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author | Torbjörn Andersson | 2003-11-16 14:18:29 +0000 |
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committer | Torbjörn Andersson | 2003-11-16 14:18:29 +0000 |
commit | fa2b8ba8de31f5659c675b507553a2b0a1ebd841 (patch) | |
tree | 52841e821b3283a0ff9430cf8be0cc273208f6e6 /sword2/sword2.cpp | |
parent | ab066c41e0a42320137bc6cb79d77720f932af0e (diff) | |
download | scummvm-rg350-fa2b8ba8de31f5659c675b507553a2b0a1ebd841.tar.gz scummvm-rg350-fa2b8ba8de31f5659c675b507553a2b0a1ebd841.tar.bz2 scummvm-rg350-fa2b8ba8de31f5659c675b507553a2b0a1ebd841.zip |
More cleanup. I've eliminated all the temporary global variables I've added
over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r-- | sword2/sword2.cpp | 86 |
1 files changed, 32 insertions, 54 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index b55bfad139..d6bce469ad 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -17,32 +17,13 @@ * $Header$ */ -#include "stdafx.h" +#include "common/stdafx.h" #include "backends/fs/fs.h" #include "base/gameDetector.h" #include "base/plugins.h" #include "common/config-manager.h" #include "sword2/sword2.h" -#include "sword2/driver/driver96.h" #include "sword2/defs.h" -#include "sword2/build_display.h" -#include "sword2/console.h" -#include "sword2/controls.h" -#include "sword2/credits.h" -#include "sword2/debug.h" -#include "sword2/header.h" -#include "sword2/interpreter.h" -#include "sword2/layers.h" -#include "sword2/logic.h" -#include "sword2/maketext.h" -#include "sword2/memory.h" -#include "sword2/mouse.h" -#include "sword2/protocol.h" -#include "sword2/resman.h" -#include "sword2/save_rest.h" -#include "sword2/sound.h" -#include "sword2/speech.h" -#include "sword2/startup.h" #ifdef _WIN32_WCE extern bool isSmartphone(void); @@ -98,9 +79,6 @@ REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create, namespace Sword2 { Sword2Engine *g_sword2 = NULL; -Input *g_input = NULL; -Sound *g_sound = NULL; -Graphics *g_graphics = NULL; Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) { @@ -126,14 +104,14 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) // get some falling RAM and put it in your pocket, never let it slip // away - memory = new MemoryManager(); - res_man = new ResourceManager(this); + _memory = new MemoryManager(this); + _resman = new ResourceManager(this); _logic = new Logic(this); - fontRenderer = new FontRenderer(); - gui = new Gui(this); - g_input = _input = new Input(); - g_sound = _sound = new Sound(_mixer); - g_graphics = _graphics = new Graphics(640, 480); + _fontRenderer = new FontRenderer(this); + _gui = new Gui(this); + _input = new Input(this); + _sound = new Sound(this); + _graphics = new Graphics(this, 640, 480); _debugger = new Debugger(this); _lastPaletteRes = 0; @@ -192,11 +170,11 @@ Sword2Engine::~Sword2Engine() { delete _graphics; delete _sound; delete _input; - delete gui; - delete fontRenderer; + delete _gui; + delete _fontRenderer; delete _logic; - delete res_man; - delete memory; + delete _resman; + delete _memory; } void Sword2Engine::errorString(const char *buf1, char *buf2) { @@ -223,9 +201,9 @@ int32 Sword2Engine::InitialiseGame(void) { // initialise global script variables // res 1 is the globals list - file = res_man->openResource(1); + file = _resman->openResource(1); debug(5, "CALLING: SetGlobalInterpreterVariables"); - _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! @@ -233,7 +211,7 @@ int32 Sword2Engine::InitialiseGame(void) { // DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT // CAN'T MOVE! - file = res_man->openResource(8); + file = _resman->openResource(8); // Set up font resource variables for this language version @@ -257,7 +235,7 @@ int32 Sword2Engine::InitialiseGame(void) { void Sword2Engine::closeGame(void) { // Stop music instantly! killMusic(); - g_system->quit(); + _system->quit(); } void Sword2Engine::gameCycle(void) { @@ -291,7 +269,7 @@ void Sword2Engine::gameCycle(void) { processFxQueue(); // update age and calculate previous cycle memory usage - res_man->nextCycle(); + _resman->nextCycle(); } void Sword2Engine::go() { @@ -306,7 +284,7 @@ void Sword2Engine::go() { // via a window, thus time becomes a loop. debug(5, "CALLING: readOptionSettings"); - gui->readOptionSettings(); + _gui->readOptionSettings(); debug(5, "CALLING: InitialiseGame"); if (InitialiseGame()) { @@ -319,7 +297,7 @@ void Sword2Engine::go() { restoreGame(_saveSlot); else { // show restore menu setMouse(NORMAL_MOUSE_ID); - if (!gui->restoreControl()) + if (!_gui->restoreControl()) startGame(); } } else @@ -359,8 +337,8 @@ void Sword2Engine::go() { } #endif - if (g_input->keyWaiting()) { - g_input->readKey(&ke); + if (_input->keyWaiting()) { + _input->readKey(&ke); char c = toupper(ke.ascii); @@ -458,19 +436,19 @@ void Sword2Engine::startGame(void) { uint32 null_pc = 1; // open george object, ready for start script to reference - raw_data_ad = (char *) res_man->openResource(8); + raw_data_ad = (char *) _resman->openResource(8); // open the ScreenManager object - raw_script = (char *) res_man->openResource(screen_manager_id); + raw_script = (char *) _resman->openResource(screen_manager_id); // run the start script now (because no console) _logic->runScript(raw_script, raw_data_ad, &null_pc); // close the ScreenManager object - res_man->closeResource(screen_manager_id); + _resman->closeResource(screen_manager_id); // close george - res_man->closeResource(8); + _resman->closeResource(8); debug(5, "startGame() DONE."); } @@ -491,10 +469,10 @@ void Sword2Engine::pauseGame(void) { // uint8 *text; // open text file & get the line "PAUSED" - // text = FetchTextLine(res_man->openResource(3258), 449); - // pause_text_bloc_no = Build_new_block(text + 2, 320, 210, 640, 184, RDSPR_TRANS | RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE); + // text = fetchTextLine(_resman->openResource(3258), 449); + // pause_text_bloc_no = _fontRenderer->buildNewBloc(text + 2, 320, 210, 640, 184, RDSPR_TRANS | RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE); // now ok to close the text file - // res_man->closeResource(3258); + // _resman->closeResource(3258); // don't allow Pause while screen fading or while black if (_graphics->getFadeStatus() != RDFADE_NONE) @@ -519,8 +497,8 @@ void Sword2Engine::pauseGame(void) { // if level at max, turn down because palette-matching won't work // when dimmed - if (gui->_currentGraphicsLevel == 3) { - gui->updateGraphicsLevel(2); + if (_gui->_currentGraphicsLevel == 3) { + _gui->updateGraphicsLevel(2); _graphicsLevelFudged = true; } @@ -535,7 +513,7 @@ void Sword2Engine::pauseGame(void) { void Sword2Engine::unpauseGame(void) { // removed "PAUSED" from screen - // Kill_text_bloc(pause_text_bloc_no); + // _fontRenderer->killTextBloc(pause_text_bloc_no); if (OBJECT_HELD && _realLuggageItem) setLuggage(_realLuggageItem); @@ -547,7 +525,7 @@ void Sword2Engine::unpauseGame(void) { // If graphics level at max, turn up again if (_graphicsLevelFudged) { - gui->updateGraphicsLevel(3); + _gui->updateGraphicsLevel(3); _graphicsLevelFudged = false; } |