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| author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 | 
|---|---|---|
| committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 | 
| commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
| tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/sync.cpp | |
| parent | b04ddef7506bfa08527da9e79040c583fb765b2e (diff) | |
| download | scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.gz scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.bz2 scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.zip | |
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Diffstat (limited to 'sword2/sync.cpp')
| -rw-r--r-- | sword2/sync.cpp | 40 | 
1 files changed, 12 insertions, 28 deletions
| diff --git a/sword2/sync.cpp b/sword2/sync.cpp index 659cf4a6ff..3e24fcc741 100644 --- a/sword2/sync.cpp +++ b/sword2/sync.cpp @@ -27,31 +27,15 @@  namespace Sword2 { -typedef	struct { -	uint32 id; -	uint32 sync; -} _sync_unit; - -// there wont be many will there. probably 2 at most i reckon -#define	MAX_syncs 10 - -static _sync_unit sync_list[MAX_syncs]; - -void Init_sync_system(void) { -	// set list to 0's -	for (int j = 0; j < MAX_syncs; j++) -		sync_list[j].id = 0; -} -  int32 Logic::fnSendSync(int32 *params) {  	// params:	0 sync's recipient  	//		1 sync value  	for (int i = 0; i < MAX_syncs; i++) { -		if (sync_list[i].id == 0) { +		if (_syncList[i].id == 0) {  			debug(5, " %d sending sync %d to %d", ID, params[1], params[0]); -			sync_list[i].id = params[0]; -			sync_list[i].sync = params[1]; +			_syncList[i].id = params[0]; +			_syncList[i].sync = params[1];  			return IR_CONT;  		}  	} @@ -63,27 +47,27 @@ int32 Logic::fnSendSync(int32 *params) {  	return IR_CONT;  } -void Clear_syncs(uint32	id) { +void Logic::clearSyncs(uint32 id) {  	// clear any syncs registered for this id  	// call this just after the id has been processed  	// there could in theory be more than one sync waiting for us so  	// clear the lot  	for (int i = 0; i < MAX_syncs; i++) { -		if (sync_list[i].id == id) { +		if (_syncList[i].id == id) {  			debug(5, "removing sync %d for %d", i, id); -			sync_list[i].id = 0; +			_syncList[i].id = 0;  		}  	}  } -bool Get_sync(void) { +bool Logic::getSync(void) {  	// check for a sync waiting for this character  	// - called from system code eg. from inside fnAnim(), to see if  	// animation to be quit  	for (int i = 0; i < MAX_syncs; i++) { -		if (sync_list[i].id == ID) { +		if (_syncList[i].id == ID) {  			// means sync found  			return true;  		} @@ -100,9 +84,9 @@ int32 Logic::fnGetSync(int32 *params) {  	// params:	none  	for (int i = 0; i < MAX_syncs; i++) { -		if (sync_list[i].id == ID) { +		if (_syncList[i].id == ID) {  			// return sync value waiting -			RESULT = sync_list[i].sync; +			RESULT = _syncList[i].sync;  			return IR_CONT;  		}  	} @@ -120,10 +104,10 @@ int32 Logic::fnWaitSync(int32 *params) {  	debug(5, "fnWaitSync: %d waits", ID);  	for (int i = 0; i < MAX_syncs; i++) { -		if (sync_list[i].id == ID) { +		if (_syncList[i].id == ID) {  			// return sync value waiting  			debug(5, "fnWaitSync: go"); -			RESULT = sync_list[i].sync; +			RESULT = _syncList[i].sync;  			return IR_CONT;  		}  	} | 
