diff options
author | Torbjörn Andersson | 2003-11-15 09:38:00 +0000 |
---|---|---|
committer | Torbjörn Andersson | 2003-11-15 09:38:00 +0000 |
commit | aaa5631a9963b02a96d5f82187465433c6b2dd13 (patch) | |
tree | 142986a381197d5d007060e4cd929f2061f887a7 /sword2/sword2.cpp | |
parent | 2312111a3a5519c2c4d36733c204e85b4f4b5557 (diff) | |
download | scummvm-rg350-aaa5631a9963b02a96d5f82187465433c6b2dd13.tar.gz scummvm-rg350-aaa5631a9963b02a96d5f82187465433c6b2dd13.tar.bz2 scummvm-rg350-aaa5631a9963b02a96d5f82187465433c6b2dd13.zip |
Mostly cleanup. Also prevented what would probably have been an infinite
loop if ScummVM failed to find a file in the demo. (Now it should error out
instead, which is marginally preferable.)
svn-id: r11298
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r-- | sword2/sword2.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 16ac6bec58..b55bfad139 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -128,7 +128,7 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) memory = new MemoryManager(); res_man = new ResourceManager(this); - g_logic = new Logic(this); + _logic = new Logic(this); fontRenderer = new FontRenderer(); gui = new Gui(this); g_input = _input = new Input(); @@ -194,7 +194,7 @@ Sword2Engine::~Sword2Engine() { delete _input; delete gui; delete fontRenderer; - delete g_logic; + delete _logic; delete res_man; delete memory; } @@ -225,7 +225,7 @@ int32 Sword2Engine::InitialiseGame(void) { // res 1 is the globals list file = res_man->openResource(1); debug(5, "CALLING: SetGlobalInterpreterVariables"); - g_logic->setGlobalInterpreterVariables((int32 * ) (file + sizeof(_standardHeader))); + _logic->setGlobalInterpreterVariables((int32 * ) (file + sizeof(_standardHeader))); // DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF // MEMORY SO IT CAN'T MOVE! @@ -264,7 +264,7 @@ void Sword2Engine::gameCycle(void) { // do one game cycle // got a screen to run? - if (g_logic->getRunList()) { + if (_logic->getRunList()) { //run the logic session UNTIL a full loop has been performed do { // reset the graphic 'buildit' list before a new @@ -277,7 +277,7 @@ void Sword2Engine::gameCycle(void) { // keep going as long as new lists keep getting put in // - i.e. screen changes - } while (g_logic->processSession()); + } while (_logic->processSession()); } else { // start the console and print the start options perhaps? _debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)"); @@ -393,7 +393,7 @@ void Sword2Engine::go() { // 'P' while not paused = pause! pauseGame(); } else if (c == 'C' && !(_features & GF_DEMO)) { - g_logic->fnPlayCredits(NULL); + _logic->fnPlayCredits(NULL); } #ifdef _SWORD2_DEBUG else if (c == 'S') { @@ -464,7 +464,7 @@ void Sword2Engine::startGame(void) { raw_script = (char *) res_man->openResource(screen_manager_id); // run the start script now (because no console) - g_logic->runScript(raw_script, raw_data_ad, &null_pc); + _logic->runScript(raw_script, raw_data_ad, &null_pc); // close the ScreenManager object res_man->closeResource(screen_manager_id); @@ -552,10 +552,10 @@ void Sword2Engine::unpauseGame(void) { } _gamePaused = false; - g_logic->_unpauseZone = 2; + _logic->_unpauseZone = 2; // if mouse is about or we're in a chooser menu - if (!_mouseStatus || g_logic->_choosing) + if (!_mouseStatus || _logic->_choosing) setMouse(NORMAL_MOUSE_ID); } |