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author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
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committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/build_display.cpp | |
parent | b04ddef7506bfa08527da9e79040c583fb765b2e (diff) | |
download | scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.gz scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.bz2 scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.zip |
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r-- | sword2/build_display.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index aa734d71e6..82f098719a 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -160,7 +160,7 @@ void Sword2Engine::buildDisplay(void) { // text blocks // speech blocks and headup debug text - fontRenderer.printTextBlocs(); + fontRenderer->printTextBlocs(); // menu bar & icons @@ -218,7 +218,7 @@ void Sword2Engine::displayMsg(uint8 *text, int time) { g_display->closeMenuImmediately(); g_display->clearScene(); - text_spr = fontRenderer.makeTextSprite(text, 640, 187, g_sword2->_speechFontId); + text_spr = fontRenderer->makeTextSprite(text, 640, 187, _speechFontId); frame = (_frameHeader *) text_spr->ad; @@ -702,7 +702,7 @@ int32 Logic::fnRegisterFrame(int32 *params) { // 1 pointer to graphic structure // 2 pointer to mega structure or NULL if not a mega - return g_sword2->registerFrame(params); + return _vm->registerFrame(params); } int32 Sword2Engine::registerFrame(int32 *params) { @@ -790,15 +790,15 @@ int32 Logic::fnUpdatePlayerStats(int32 *params) { Object_mega *ob_mega = (Object_mega *) params[0]; - g_sword2->_thisScreen.player_feet_x = ob_mega->feet_x; - g_sword2->_thisScreen.player_feet_y = ob_mega->feet_y; + _vm->_thisScreen.player_feet_x = ob_mega->feet_x; + _vm->_thisScreen.player_feet_y = ob_mega->feet_y; // for the script PLAYER_FEET_X = ob_mega->feet_x; PLAYER_FEET_Y = ob_mega->feet_y; PLAYER_CUR_DIR = ob_mega->current_dir; - SCROLL_OFFSET_X = g_sword2->_thisScreen.scroll_offset_x; + SCROLL_OFFSET_X = _vm->_thisScreen.scroll_offset_x; debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y); @@ -832,7 +832,7 @@ int32 Logic::fnSetPalette(int32 *params) { // params: 0 resource number of palette file, or 0 if it's to be // the palette from the current screen - g_sword2->setFullPalette(params[0]); + _vm->setFullPalette(params[0]); return IR_CONT; } @@ -927,13 +927,13 @@ int32 Logic::fnChangeShadows(int32 *params) { // params: none // if last screen was using a shading mask (see below) - if (g_sword2->_thisScreen.mask_flag) { + if (_vm->_thisScreen.mask_flag) { uint32 rv = g_display->closeLightMask(); if (rv) error("Driver Error %.8x [%s line %u]", rv); - g_sword2->_thisScreen.mask_flag = 0; + _vm->_thisScreen.mask_flag = 0; } return IR_CONT; |