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-rw-r--r--engines/mads/game.cpp7
-rw-r--r--engines/mads/game.h1
-rw-r--r--engines/mads/nebular/nebular_scenes8.cpp2
-rw-r--r--engines/mads/scene.cpp2
4 files changed, 4 insertions, 8 deletions
diff --git a/engines/mads/game.cpp b/engines/mads/game.cpp
index 3b00116d25..3c69f452b4 100644
--- a/engines/mads/game.cpp
+++ b/engines/mads/game.cpp
@@ -77,8 +77,6 @@ Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr), _objects(vm),
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_winStatus = 0;
_widepipeCtr = 0;
- _ongoingGame = true;
-
// Load the inventory object list
_objects.load();
@@ -154,7 +152,7 @@ void Game::run() {
}
void Game::gameLoop() {
- while (!_vm->shouldQuit() && _statusFlag && _ongoingGame) {
+ while (!_vm->shouldQuit() && _statusFlag) {
if (_loadGameSlot != -1) {
loadGame(_loadGameSlot);
_loadGameSlot = -1;
@@ -184,7 +182,7 @@ void Game::gameLoop() {
}
void Game::sectionLoop() {
- while (!_vm->shouldQuit() && _statusFlag && (_sectionNumber == _currentSectionNumber) && _ongoingGame) {
+ while (!_vm->shouldQuit() && _statusFlag && (_sectionNumber == _currentSectionNumber)) {
_kernelMode = KERNEL_ROOM_PRELOAD;
_player._spritesChanged = true;
_quoteEmergency = false;
@@ -461,7 +459,6 @@ void Game::synchronize(Common::Serializer &s, bool phase1) {
s.syncAsUint16LE(_triggerMode);
synchronizeString(s, _aaName);
s.syncAsSint16LE(_lastSave);
- s.syncAsByte(_ongoingGame);
_scene.synchronize(s);
_objects.synchronize(s);
diff --git a/engines/mads/game.h b/engines/mads/game.h
index 0e9640594c..d171638b66 100644
--- a/engines/mads/game.h
+++ b/engines/mads/game.h
@@ -149,7 +149,6 @@ public:
int _winStatus;
int _widepipeCtr;
int _loadGameSlot;
- bool _ongoingGame;
public:
virtual ~Game();
diff --git a/engines/mads/nebular/nebular_scenes8.cpp b/engines/mads/nebular/nebular_scenes8.cpp
index 1c7cd7539c..de89402083 100644
--- a/engines/mads/nebular/nebular_scenes8.cpp
+++ b/engines/mads/nebular/nebular_scenes8.cpp
@@ -709,7 +709,7 @@ void Scene803::step() {
else
_game._winStatus = 3;
- _game._ongoingGame = false;
+ _vm->quitGame();
}
}
diff --git a/engines/mads/scene.cpp b/engines/mads/scene.cpp
index 3ef88fa630..84e4edc08d 100644
--- a/engines/mads/scene.cpp
+++ b/engines/mads/scene.cpp
@@ -334,7 +334,7 @@ bool Scene::getDepthHighBits(const Common::Point &pt) {
}
void Scene::loop() {
- while (!_vm->shouldQuit() && !_reloadSceneFlag && (_nextSceneId == _currentSceneId) && _vm->_game->_ongoingGame) {
+ while (!_vm->shouldQuit() && !_reloadSceneFlag && (_nextSceneId == _currentSceneId)) {
// Handle drawing a game frame
doFrame();