diff options
Diffstat (limited to 'sword2/speech.cpp')
| -rw-r--r-- | sword2/speech.cpp | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 42d68f5226..e3a5f17697 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -189,7 +189,7 @@ int32 Logic::fnChoose(int32 *params) { g_display->showMenu(RDMENU_BOTTOM); // lets have the mouse pointer back - g_sword2->setMouse(NORMAL_MOUSE_ID); + _vm->setMouse(NORMAL_MOUSE_ID); _choosing = true; @@ -219,7 +219,7 @@ int32 Logic::fnChoose(int32 *params) { // change icons for (j = 0; j < IN_SUBJECT; j++) { - debug(5, "%s", g_sword2->fetchObjectName(_subjectList[j].res)); + debug(5, "%s", _vm->fetchObjectName(_subjectList[j].res)); // change all others to grey if (j != hit) { @@ -230,7 +230,7 @@ int32 Logic::fnChoose(int32 *params) { } - debug(5, "Selected: %s", g_sword2->fetchObjectName(_subjectList[hit].res)); + debug(5, "Selected: %s", _vm->fetchObjectName(_subjectList[hit].res)); // this is our looping flag _choosing = false; @@ -238,7 +238,7 @@ int32 Logic::fnChoose(int32 *params) { IN_SUBJECT = 0; // blank mouse again - g_sword2->setMouse(0); + _vm->setMouse(0); debug(5, "hit %d - ref %d ref*8 %d", hit, _subjectList[hit].ref, _subjectList[hit].ref * 8); @@ -287,7 +287,7 @@ int32 Logic::fnEndConversation(int32 *params) { if (g_display->_mouseY > 399) { // will wait for cursor to move off the bottom menu - g_sword2->_mouseMode = MOUSE_holding; + _vm->_mouseMode = MOUSE_holding; debug(5, " holding"); } @@ -543,7 +543,7 @@ int32 Logic::fnTimedWait(int32 *params) { // clear the event that hasn't been picked up - in theory, // none of this should ever happen - g_sword2->killAllIdsEvents(target); + killAllIdsEvents(target); debug(5, "EVENT timed out"); @@ -931,7 +931,7 @@ int32 Logic::fnISpeak(int32 *params) { } else cycle_skip = 0; - g_sword2->_debugger->_textNumber = params[S_TEXT]; // for debug info + _vm->_debugger->_textNumber = params[S_TEXT]; // for debug info // For testing all text & speech! // A script loop can send any text number to fnISpeak and it @@ -958,7 +958,7 @@ int32 Logic::fnISpeak(int32 *params) { if (head->fileType == TEXT_FILE) { // if it's not an animation file // if line number is out of range - if (g_sword2->checkTextLine((uint8*) head, local_text) == 0) { + if (_vm->checkTextLine((uint8*) head, local_text) == 0) { // line number out of range RESULT = 2; } @@ -988,7 +988,7 @@ int32 Logic::fnISpeak(int32 *params) { local_text = params[S_TEXT] & 0xffff; // open text file & get the line - text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); + text = _vm->fetchTextLine(res_man->openResource(text_res), local_text); _officialTextNumber = READ_LE_UINT16(text); // now ok to close the text file @@ -1023,7 +1023,7 @@ int32 Logic::fnISpeak(int32 *params) { if (PLAYER_ID != CUR_PLAYER_ID) debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2); else - debug(5, "(%d) %s: %s", _officialTextNumber, g_sword2->fetchObjectName(ID), text + 2); + debug(5, "(%d) %s: %s", _officialTextNumber, _vm->fetchObjectName(ID), text + 2); // Set up the speech animation @@ -1171,7 +1171,7 @@ int32 Logic::fnISpeak(int32 *params) { // open the anim file anim_file = res_man->openResource(ob_graphic->anim_resource); - anim_head = g_sword2->fetchAnimHeader(anim_file); + anim_head = _vm->fetchAnimHeader(anim_file); if (!_speechAnimType) { // ANIM IS TO BE LIP-SYNC'ED & REPEATING @@ -1284,7 +1284,7 @@ int32 Logic::fnISpeak(int32 *params) { // if there is text if (_speechTextBlocNo) { // kill the text block - fontRenderer.killTextBloc(_speechTextBlocNo); + fontRenderer->killTextBloc(_speechTextBlocNo); _speechTextBlocNo = 0; } @@ -1302,7 +1302,7 @@ int32 Logic::fnISpeak(int32 *params) { ob_logic->looping = 0; // reset for debug info - g_sword2->_debugger->_textNumber = 0; + _vm->_debugger->_textNumber = 0; // reset to zero, in case text line not even extracted (since // this number comes from the text line) @@ -1364,13 +1364,13 @@ void Logic::locateTalker(int32 *params) { // open animation file & set up the necessary pointers file = res_man->openResource(_animId); - anim_head = g_sword2->fetchAnimHeader(file); + anim_head = _vm->fetchAnimHeader(file); // '0' means 1st frame - cdt_entry = g_sword2->fetchCdtEntry(file, 0); + cdt_entry = _vm->fetchCdtEntry(file, 0); // '0' means 1st frame - frame_head = g_sword2->fetchFrameHeader(file, 0); + frame_head = _vm->fetchFrameHeader(file, 0); // check if this frame has offsets ie. this is a scalable // mega frame @@ -1410,8 +1410,8 @@ void Logic::locateTalker(int32 *params) { // adjust the text coords for RDSPR_DISPLAYALIGN - _textX -= g_sword2->_thisScreen.scroll_offset_x; - _textY -= g_sword2->_thisScreen.scroll_offset_y; + _textX -= _vm->_thisScreen.scroll_offset_x; + _textY -= _vm->_thisScreen.scroll_offset_y; // release the anim resource res_man->closeResource(_animId); @@ -1468,16 +1468,16 @@ void Logic::formText(int32 *params) { local_text = params[S_TEXT] & 0xffff; // open text file & get the line - text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); + text = _vm->fetchTextLine(res_man->openResource(text_res), local_text); // 'text + 2' to skip the first 2 bytes which form the line // reference number - _speechTextBlocNo = fontRenderer.buildNewBloc( + _speechTextBlocNo = fontRenderer->buildNewBloc( text + 2, _textX, _textY, textWidth, ob_speech->pen, RDSPR_TRANS | RDSPR_DISPLAYALIGN, - g_sword2->_speechFontId, POSITION_AT_CENTRE_OF_BASE); + _vm->_speechFontId, POSITION_AT_CENTRE_OF_BASE); // now ok to close the text file res_man->closeResource(text_res); |
