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authorTorbjörn Andersson2003-11-16 14:18:29 +0000
committerTorbjörn Andersson2003-11-16 14:18:29 +0000
commitfa2b8ba8de31f5659c675b507553a2b0a1ebd841 (patch)
tree52841e821b3283a0ff9430cf8be0cc273208f6e6 /sword2/sword2.cpp
parentab066c41e0a42320137bc6cb79d77720f932af0e (diff)
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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.cpp86
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;
}