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authorTorbjörn Andersson2003-11-08 15:47:51 +0000
committerTorbjörn Andersson2003-11-08 15:47:51 +0000
commit688c80b0620ae5765355a4048864bb3de84ebf74 (patch)
tree497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/build_display.cpp
parentb04ddef7506bfa08527da9e79040c583fb765b2e (diff)
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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.cpp18
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;