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authoruruk2014-03-07 09:04:27 +0100
committeruruk2014-03-07 09:04:27 +0100
commitda157fbccc7e094f16bc78e2ddadfc2ea29676f4 (patch)
treefb6f1f3dffb3153cb06f79b325c0b6bee8fe29cc /engines
parentea5bd95492f9848236f4194d182a91bca1a3dab0 (diff)
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AVALANCHE: Rework use of ShootEmUp.
Diffstat (limited to 'engines')
-rw-r--r--engines/avalanche/avalanche.cpp3
-rw-r--r--engines/avalanche/avalanche.h1
-rw-r--r--engines/avalanche/timer.cpp5
3 files changed, 4 insertions, 5 deletions
diff --git a/engines/avalanche/avalanche.cpp b/engines/avalanche/avalanche.cpp
index 3b1ca6026d..1bc4c5348d 100644
--- a/engines/avalanche/avalanche.cpp
+++ b/engines/avalanche/avalanche.cpp
@@ -57,7 +57,6 @@ AvalancheEngine::AvalancheEngine(OSystem *syst, const AvalancheGameDescription *
_nim = nullptr;
_ghostroom = nullptr;
_help = nullptr;
- _shootemup = nullptr;
_platform = gd->desc.platform;
initVariables();
@@ -82,7 +81,6 @@ AvalancheEngine::~AvalancheEngine() {
delete _nim;
delete _ghostroom;
delete _help;
- delete _shootemup;
for (int i = 0; i < 31; i++) {
for (int j = 0; j < 2; j++) {
@@ -167,7 +165,6 @@ Common::ErrorCode AvalancheEngine::initialize() {
_nim = new Nim(this);
_ghostroom = new GhostRoom(this);
_help = new Help(this);
- _shootemup = new ShootEmUp(this);
_graphics->init();
_dialogs->init();
diff --git a/engines/avalanche/avalanche.h b/engines/avalanche/avalanche.h
index 1eec79f28c..fcca396fd2 100644
--- a/engines/avalanche/avalanche.h
+++ b/engines/avalanche/avalanche.h
@@ -91,7 +91,6 @@ public:
Nim *_nim;
GhostRoom *_ghostroom;
Help *_help;
- ShootEmUp *_shootemup;
OSystem *_system;
diff --git a/engines/avalanche/timer.cpp b/engines/avalanche/timer.cpp
index c361203886..7b6e1ee1ce 100644
--- a/engines/avalanche/timer.cpp
+++ b/engines/avalanche/timer.cpp
@@ -331,7 +331,10 @@ void Timer::hangAround2() {
_vm->_tiedUp = false;
- _vm->_shootemup->run();
+ // We don't need the ShootEmUp during the whole game, it's only playable once.
+ ShootEmUp *shootemup = new ShootEmUp(_vm);
+ shootemup->run();
+ delete shootemup;
}
void Timer::afterTheShootemup() {