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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/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; |