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| author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 | 
|---|---|---|
| committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 | 
| commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
| tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/function.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/function.cpp')
| -rw-r--r-- | sword2/function.cpp | 22 | 
1 files changed, 9 insertions, 13 deletions
| diff --git a/sword2/function.cpp b/sword2/function.cpp index c4699398ce..681ac8d469 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -139,7 +139,7 @@ int32 Logic::fnRandom(int32 *params) {  	// params:	0 min  	//		1 max -	RESULT = g_sword2->_rnd.getRandomNumberRng(params[0], params[1]); +	RESULT = _vm->_rnd.getRandomNumberRng(params[0], params[1]);  	return IR_CONT;  } @@ -204,7 +204,7 @@ int32 Logic::fnPassGraph(int32 *params) {  	// params:	0 pointer to a graphic structure (might not need this?) -	memcpy(&g_sword2->_engineGraph, (uint8 *) params[0], sizeof(Object_graphic)); +	memcpy(&_vm->_engineGraph, (uint8 *) params[0], sizeof(Object_graphic));  	// makes no odds  	return IR_CONT; @@ -220,7 +220,7 @@ int32 Logic::fnPassMega(int32 *params) {  	// params: 	0 pointer to a mega structure -	memcpy(&g_sword2->_engineMega, (uint8 *) params[0], sizeof(Object_mega)); +	memcpy(&_vm->_engineMega, (uint8 *) params[0], sizeof(Object_mega));  	// makes no odds  	return IR_CONT; @@ -337,9 +337,9 @@ int32 Logic::fnDisplayMsg(int32 *params) {  	// +2 to skip the encoded text number in the first 2 chars; 3 is  	// duration in seconds -	g_sword2->displayMsg(g_sword2->fetchTextLine(res_man->openResource(text_res), local_text) + 2, 3); +	_vm->displayMsg(_vm->fetchTextLine(res_man->openResource(text_res), local_text) + 2, 3);  	res_man->closeResource(text_res); -	g_sword2->removeMsg(); +	_vm->removeMsg();  	return IR_CONT;  } @@ -372,7 +372,7 @@ int32 Logic::fnResetGlobals(int32 *params) {  	// - this is taken from fnInitBackground  	// switch on scrolling (2 means first time on screen) -	g_sword2->_thisScreen.scroll_flag = 2; +	_vm->_thisScreen.scroll_flag = 2;  	return IR_CONT;  } @@ -444,19 +444,15 @@ int32 Logic::fnPlayCredits(int32 *params) {  		g_display->setPalette(0, 256, oldPal, RDPAL_FADE);  		g_display->fadeUp();  		g_display->updateDisplay(); -		g_sword2->buildDisplay(); +		_vm->buildDisplay();  		g_display->waitForFade();  		g_sound->muteFx(false);  		g_sound->muteSpeech(false);  	} -	// FIXME: This probably isn't the correct way of shutting down ScummVM -	// Anyway, I don't know if we ever call this from the demo. - -	if (g_sword2->_features & GF_DEMO) { -		Close_game();		// close engine systems down -		exit(0);		// quit the game +	if (_vm->_features & GF_DEMO) { +		_vm->closeGame();  	}  	return IR_CONT; | 
