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Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r--sword2/build_display.cpp94
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!");
}