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author | Robert Göffringmann | 2003-12-20 20:20:53 +0000 |
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committer | Robert Göffringmann | 2003-12-20 20:20:53 +0000 |
commit | 2554ced5e970301e46f1b8035975762447b900f2 (patch) | |
tree | 811285079382de6c73ddc002ba4637b82717d6b2 /sword1/sword1.h | |
parent | 1007e8256f0d17a2e797f9ae6028651e06f33ea3 (diff) | |
download | scummvm-rg350-2554ced5e970301e46f1b8035975762447b900f2.tar.gz scummvm-rg350-2554ced5e970301e46f1b8035975762447b900f2.tar.bz2 scummvm-rg350-2554ced5e970301e46f1b8035975762447b900f2.zip |
fixed crashes after restoring a savegame, added fnSetPaletteToFade and changed speech code to distinguish between CD1 and CD2. (now needs SPEECH1.CLU and SPEECH2.CLU)
svn-id: r11789
Diffstat (limited to 'sword1/sword1.h')
-rw-r--r-- | sword1/sword1.h | 18 |
1 files changed, 3 insertions, 15 deletions
diff --git a/sword1/sword1.h b/sword1/sword1.h index 581cac2e53..fa3d866454 100644 --- a/sword1/sword1.h +++ b/sword1/sword1.h @@ -24,6 +24,7 @@ #include "common/util.h" #include "sound/mixer.h" #include "base/gameDetector.h" +#include "sworddefs.h" class SwordScreen; class SwordSound; @@ -41,26 +42,12 @@ struct SystemVars { uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c uint32 gamePaused; // 1 when paused uint32 rate; // game rate => what's this for? - //uint32 textNumber; // holds last text_no displayed => I think it was only for debugging - //uint32 endOfQ; // next available slot in sound fx queue - //uint8 debug; // toggles tdebug file - //uint8 saveGameFlag; // controls save game loop 0=off 1=save game 2=restore game 3=restart 4=quit to dos uint8 deathScreenFlag; // 1 death screen version of the control panel, 2 = successful end of game, 3 = force restart bool forceRestart; uint8 playSpeech; uint8 showText; - //uint8 snrStatus; - // ^=> move into SwordControl... or whatever it will be. - //uint8 displayText; // toggles debug text display on "t" - //uint8 displayGrid; // toggles debug grid display on "g" - //uint8 displayMouse; // toggles debug mouse display on "m" - //uint8 framesPerSecond; // toggles one frame pre second mode on "1" - //uint8 writingPCXs; // writing a PCX every frame on "f" - //int16 parallaxOn; I think we don't need this. uint8 language; - //int32 currentMusic; - //uint32 gameCycle; }; class SwordEngine : public Engine { @@ -76,8 +63,8 @@ private: void delay(uint amount); void initialize(void); + void checkCd(void); void mainLoop(void); - void fnCheckCd(uint32 newScreen); void startPositions(int32 startNumber); uint16 _mouseX, _mouseY, _mouseState; @@ -95,4 +82,5 @@ private: SwordSound *_sound; SwordMenu *_menu; SwordMusic *_music; + static const uint8 _cdList[TOTAL_SECTIONS]; }; |