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Diffstat (limited to 'engines/sci/engine/game.cpp')
-rw-r--r--engines/sci/engine/game.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/engines/sci/engine/game.cpp b/engines/sci/engine/game.cpp
index 23806f1db0..00230f0f3c 100644
--- a/engines/sci/engine/game.cpp
+++ b/engines/sci/engine/game.cpp
@@ -318,20 +318,20 @@ int game_init_sound(EngineState *s, int sound_flags) {
// Architectural stuff: Init/Unintialize engine
int script_init_engine(EngineState *s) {
- s->segMan = new SegManager(s->resMan);
+ s->_segMan = new SegManager(s->resMan);
s->gc_countdown = GC_INTERVAL - 1;
- SegmentId script_000_segment = s->segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
+ SegmentId script_000_segment = s->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
if (script_000_segment <= 0) {
debug(2, "Failed to instantiate script.000");
return 1;
}
- s->script_000 = s->segMan->getScript(script_000_segment);
+ s->script_000 = s->_segMan->getScript(script_000_segment);
- s->sys_strings = s->segMan->allocateSysStrings(&s->sys_strings_segment);
- s->string_frag_segment = s->segMan->allocateStringFrags();
+ s->sys_strings = s->_segMan->allocateSysStrings(&s->sys_strings_segment);
+ s->string_frag_segment = s->_segMan->allocateStringFrags();
// Allocate static buffer for savegame and CWD directories
SystemString *str = &s->sys_strings->_strings[SYS_STRING_SAVEDIR];
@@ -352,9 +352,9 @@ int script_init_engine(EngineState *s) {
s->have_bp = 0;
if (s->detectLofsType() == SCI_VERSION_1_MIDDLE)
- s->segMan->setExportAreWide(true);
+ s->_segMan->setExportAreWide(true);
else
- s->segMan->setExportAreWide(false);
+ s->_segMan->setExportAreWide(false);
debug(2, "Engine initialized");
@@ -366,8 +366,8 @@ int script_init_engine(EngineState *s) {
void script_free_vm_memory(EngineState *s) {
debug(2, "Freeing VM memory");
- if (s->segMan)
- s->segMan->_classtable.clear();
+ if (s->_segMan)
+ s->_segMan->_classtable.clear();
// Close all opened file handles
s->_fileHandles.clear();
@@ -404,11 +404,11 @@ int game_init(EngineState *s) {
// FIXME Use new VM instantiation code all over the place
DataStack *stack;
- stack = s->segMan->allocateStack(VM_STACK_SIZE, &s->stack_segment);
+ stack = s->_segMan->allocateStack(VM_STACK_SIZE, &s->stack_segment);
s->stack_base = stack->_entries;
s->stack_top = stack->_entries + stack->_capacity;
- if (!script_instantiate(s->resMan, s->segMan, 0)) {
+ if (!script_instantiate(s->resMan, s->_segMan, 0)) {
warning("game_init(): Could not instantiate script 0");
return 1;
}
@@ -437,9 +437,9 @@ int game_init(EngineState *s) {
// script_dissect(0, s->_selectorNames);
// The first entry in the export table of script 0 points to the game object
- s->game_obj = s->segMan->lookupScriptExport(0, 0);
+ s->game_obj = s->_segMan->lookupScriptExport(0, 0);
uint32 gameFlags = 0; // unused
- s->_gameName = convertSierraGameId(s->segMan->getObjectName(s->game_obj), &gameFlags);
+ s->_gameName = convertSierraGameId(s->_segMan->getObjectName(s->game_obj), &gameFlags);
debug(2, " \"%s\" at %04x:%04x", s->_gameName.c_str(), PRINT_REG(s->game_obj));
@@ -463,9 +463,9 @@ int game_exit(EngineState *s) {
game_init_sound(s, SFX_STATE_FLAG_NOSOUND);
}
- s->segMan->_classtable.clear();
- delete s->segMan;
- s->segMan = 0;
+ s->_segMan->_classtable.clear();
+ delete s->_segMan;
+ s->_segMan = 0;
debug(2, "Freeing miscellaneous data...");