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author | Torbjörn Andersson | 2005-01-28 16:33:14 +0000 |
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committer | Torbjörn Andersson | 2005-01-28 16:33:14 +0000 |
commit | c0a3816e1790182b7b4b3854846f01247b00ebbe (patch) | |
tree | 65e6fd93a7dcff1bb2111c802f283ff511b8b027 /sword2/logic.h | |
parent | 6feb7ae90f38c11b85868c54fb5b328d50844856 (diff) | |
download | scummvm-rg350-c0a3816e1790182b7b4b3854846f01247b00ebbe.tar.gz scummvm-rg350-c0a3816e1790182b7b4b3854846f01247b00ebbe.tar.bz2 scummvm-rg350-c0a3816e1790182b7b4b3854846f01247b00ebbe.zip |
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
Diffstat (limited to 'sword2/logic.h')
-rw-r--r-- | sword2/logic.h | 27 |
1 files changed, 2 insertions, 25 deletions
diff --git a/sword2/logic.h b/sword2/logic.h index dcbdf547f0..f535ac4581 100644 --- a/sword2/logic.h +++ b/sword2/logic.h @@ -24,7 +24,6 @@ #define _LOGIC #include "sword2/speech.h" -#include "sword2/startup.h" namespace Sword2 { @@ -68,7 +67,8 @@ private: EventUnit _eventList[MAX_events]; - // Stores resource id of the wav to use as lead-out from smacker + // Resource id of the wav to use as lead-in/lead-out from smacker + uint32 _smackerLeadIn; uint32 _smackerLeadOut; int32 animate(int32 *params, bool reverse); @@ -133,26 +133,6 @@ private: void formText(int32 *params); bool wantSpeechForLine(uint32 wavId); - uint32 _totalStartups; - uint32 _totalScreenManagers; - uint32 _startRes; - - struct StartUp { - char description[MAX_description]; - - // id of screen manager object - uint32 start_res_id; - - // tell the manager which startup you want (if there are more - // than 1) (i.e more than 1 entrance to a screen and/or - // separate game boots) - uint32 key; - }; - - StartUp _startList[MAX_starts]; - - bool initStartMenu(void); - int16 _standbyX; // see fnSetStandbyCoords() int16 _standbyY; int16 _standbyDir; @@ -180,9 +160,6 @@ public: // could alternately use logic->looping of course bool _choosing; - void conPrintStartMenu(void); - void conStart(int start); - int runScript(char *scriptData, char *objectData, uint32 *offset); void sendEvent(uint32 id, uint32 interact_id); |