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Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r--sword2/mouse.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 4ad19930e4..a4fd99af90 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -163,28 +163,28 @@ void Sword2Engine::systemMenuMouse(void) {
for (j = 0; j < ARRAYSIZE(icon_list); j++) {
// change all others to grey
if (j != hit) {
- icon = res_man.open(icon_list[j]) + sizeof(_standardHeader);
+ icon = res_man->openResource(icon_list[j]) + sizeof(_standardHeader);
g_display->setMenuIcon(RDMENU_TOP, j, icon);
- res_man.close( icon_list[j] );
+ res_man->closeResource(icon_list[j]);
}
}
g_sound->pauseFx();
// NB. Need to keep a safe copy of
- // 'looping_music_id' for savegame & for
+ // '_loopingMusicId' for savegame & for
// playing when returning from control panels
// because control panel music will overwrite
// it!
- safe_looping_music_id = looping_music_id;
+ safe_looping_music_id = _loopingMusicId;
pars[0] = 221; // SystemM234 (M234.wav)
pars[1] = FX_LOOP;
g_logic.fnPlayMusic(pars);
// restore proper looping_music_id
- looping_music_id = safe_looping_music_id;
+ _loopingMusicId = safe_looping_music_id;
// clear the screen & set up the new palette
// for the menus
@@ -251,8 +251,8 @@ void Sword2Engine::systemMenuMouse(void) {
// NB. This will also start music required
// when a game has been restored
- if (looping_music_id) {
- pars[0] = looping_music_id;
+ if (_loopingMusicId) {
+ pars[0] = _loopingMusicId;
pars[1] = FX_LOOP;
g_logic.fnPlayMusic(pars);
@@ -323,7 +323,7 @@ void Sword2Engine::dragMouse(void) {
setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
- debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
+ debug(5, "USED \"%s\" ICON ON %s", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
// Hide menu - back to normal menu mode
@@ -368,7 +368,7 @@ void Sword2Engine::dragMouse(void) {
noHuman();
- debug(5, "USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE));
+ debug(5, "USED \"%s\" ICON ON \"%s\" ICON", fetchObjectName(OBJECT_HELD), fetchObjectName(COMBINE_BASE));
}
// refresh the menu
@@ -420,7 +420,7 @@ void Sword2Engine::menuMouse(void) {
EXIT_CLICK_ID = 0;
- debug(5, "RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD));
+ debug(5, "RIGHT-CLICKED ON \"%s\" ICON", fetchObjectName(OBJECT_HELD));
setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
@@ -629,11 +629,11 @@ void Sword2Engine::normalMouse(void) {
setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
if (OBJECT_HELD)
- debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
+ debug(5, "USED \"%s\" ICON ON %s", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID));
else if (LEFT_BUTTON)
- debug(5, "LEFT-CLICKED ON %s", FetchObjectName(CLICKED_ID));
+ debug(5, "LEFT-CLICKED ON %s", fetchObjectName(CLICKED_ID));
else // RIGHT BUTTON
- debug(5, "RIGHT-CLICKED ON %s", FetchObjectName(CLICKED_ID));
+ debug(5, "RIGHT-CLICKED ON %s", fetchObjectName(CLICKED_ID));
}
}
}
@@ -694,7 +694,7 @@ void Sword2Engine::mouseOnOff(void) {
setLuggage(_currentLuggageResource);
}
} else
- error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, FetchObjectName(_mouseTouching));
+ error("ERROR: mouse.pointer==0 for object %d (%s) - update logic script!", _mouseTouching, fetchObjectName(_mouseTouching));
} else if (_oldMouseTouching && !_mouseTouching) {
// the cursor has moved off something - reset cursor to
// normal pointer
@@ -741,8 +741,8 @@ void Sword2Engine::setMouse(uint32 res) {
_mousePointerRes = res;
if (res) {
- icon = res_man.open(res) + sizeof(_standardHeader);
- len = res_man._resList[res]->size - sizeof(_standardHeader);
+ icon = res_man->openResource(res) + sizeof(_standardHeader);
+ len = res_man->_resList[res]->size - sizeof(_standardHeader);
// don't pulse the normal pointer - just do the regular anim
// loop
@@ -752,7 +752,7 @@ void Sword2Engine::setMouse(uint32 res) {
else
g_display->setMouseAnim(icon, len, RDMOUSE_FLASH);
- res_man.close(res);
+ res_man->closeResource(res);
} else {
// blank cursor
g_display->setMouseAnim(NULL, 0, 0);
@@ -766,12 +766,12 @@ void Sword2Engine::setLuggage(uint32 res) {
_realLuggageItem = res;
if (res) {
- icon = res_man.open(res) + sizeof(_standardHeader);
- len = res_man._resList[res]->size - sizeof(_standardHeader);
+ icon = res_man->openResource(res) + sizeof(_standardHeader);
+ len = res_man->_resList[res]->size - sizeof(_standardHeader);
g_display->setLuggageAnim(icon, len);
- res_man.close(res);
+ res_man->closeResource(res);
} else
g_display->setLuggageAnim(NULL, 0);
}
@@ -960,7 +960,7 @@ void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
local_text = text_id & 0xffff;
// open text file & get the line
- text = FetchTextLine(res_man.open(text_res), local_text);
+ text = fetchTextLine(res_man->openResource(text_res), local_text);
// 'text+2' to skip the first 2 bytes which form the
// line reference number
@@ -973,7 +973,7 @@ void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) {
_speechFontId, justification);
// now ok to close the text file
- res_man.close(text_res);
+ res_man->closeResource(text_res);
}
}
}
@@ -1135,12 +1135,12 @@ int32 Logic::fnAddHuman(int32 *params) {
// stops all fx & clears the queue - eg. when leaving a
// location
- Clear_fx_queue();
+ g_sword2->clearFxQueue();
// Trash all object resources so they load in fresh & restart
// their logic scripts
- res_man.killAllObjects(false);
+ res_man->killAllObjects(false);
g_display->setPalette(0, 1, black, RDPAL_INSTANT);
}