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author | Torbjörn Andersson | 2003-11-04 18:02:49 +0000 |
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committer | Torbjörn Andersson | 2003-11-04 18:02:49 +0000 |
commit | ba098a3a5b27967c5e3f629cb6e8a0dc453aded8 (patch) | |
tree | 54e9193bc66152082fdade1221b313c92aeb2ac7 /sword2/save_rest.cpp | |
parent | 64ec1907c2d99e7ecc46e0a5d5605e474c548248 (diff) | |
download | scummvm-rg350-ba098a3a5b27967c5e3f629cb6e8a0dc453aded8.tar.gz scummvm-rg350-ba098a3a5b27967c5e3f629cb6e8a0dc453aded8.tar.bz2 scummvm-rg350-ba098a3a5b27967c5e3f629cb6e8a0dc453aded8.zip |
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.cpp | 16 |
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); } |