display->fadeUp(); @@ -872,7 +872,7 @@ void Sword2Engine::setFullPalette(int32 palRes) { // non-zero: set palette to this separate palette file if (palRes) { // open the palette file - head = (_standardHeader *) res_man.open(palRes); + head = (_standardHeader *) res_man->openResource(palRes); assert(head->fileType == PALETTE_FILE); @@ -898,21 +898,21 @@ void Sword2Engine::setFullPalette(int32 palRes) { } // close palette file - res_man.close(palRes); + res_man->closeResource(palRes); } else { // 0: set palette to current screen palette if (_thisScreen.background_layer_id) { // open the screen file - file = res_man.open(_thisScreen.background_layer_id); - g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file)); + file = res_man->openResource(_thisScreen.background_layer_id); + g_display->updatePaletteMatchTable((uint8 *) fetchPaletteMatchTable(file)); - g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT); + g_display->setPalette(0, 256, fetchPalette(file), RDPAL_INSTANT); // indicating that it's a screen palette _lastPaletteRes = 0; // close screen file - res_man.close(_thisScreen.background_layer_id); + res_man->closeResource(_thisScreen.background_layer_id); } else error("setFullPalette(0) called, but no current screen available!"); } |
