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Diffstat (limited to 'engines/sword2/sword2.cpp')
-rw-r--r--engines/sword2/sword2.cpp80
1 files changed, 7 insertions, 73 deletions
diff --git a/engines/sword2/sword2.cpp b/engines/sword2/sword2.cpp
index b3b688771a..9c67fcdf25 100644
--- a/engines/sword2/sword2.cpp
+++ b/engines/sword2/sword2.cpp
@@ -290,13 +290,6 @@ Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
_wantSfxDebug = false;
-#ifdef SWORD2_DEBUG
- _stepOneCycle = false;
- _renderSkip = false;
-#endif
-
- _gamePaused = false;
-
_gameCycle = 0;
_gameSpeed = 1;
@@ -481,13 +474,6 @@ Common::Error Sword2Engine::run() {
while (1) {
_debugger->onFrame();
-#ifdef SWORD2_DEBUG
- if (_stepOneCycle) {
- pauseEngine(true);
- _stepOneCycle = false;
- }
-#endif
-
// Handle GMM Loading
if (_gmmLoadSlot != -1) {
@@ -516,10 +502,13 @@ Common::Error Sword2Engine::run() {
} else if (ke->kbd.hasFlags(0) || ke->kbd.hasFlags(Common::KBD_SHIFT)) {
switch (ke->kbd.keycode) {
case Common::KEYCODE_p:
- if (_gamePaused)
+ if (isPaused()) {
+ _screen->dimPalette(false);
pauseEngine(false);
- else
+ } else {
pauseEngine(true);
+ _screen->dimPalette(true);
+ }
break;
#if 0
// Disabled because of strange rumors about the
@@ -533,17 +522,6 @@ Common::Error Sword2Engine::run() {
}
break;
#endif
-#ifdef SWORD2_DEBUG
- case Common::KEYCODE_SPACE:
- if (_gamePaused) {
- _stepOneCycle = true;
- pauseEngine(false);
- }
- break;
- case Common::KEYCODE_s:
- _renderSkip = !_renderSkip;
- break;
-#endif
default:
break;
}
@@ -551,7 +529,7 @@ Common::Error Sword2Engine::run() {
}
// skip GameCycle if we're paused
- if (!_gamePaused) {
+ if (!isPaused()) {
_gameCycle++;
gameCycle();
}
@@ -566,15 +544,7 @@ Common::Error Sword2Engine::run() {
// creates the debug text blocks
_debugger->buildDebugText();
-#ifdef SWORD2_DEBUG
- // if not in console & '_renderSkip' is set, only render
- // display once every 4 game-cycles
-
- if (!_renderSkip || (_gameCycle % 4) == 0)
- _screen->buildDisplay();
-#else
_screen->buildDisplay();
-#endif
}
return Common::kNoError;
@@ -798,49 +768,13 @@ void Sword2Engine::sleepUntil(uint32 time) {
}
}
-void Sword2Engine::pauseEngine(bool pause) {
- if (pause == _gamePaused)
- return;
-
- // We don't need to hide the cursor for outside pausing. Not as long
- // as it replaces the cursor with the GUI cursor, at least.
-
- _mouse->pauseEngine(pause);
- pauseEngineIntern(pause);
-
- if (pause) {
-#ifdef SWORD2_DEBUG
- // Don't dim it if we're single-stepping through frames
- // dim the palette during the pause
-
- if (!_stepOneCycle)
- _screen->dimPalette(true);
-#else
- _screen->dimPalette(true);
-#endif
- } else {
- _screen->dimPalette(false);
-
- // If mouse is about or we're in a chooser menu
- if (!_mouse->getMouseStatus() || _mouse->isChoosing())
- _mouse->setMouse(NORMAL_MOUSE_ID);
- }
-}
-
void Sword2Engine::pauseEngineIntern(bool pause) {
- if (pause == _gamePaused)
- return;
+ Engine::pauseEngineIntern(pause);
if (pause) {
- _sound->pauseAllSound();
- _logic->pauseMovie(true);
_screen->pauseScreen(true);
- _gamePaused = true;
} else {
- _logic->pauseMovie(false);
_screen->pauseScreen(false);
- _sound->unpauseAllSound();
- _gamePaused = false;
}
}