From c778efaca5b9d20f73e9d12cc8404d8948f8e522 Mon Sep 17 00:00:00 2001 From: Robert Špalek Date: Fri, 30 Oct 2009 01:41:57 +0000 Subject: Remove most of default parameter values. Also, add comments to the last commit. svn-id: r45511 --- engines/draci/game.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'engines/draci/game.cpp') diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 2fbbe54a8d..6d3700cde2 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -186,12 +186,12 @@ void Game::init() { // Initialize animation for object / room titles Animation *titleAnim = _vm->_anims->addText(kTitleText, true); - Text *title = new Text("", _vm->_smallFont, kTitleColour, 0, 0); + Text *title = new Text("", _vm->_smallFont, kTitleColour, 0, 0, 0); titleAnim->addFrame(title, NULL); // Initialize animation for speech text Animation *speechAnim = _vm->_anims->addText(kSpeechText, true); - Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0); + Text *speech = new Text("", _vm->_bigFont, kFontColour1, 0, 0, 0); speechAnim->addFrame(speech, NULL); // Initialize inventory animation @@ -204,7 +204,7 @@ void Game::init() { for (uint i = 0; i < kDialogueLines; ++i) { _dialogueAnims[i] = _vm->_anims->addText(kDialogueLinesID - i, true); - Text *dialogueLine = new Text("", _vm->_smallFont, kLineInactiveColour, 0, 0); + Text *dialogueLine = new Text("", _vm->_smallFont, kLineInactiveColour, 0, 0, 0); _dialogueAnims[i]->addFrame(dialogueLine, NULL); _dialogueAnims[i]->setZ(254); @@ -503,7 +503,7 @@ void Game::updateCursor() { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kNormalCursor); } else { - _vm->_mouse->loadItemCursor(_currentItem); + _vm->_mouse->loadItemCursor(_currentItem, false); } } @@ -561,7 +561,7 @@ void Game::updateCursor() { if (_currentItem == kNoItem) { _vm->_mouse->setCursorType(kNormalCursor); } else { - _vm->_mouse->loadItemCursor(_currentItem); + _vm->_mouse->loadItemCursor(_currentItem, false); } } } @@ -667,7 +667,7 @@ void Game::putItem(int itemID, int position) { const int anim_id = kInventoryItemsID - itemID; Animation *anim = _vm->_anims->getAnimation(anim_id); if (!anim) { - anim = _vm->_anims->addItem(anim_id); + anim = _vm->_anims->addItem(anim_id, false); const BAFile *img = _vm->_itemImagesArchive->getFile(2 * itemID); Sprite *sp = new Sprite(img->_data, img->_length, 0, 0, true); anim->addFrame(sp, NULL); @@ -982,7 +982,7 @@ void Game::walkHero(int x, int y, SightDirection dir) { return; Surface *surface = _vm->_screen->getSurface(); - _hero = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getRect()); + _hero = _currentRoom._walkingMap.findNearestWalkable(x, y, surface->getDimensions()); debugC(3, kDraciLogicDebugLevel, "Walk to x: %d y: %d", _hero.x, _hero.y); // FIXME: Need to add proper walking (this only warps the dragon to position) -- cgit v1.2.3