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authorChristopher Page2008-07-13 22:00:39 +0000
committerChristopher Page2008-07-13 22:00:39 +0000
commit796e606971cf20aabd1fd8fdbc31d2210b7a5a3b (patch)
tree9d501a9b2e37f2925af6aee88134263455adc2a1 /engines
parente7d7f8df95fc45c9fedb5238e6634080cb8f49cf (diff)
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SWORD2 works with the new GMM implementation
svn-id: r33044
Diffstat (limited to 'engines')
-rw-r--r--engines/sword2/animation.cpp3
-rw-r--r--engines/sword2/controls.cpp8
-rw-r--r--engines/sword2/function.cpp2
-rw-r--r--engines/sword2/palette.cpp2
-rw-r--r--engines/sword2/resman.cpp2
-rw-r--r--engines/sword2/screen.cpp8
-rw-r--r--engines/sword2/sword2.cpp13
-rw-r--r--engines/sword2/sword2.h1
8 files changed, 15 insertions, 24 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index 48196a2f7d..47b71f4a33 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -358,7 +358,6 @@ bool MoviePlayer::userInterrupt() {
handleScreenChanged();
break;
case Common::EVENT_QUIT:
- _vm->closeGame();
terminate = true;
break;
case Common::EVENT_KEYDOWN:
@@ -379,7 +378,7 @@ void MoviePlayer::play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn
bool startNextText = false;
// This happens if the user quits during the "eye" cutscene.
- if (_vm->_quit)
+ if (_vm->quit())
return;
_numSpeechLines = numLines;
diff --git a/engines/sword2/controls.cpp b/engines/sword2/controls.cpp
index 6b466d6be0..dcacbc78d4 100644
--- a/engines/sword2/controls.cpp
+++ b/engines/sword2/controls.cpp
@@ -396,7 +396,7 @@ int Dialog::runModal() {
_vm->_system->delayMillis(20);
- if (_vm->_quit)
+ if (_vm->quit())
setResult(0);
}
@@ -842,7 +842,7 @@ int StartDialog::runModal() {
if (startDialog.runModal())
return 1;
- if (_vm->_quit)
+ if (_vm->quit())
return 0;
RestoreDialog restoreDialog(_vm);
@@ -850,7 +850,7 @@ int StartDialog::runModal() {
if (restoreDialog.runModal())
return 0;
- if (_vm->_quit)
+ if (_vm->quit())
return 0;
}
@@ -882,7 +882,7 @@ int QuitDialog::runModal() {
int result = MiniDialog::runModal();
if (result)
- _vm->closeGame();
+ _vm->quitGame();
return result;
}
diff --git a/engines/sword2/function.cpp b/engines/sword2/function.cpp
index 84a5b5af76..31b799386f 100644
--- a/engines/sword2/function.cpp
+++ b/engines/sword2/function.cpp
@@ -2388,7 +2388,7 @@ int32 Logic::fnPlayCredits(int32 *params) {
// params: none
if (readVar(DEMO)) {
- _vm->closeGame();
+ _vm->quitGame();
return IR_STOP;
}
diff --git a/engines/sword2/palette.cpp b/engines/sword2/palette.cpp
index 81f93c77ae..b66a3c9a81 100644
--- a/engines/sword2/palette.cpp
+++ b/engines/sword2/palette.cpp
@@ -212,7 +212,7 @@ uint8 Screen::getFadeStatus() {
}
void Screen::waitForFade() {
- while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK && !_vm->_quit) {
+ while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK && !_vm->quit()) {
updateDisplay();
_vm->_system->delayMillis(20);
}
diff --git a/engines/sword2/resman.cpp b/engines/sword2/resman.cpp
index d6b8025cda..04205e8d0e 100644
--- a/engines/sword2/resman.cpp
+++ b/engines/sword2/resman.cpp
@@ -413,7 +413,7 @@ Common::File *ResourceManager::openCluFile(uint16 fileNum) {
// quit while the game is asking for the user to insert a CD.
// But recovering from this situation gracefully is just too
// much trouble, so quit now.
- if (_vm->_quit)
+ if (_vm->quit())
g_system->quit();
// If the file is supposed to be on hard disk, or we're
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index fdabb3ee6f..b2fcc45c9c 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -389,7 +389,7 @@ void Screen::displayMsg(byte *text, int time) {
uint32 targetTime = _vm->getMillis() + (time * 1000);
_vm->sleepUntil(targetTime);
} else {
- while (!_vm->_quit) {
+ while (!_vm->quit()) {
MouseEvent *me = _vm->mouseEvent();
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
break;
@@ -1035,7 +1035,7 @@ void Screen::rollCredits() {
uint32 musicLength = MAX((int32)(1000 * (_vm->_sound->musicTimeRemaining() - 3)), 25 * (int32)scrollSteps);
- while (scrollPos < scrollSteps && !_vm->_quit) {
+ while (scrollPos < scrollSteps && !_vm->quit()) {
clearScene();
for (i = startLine; i < lineCount; i++) {
@@ -1123,13 +1123,13 @@ void Screen::rollCredits() {
// The music should either have stopped or be about to stop, so
// wait for it to really happen.
- while (_vm->_sound->musicTimeRemaining() && !_vm->_quit) {
+ while (_vm->_sound->musicTimeRemaining() && !_vm->quit()) {
updateDisplay(false);
_vm->_system->delayMillis(100);
}
}
- if (_vm->_quit)
+ if (_vm->quit())
return;
waitForFade();
diff --git a/engines/sword2/sword2.cpp b/engines/sword2/sword2.cpp
index dc52bc5630..fc0da92248 100644
--- a/engines/sword2/sword2.cpp
+++ b/engines/sword2/sword2.cpp
@@ -370,7 +370,7 @@ int Sword2Engine::init() {
// player will kill the music for us. Otherwise, the restore
// will either have killed the music, or done a crossfade.
- if (_quit)
+ if (quit())
return 0;
if (result)
@@ -442,7 +442,7 @@ int Sword2Engine::go() {
// because we want the break to happen before updating the
// screen again.
- if (_quit)
+ if (quit())
break;
// creates the debug text blocks
@@ -459,11 +459,7 @@ int Sword2Engine::go() {
#endif
}
- return _rtl;
-}
-
-void Sword2Engine::closeGame() {
- _quit = true;
+ return _eventMan->shouldRTL();
}
void Sword2Engine::restartGame() {
@@ -609,9 +605,6 @@ void Sword2Engine::parseInputEvents() {
_mouseEvent.buttons = RD_WHEELDOWN;
}
break;
- case Common::EVENT_QUIT:
- closeGame();
- break;
default:
break;
}
diff --git a/engines/sword2/sword2.h b/engines/sword2/sword2.h
index 15923cf822..9b589c347e 100644
--- a/engines/sword2/sword2.h
+++ b/engines/sword2/sword2.h
@@ -208,7 +208,6 @@ public:
void startGame();
void gameCycle();
- void closeGame();
void restartGame();
void sleepUntil(uint32 time);