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author | Robert Göffringmann | 2003-12-20 09:12:54 +0000 |
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committer | Robert Göffringmann | 2003-12-20 09:12:54 +0000 |
commit | 59654b17191b99c23486f6a41076b9ed05a1c38f (patch) | |
tree | f088012a40319619f80b8e81082779bb6512f737 /sword1/sword1.h | |
parent | aceafcbb484f18aedda914bf321585a9c113016a (diff) | |
download | scummvm-rg350-59654b17191b99c23486f6a41076b9ed05a1c38f.tar.gz scummvm-rg350-59654b17191b99c23486f6a41076b9ed05a1c38f.tar.bz2 scummvm-rg350-59654b17191b99c23486f6a41076b9ed05a1c38f.zip |
added SwordControl (the control panel). Not yet finished.
svn-id: r11775
Diffstat (limited to 'sword1/sword1.h')
-rw-r--r-- | sword1/sword1.h | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/sword1/sword1.h b/sword1/sword1.h index 7844e9d7e9..581cac2e53 100644 --- a/sword1/sword1.h +++ b/sword1/sword1.h @@ -45,11 +45,12 @@ struct SystemVars { //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 + //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; + //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" @@ -57,8 +58,8 @@ struct SystemVars { //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; + uint8 language; + //int32 currentMusic; //uint32 gameCycle; }; @@ -68,16 +69,19 @@ public: SwordEngine(GameDetector *detector, OSystem *syst); virtual ~SwordEngine(); static SystemVars _systemVars; + void reinitialize(void); protected: void go(); private: void delay(uint amount); void initialize(void); + void mainLoop(void); void fnCheckCd(uint32 newScreen); void startPositions(int32 startNumber); uint16 _mouseX, _mouseY, _mouseState; + uint8 _keyPressed; GameDetector *_detector; OSystem *_system; |