diff options
-rw-r--r-- | sword2/anims.cpp | 2 | ||||
-rw-r--r-- | sword2/console.cpp | 18 | ||||
-rw-r--r-- | sword2/controls.cpp | 77 | ||||
-rw-r--r-- | sword2/debug.cpp | 14 | ||||
-rw-r--r-- | sword2/events.cpp | 2 | ||||
-rw-r--r-- | sword2/icons.cpp | 2 | ||||
-rw-r--r-- | sword2/logic.cpp | 2 | ||||
-rw-r--r-- | sword2/logic.h | 2 | ||||
-rw-r--r-- | sword2/mouse.cpp | 18 | ||||
-rw-r--r-- | sword2/resman.cpp | 19 | ||||
-rw-r--r-- | sword2/save_rest.cpp | 16 | ||||
-rw-r--r-- | sword2/startup.cpp | 2 | ||||
-rw-r--r-- | sword2/sword2.cpp | 18 | ||||
-rw-r--r-- | sword2/sword2.h | 2 |
14 files changed, 89 insertions, 105 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index 1e2d9a0263..e7e0c82521 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -174,7 +174,7 @@ int32 Logic::animate(int32 *params, bool reverse) { ob_graphic->anim_pc = anim_head->noAnimFrames - 1; else ob_graphic->anim_pc = 0; - } else if (g_logic->getSync()) { + } else if (getSync()) { // We've received a sync - return to script immediately debug(5, "**sync stopped %d**", ID); diff --git a/sword2/console.cpp b/sword2/console.cpp index e6939ddb8e..de7cf085e4 100644 --- a/sword2/console.cpp +++ b/sword2/console.cpp @@ -196,7 +196,7 @@ bool Debugger::Cmd_Res(int argc, const char **argv) { } bool Debugger::Cmd_Starts(int argc, const char **argv) { - g_logic->conPrintStartMenu(); + _vm->_logic->conPrintStartMenu(); return true; } @@ -208,7 +208,7 @@ bool Debugger::Cmd_Start(int argc, const char **argv) { return true; } - g_logic->conStart(atoi(argv[1])); + _vm->_logic->conStart(atoi(argv[1])); g_graphics->setPalette(187, 1, pal, RDPAL_INSTANT); return true; } @@ -271,7 +271,7 @@ bool Debugger::Cmd_CurrentInfo(int argc, const char **argv) { } bool Debugger::Cmd_RunList(int argc, const char **argv) { - g_logic->examineRunList(); + _vm->_logic->examineRunList(); return true; } @@ -611,7 +611,7 @@ bool Debugger::Cmd_AnimTest(int argc, const char **argv) { } // Automatically do "s 32" to run the animation testing start script - g_logic->conStart(32); + _vm->_logic->conStart(32); // Same as typing "VAR 912 <value>" at the console varSet(912, atoi(argv[1])); @@ -627,7 +627,7 @@ bool Debugger::Cmd_TextTest(int argc, const char **argv) { } // Automatically do "s 33" to run the text/speech testing start script - g_logic->conStart(33); + _vm->_logic->conStart(33); // Same as typing "VAR 1230 <value>" at the console varSet(1230, atoi(argv[1])); @@ -646,7 +646,7 @@ bool Debugger::Cmd_LineTest(int argc, const char **argv) { } // Automatically do "s 33" to run the text/speech testing start script - g_logic->conStart(33); + _vm->_logic->conStart(33); // Same as typing "VAR 1230 <value>" at the console varSet(1230, atoi(argv[1])); @@ -681,9 +681,9 @@ bool Debugger::Cmd_Events(int argc, const char **argv) { DebugPrintf("EVENT LIST:\n"); for (uint32 i = 0; i < MAX_events; i++) { - if (g_logic->_eventList[i].id) { - uint32 target = g_logic->_eventList[i].id; - uint32 script = g_logic->_eventList[i].interact_id; + if (_vm->_logic->_eventList[i].id) { + uint32 target = _vm->_logic->_eventList[i].id; + uint32 script = _vm->_logic->_eventList[i].interact_id; DebugPrintf("slot %d: id = %s (%d)\n", i, _vm->fetchObjectName(target), target); DebugPrintf(" script = %s (%d) pos %d\n", _vm->fetchObjectName(script / 65536), script / 65536, script % 65536); diff --git a/sword2/controls.cpp b/sword2/controls.cpp index d05e26d44d..f95f08db88 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -656,6 +656,7 @@ public: class MiniDialog : public Dialog { private: + Sword2Engine *_vm; int _textId; FontRendererGui *_fr; Widget *_panel; @@ -663,8 +664,8 @@ private: Button *_cancelButton; public: - MiniDialog(uint32 textId) : _textId(textId) { - _fr = new FontRendererGui(g_sword2->_controlsFontId); + MiniDialog(int fontId, uint32 textId) : _textId(textId) { + _fr = new FontRendererGui(fontId); _panel = new Widget(this, 1); _panel->createSurfaceImages(1996, 203, 104); @@ -987,6 +988,8 @@ public: class SaveLoadDialog : public Dialog { private: + Sword2Engine *_vm; + int _mode, _selectedSlot; char _editBuffer[SAVE_DESCRIPTION_LEN]; int _editPos, _firstPos; @@ -1006,14 +1009,15 @@ private: void saveLoadError(char *text); public: - SaveLoadDialog(int mode) : _mode(mode), _selectedSlot(-1) { + SaveLoadDialog(Sword2Engine *vm, int mode) + : _vm(vm), _mode(mode), _selectedSlot(-1) { int i; // FIXME: The "control font" and the "red font" are currently // always the same font, so one should be eliminated. - _fr1 = new FontRendererGui(g_sword2->_controlsFontId); - _fr2 = new FontRendererGui(g_sword2->_redFontId); + _fr1 = new FontRendererGui(_vm->_controlsFontId); + _fr2 = new FontRendererGui(_vm->_redFontId); _panel = new Widget(this, 1); _panel->createSurfaceImages(2016, 0, 40); @@ -1086,7 +1090,7 @@ public: fr = _fr1; } - if (g_sword2->getSaveDescription(gui->_baseSlot + i, description) == SR_OK) { + if (_vm->getSaveDescription(gui->_baseSlot + i, description) == SR_OK) { slot->setText(fr, gui->_baseSlot + i, (char *) description); slot->setClickable(true); } else { @@ -1247,7 +1251,7 @@ public: _editBuffer[_editPos] = 0; - uint32 rv = g_sword2->saveGame(_selectedSlot, (uint8 *) &_editBuffer[_firstPos]); + uint32 rv = _vm->saveGame(_selectedSlot, (uint8 *) &_editBuffer[_firstPos]); if (rv != SR_OK) { uint32 textId; @@ -1265,7 +1269,7 @@ public: result = 0; } } else { - uint32 rv = g_sword2->restoreGame(_selectedSlot); + uint32 rv = _vm->restoreGame(_selectedSlot); if (rv != SR_OK) { uint32 textId; @@ -1289,13 +1293,13 @@ public: // Reset the graphic 'buildit' list before a // new logic list (see fnRegisterFrame) - g_sword2->resetRenderLists(); + _vm->resetRenderLists(); // Reset the mouse hot-spot list (see // fnRegisterMouse and fnRegisterFrame) - g_sword2->resetMouseList(); + _vm->resetMouseList(); - if (g_logic->processSession()) + if (_vm->_logic->processSession()) error("restore 1st cycle failed??"); } } @@ -1395,74 +1399,67 @@ uint32 Gui::restoreControl(void) { // returns 0 for no restore // 1 for restored ok - SaveLoadDialog loadDialog(kLoadDialog); + SaveLoadDialog loadDialog(_vm, kLoadDialog); return loadDialog.run(); } void Gui::saveControl(void) { - SaveLoadDialog saveDialog(kSaveDialog); + SaveLoadDialog saveDialog(_vm, kSaveDialog); saveDialog.run(); } void Gui::quitControl(void) { - MiniDialog quitDialog(149618692); // quit text - - if (!quitDialog.run()) { - // just return to game - return; - } + MiniDialog quitDialog(_vm->_controlsFontId, 149618692); - // close engine systems down - _vm->closeGame(); + if (quitDialog.run()) + _vm->closeGame(); } void Gui::restartControl(void) { uint32 temp_demo_flag; - MiniDialog restartDialog(149618693); // restart text + MiniDialog restartDialog(_vm->_controlsFontId, 149618693); - if (!restartDialog.run()) { - // just return to game + if (!restartDialog.run()) return; - } + + // Restart the game. To do this, we must... // Stop music instantly! _vm->killMusic(); - //in case we were dead - well we're not anymore! + // In case we were dead - well we're not anymore! DEAD = 0; g_graphics->clearScene(); - // restart the game - // clear all memory and reset the globals - + // Restart the game. Clear all memory and reset the globals temp_demo_flag = DEMO; - // remove all resources from memory, including player object and + // Remove all resources from memory, including player object and // global variables res_man->removeAll(); - // reopen global variables resource & send address to interpreter - + // Reopen global variables resource & send address to interpreter - // it won't be moving - g_logic->setGlobalInterpreterVariables((int32 *) (res_man->openResource(1) + sizeof(_standardHeader))); + _vm->_logic->setGlobalInterpreterVariables((int32 *) (res_man->openResource(1) + sizeof(_standardHeader))); res_man->closeResource(1); DEMO = temp_demo_flag; - // free all the route memory blocks from previous game - g_logic->_router->freeAllRouteMem(); + // Rree all the route memory blocks from previous game + _vm->_logic->_router->freeAllRouteMem(); - // call the same function that first started us up + // Call the same function that first started us up _vm->startGame(); - // prime system with a game cycle + // Prime system with a game cycle - // reset the graphic 'buildit' list before a new logic list + // Reset the graphic 'buildit' list before a new logic list // (see fnRegisterFrame) _vm->resetRenderLists(); - // reset the mouse hot-spot list (see fnRegisterMouse and + // Reset the mouse hot-spot list (see fnRegisterMouse and // fnRegisterFrame) _vm->resetMouseList(); @@ -1471,15 +1468,13 @@ void Gui::restartControl(void) { // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! // - this is taken from fnInitBackground // switch on scrolling (2 means first time on screen) - _vm->_thisScreen.scroll_flag = 2; - if (g_logic->processSession()) + if (_vm->_logic->processSession()) error("restart 1st cycle failed??"); // So palette not restored immediately after control panel - we want // to fade up instead! - _vm->_thisScreen.new_palette = 99; } diff --git a/sword2/debug.cpp b/sword2/debug.cpp index fde2ce3b5b..669a2dc94c 100644 --- a/sword2/debug.cpp +++ b/sword2/debug.cpp @@ -151,7 +151,7 @@ void Debugger::buildDebugText(void) { sprintf(buf, "pos: %d", _textNumber & 0xffff); makeDebugTextBlock(buf, 0, 370); - sprintf(buf, "TEXT: %d", g_logic->_officialTextNumber); + sprintf(buf, "TEXT: %d", _vm->_logic->_officialTextNumber); makeDebugTextBlock(buf, 0, 385); } } @@ -233,7 +233,7 @@ void Debugger::buildDebugText(void) { // no. of events in event list - sprintf(buf, "events=%d", g_logic->countEvents()); + sprintf(buf, "events=%d", _vm->_logic->countEvents()); makeDebugTextBlock(buf, 440, 45); // sprite list usage @@ -268,10 +268,10 @@ void Debugger::buildDebugText(void) { // "waiting for person" indicator - set form fnTheyDo and // fnTheyDoWeWait - if (g_logic->_speechScriptWaiting) { + if (_vm->_logic->_speechScriptWaiting) { sprintf(buf, "script waiting for %s (%d)", - _vm->fetchObjectName(g_logic->_speechScriptWaiting), - g_logic->_speechScriptWaiting); + _vm->fetchObjectName(_vm->_logic->_speechScriptWaiting), + _vm->_logic->_speechScriptWaiting); makeDebugTextBlock(buf, 0, 90); } @@ -309,7 +309,7 @@ void Debugger::drawDebugGraphics(void) { // walk-grid if (_displayWalkGrid) - g_logic->_router->plotWalkGrid(); + _vm->_logic->_router->plotWalkGrid(); // player feet coord marker @@ -359,7 +359,7 @@ void Debugger::printCurrentInfo(void) { Debug_Printf("%d wide, %d high\n", _vm->_thisScreen.screen_wide, _vm->_thisScreen.screen_deep); Debug_Printf("%d normal layers\n", _vm->_thisScreen.number_of_layers); - g_logic->examineRunList(); + _vm->_logic->examineRunList(); } else Debug_Printf("No screen\n"); } diff --git a/sword2/events.cpp b/sword2/events.cpp index 95f1654a63..8da448fdb4 100644 --- a/sword2/events.cpp +++ b/sword2/events.cpp @@ -82,7 +82,7 @@ void Logic::startEvent(void) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == ID) { // run 3rd script of target object on level 1 - g_logic->logicOne(_eventList[i].interact_id); + logicOne(_eventList[i].interact_id); // clear the slot _eventList[i].id = 0; diff --git a/sword2/icons.cpp b/sword2/icons.cpp index e3e9412208..48750ea890 100644 --- a/sword2/icons.cpp +++ b/sword2/icons.cpp @@ -88,7 +88,7 @@ void Sword2Engine::buildMenu(void) { // objects. Run the 'build_menu' script in the 'menu_master' object head = res_man->openResource(MENU_MASTER_OBJECT); - g_logic->runScript((char*) head, (char*) head, &null_pc); + _logic->runScript((char*) head, (char*) head, &null_pc); res_man->closeResource(MENU_MASTER_OBJECT); // Compare new with old. Anything in master thats not in new gets diff --git a/sword2/logic.cpp b/sword2/logic.cpp index e786f24f86..7814407084 100644 --- a/sword2/logic.cpp +++ b/sword2/logic.cpp @@ -30,8 +30,6 @@ namespace Sword2 { -Logic *g_logic = NULL; - #define LEVEL (_curObjectHub->logic_level) /** diff --git a/sword2/logic.h b/sword2/logic.h index 2ed05f8f6f..0b4a99433b 100644 --- a/sword2/logic.h +++ b/sword2/logic.h @@ -389,8 +389,6 @@ public: void resetKillList(void); }; -extern Logic *g_logic; - } // End of namespace Sword2 #endif diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 24a6e439bd..5d1fc65dcd 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -196,7 +196,7 @@ void Sword2Engine::systemMenuMouse(void) { pars[0] = 221; pars[1] = FX_LOOP; - g_logic->fnPlayMusic(pars); + _logic->fnPlayMusic(pars); // restore proper looping_music_id _loopingMusicId = safe_looping_music_id; @@ -263,13 +263,13 @@ void Sword2Engine::systemMenuMouse(void) { if (_loopingMusicId) { pars[0] = _loopingMusicId; pars[1] = FX_LOOP; - g_logic->fnPlayMusic(pars); + _logic->fnPlayMusic(pars); // cross-fades into the required music: either a restored game // tune, or music playing prior to entering control panels } else { // stop the control panel music - g_logic->fnStopMusic(NULL); + _logic->fnStopMusic(NULL); } } @@ -342,7 +342,7 @@ void Sword2Engine::dragMouse(void) { CLICKED_ID = _mouseTouching; - g_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); + _logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); debug(5, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID)); @@ -376,7 +376,7 @@ void Sword2Engine::dragMouse(void) { // Otherwise, combine the two icons COMBINE_BASE = _masterMenuList[hit].icon_resource; - g_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT); + _logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT); // Turn off mouse now, to prevent player trying to click // elsewhere BUT leave the bottom menu open @@ -427,7 +427,7 @@ void Sword2Engine::menuMouse(void) { EXIT_CLICK_ID = 0; - g_logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT); + _logic->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT); // Refresh the menu @@ -636,8 +636,8 @@ void Sword2Engine::normalMouse(void) { // interaction continue and start fading down. Switch the human // off too - g_logic->fnNoHuman(NULL); - g_logic->fnFadeDown(NULL); + _logic->fnNoHuman(NULL); + _logic->fnFadeDown(NULL); // Tell the walker @@ -660,7 +660,7 @@ void Sword2Engine::normalMouse(void) { EXIT_CLICK_ID = 0; EXIT_FADING = 0; - g_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); + _logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching); if (OBJECT_HELD) debug(2, "Used \"%s\" on \"%s\"", fetchObjectName(OBJECT_HELD), fetchObjectName(CLICKED_ID)); diff --git a/sword2/resman.cpp b/sword2/resman.cpp index 0ecfcc1e78..0bc3c2b5dc 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -458,10 +458,11 @@ uint8 *ResourceManager::openResource(uint32 res) { // for the CD until we do. while (!file.open(_resourceFiles[parent_res_file])) { - // Is the file supposed to be on the hard disk? Then - // we're in trouble if we can't find it! + // If the file is supposed to be on hard disk, or we're + // playing a demo, then we're in trouble if the file + // can't be found! - if (_cdTab[parent_res_file] & LOCAL_PERM) + if ((_vm->_features & GF_DEMO) || (_cdTab[parent_res_file] & LOCAL_PERM)) error("Could not find '%s'", _resourceFiles[parent_res_file]); getCd(_cdTab[parent_res_file] & 3); @@ -948,21 +949,11 @@ void ResourceManager::killAllObjects(bool wantInfo) { void ResourceManager::getCd(int cd) { uint8 *textRes; - // don't ask for CD's in the playable demo downloaded from our - // web-site! - if (_vm->_features & GF_DEMO) - return; - -#ifdef _PCGUIDE - // don't ask for CD in the patch for the demo on "PC Guide" magazine - return; -#endif - // stop any music from playing - so the system no longer needs the // current CD - otherwise when we take out the CD, Windows will // complain! - g_logic->fnStopMusic(NULL); + _vm->_logic->fnStopMusic(NULL); textRes = openResource(2283); _vm->displayMsg(_vm->fetchTextLine(textRes, 5 + cd) + 2, 0); diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 0389bba16f..2c19335406 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -145,7 +145,7 @@ 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 = _logic->getRunList(); // those scroll position control things g_header.feet_x = _thisScreen.feet_x; @@ -343,7 +343,7 @@ 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(); + _logic->resetKillList(); // get player character data from savegame buffer @@ -380,7 +380,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) { pars[0] = g_header.screenId; pars[1] = 1; - g_logic->fnInitBackground(pars); + _logic->fnInitBackground(pars); // So palette not restored immediately after control panel - we want to // fade up instead! @@ -393,7 +393,7 @@ 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); + _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 @@ -481,7 +481,7 @@ 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); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); res_man->closeResource(CUR_PLAYER_ID); } @@ -504,12 +504,12 @@ 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); + _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); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // which megaset was the player at the time of saving? @@ -531,7 +531,7 @@ void Sword2Engine::putPlayerStructures(void) { break; } - g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); res_man->closeResource(CUR_PLAYER_ID); } diff --git a/sword2/startup.cpp b/sword2/startup.cpp index 9ecd7ba8c3..c215e6cab4 100644 --- a/sword2/startup.cpp +++ b/sword2/startup.cpp @@ -212,7 +212,7 @@ void Logic::conStart(int start) { res_man->closeResource(1); // free all the route memory blocks from previous game - g_logic->_router->freeAllRouteMem(); + _router->freeAllRouteMem(); // if there was speech text, kill the text block if (_speechTextBlocNo) { 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); } diff --git a/sword2/sword2.h b/sword2/sword2.h index 94c1e0838f..13ce8b5a55 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -30,6 +30,7 @@ #include "sword2/header.h" #include "sword2/icons.h" #include "sword2/layers.h" +#include "sword2/logic.h" #include "sword2/memory.h" #include "sword2/mouse.h" #include "sword2/object.h" @@ -139,6 +140,7 @@ public: Input *_input; Sound *_sound; Graphics *_graphics; + Logic *_logic; Debugger *_debugger; |