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authorTorbjörn Andersson2003-11-04 18:02:49 +0000
committerTorbjörn Andersson2003-11-04 18:02:49 +0000
commitba098a3a5b27967c5e3f629cb6e8a0dc453aded8 (patch)
tree54e9193bc66152082fdade1221b313c92aeb2ac7 /sword2/save_rest.cpp
parent64ec1907c2d99e7ecc46e0a5d5605e474c548248 (diff)
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Create g_logic dynamically. More moving of stuff into classes.
svn-id: r11129
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r--sword2/save_rest.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index 7c95c6ddaf..169d5af1a9 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -148,7 +148,7 @@ void Sword2Engine::fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
g_header.screenId = _thisScreen.background_layer_id;
// resource id of current run-list
- g_header.runListId = g_logic.getRunList();
+ g_header.runListId = g_logic->getRunList();
// those scroll position control things
g_header.feet_x = _thisScreen.feet_x;
@@ -346,7 +346,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
res_man->killAll(false);
// clean out the system kill list (no more objects to kill)
- g_logic.resetKillList();
+ g_logic->resetKillList();
// get player character data from savegame buffer
@@ -383,7 +383,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
pars[0] = g_header.screenId;
pars[1] = 1;
- g_logic.fnInitBackground(pars);
+ g_logic->fnInitBackground(pars);
// So palette not restored immediately after control panel - we want to
// fade up instead!
@@ -396,7 +396,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
_thisScreen.feet_y = g_header.feet_y;
// start the new run list
- g_logic.expressChangeSession(g_header.runListId);
+ g_logic->expressChangeSession(g_header.runListId);
// Force in the new scroll position, so unsightly scroll-catch-up does
// not occur when screen first draws after returning from restore panel
@@ -484,7 +484,7 @@ void Sword2Engine::getPlayerStructures(void) {
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
- g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
+ g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
res_man->closeResource(CUR_PLAYER_ID);
}
@@ -507,12 +507,12 @@ void Sword2Engine::putPlayerStructures(void) {
// script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
null_pc = 8;
- g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
+ g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
// script no. 14 - 'set_up_nico_anim_tables'
null_pc = 14;
- g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
+ g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
// which megaset was the player at the time of saving?
@@ -534,7 +534,7 @@ void Sword2Engine::putPlayerStructures(void) {
break;
}
- g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
+ g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
res_man->closeResource(CUR_PLAYER_ID);
}