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author | Max Horn | 2006-04-29 16:24:39 +0000 |
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committer | Max Horn | 2006-04-29 16:24:39 +0000 |
commit | c4df5037dc19a053cb0a3f66a4cf0775ffc09183 (patch) | |
tree | 7e68680a343cd0a471f19209d86790b053a2fd86 /engines/scumm/saveload.cpp | |
parent | ad5a89a04b3ccc847cb022b125d2a555c10839b6 (diff) | |
download | scummvm-rg350-c4df5037dc19a053cb0a3f66a4cf0775ffc09183.tar.gz scummvm-rg350-c4df5037dc19a053cb0a3f66a4cf0775ffc09183.tar.bz2 scummvm-rg350-c4df5037dc19a053cb0a3f66a4cf0775ffc09183.zip |
* Renamed several methods in favor of a somewhat more uniform naming scheme: setupFOO for stuff that inits static data (i.e. will be called only once, or after loading savegames), vs. resetFOO / updateFOO methods which are called frequently and (re)set dynamic data.
* Doing this, split scummInit into setupScumm and resetScumm methods
* Moved some init code to new methods (huuuuge init methods are hard to read, and hard to customize using subclassing)
* Renmaed various setup???Palette methods to set???Palette
* Some minor cleanup / tweaks
svn-id: r22227
Diffstat (limited to 'engines/scumm/saveload.cpp')
-rw-r--r-- | engines/scumm/saveload.cpp | 51 |
1 files changed, 6 insertions, 45 deletions
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp index 92cd9881fd..d6594f1a55 100644 --- a/engines/scumm/saveload.cpp +++ b/engines/scumm/saveload.cpp @@ -257,7 +257,7 @@ bool ScummEngine::loadState(int slot, bool compat) { res.nukeResource(i, j); } - initScummVars(); + resetScummVars(); if (_game.features & GF_OLD_BUNDLE) loadCharset(0); // FIXME - HACK ? @@ -270,7 +270,7 @@ bool ScummEngine::loadState(int slot, bool compat) { delete in; // Update volume settings - setupVolumes(); + updateVolumes(); // Init NES costume data if (_game.platform == Common::kPlatformNES) { @@ -331,53 +331,14 @@ bool ScummEngine::loadState(int slot, bool compat) { } } - // We could simply dirty colours 0-15 for 16-colour games -- nowadays - // they handle their palette pretty much like the more recent games - // anyway. There was a time, though, when re-initializing was necessary - // for backwards compatibility, and it may still prove useful if we - // ever add options for using different 16-colour palettes. - if (_game.version == 1) { - if (_game.platform == Common::kPlatformC64) { - setupC64Palette(); - } else if (_game.platform == Common::kPlatformNES) { - setupNESPalette(); - } else { - setupV1Palette(); - } - } else if (_game.features & GF_16COLOR) { - switch (_renderMode) { - case Common::kRenderEGA: - setupEGAPalette(); - break; - - case Common::kRenderAmiga: - setupAmigaPalette(); - break; - - case Common::kRenderCGA: - setupCGAPalette(); - break; - - case Common::kRenderHercA: - case Common::kRenderHercG: - setupHercPalette(); - break; - - default: - if ((_game.platform == Common::kPlatformAmiga) || (_game.platform == Common::kPlatformAtariST)) - setupAmigaPalette(); - else - setupEGAPalette(); - } - } else - setDirtyColors(0, 255); - + // Reset the palette. + resetPalette(); if (hdr.ver < VER(35) && _game.id == GID_MANIAC && _game.version == 1) - setupV1ActorTalkColor(); + resetV1ActorTalkColor(); // Load the static room data - loadRoomSubBlocks(); + setupRoomSubBlocks(); if (!(_game.features & GF_NEW_CAMERA)) { camera._last.x = camera._cur.x; |