diff options
Diffstat (limited to 'scumm/scumm.cpp')
| -rw-r--r-- | scumm/scumm.cpp | 38 |
1 files changed, 9 insertions, 29 deletions
diff --git a/scumm/scumm.cpp b/scumm/scumm.cpp index 7de23d0d3e..c43584d88f 100644 --- a/scumm/scumm.cpp +++ b/scumm/scumm.cpp @@ -863,10 +863,6 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst, const ScummGameS _screenStartStrip = 0; _screenEndStrip = 0; _screenTop = 0; - _blastObjectQueuePos = 0; - memset(_blastObjectQueue, 0, sizeof(_blastObjectQueue)); - _blastTextQueuePos = 0; - memset(_blastTextQueue, 0, sizeof(_blastTextQueue)); _drawObjectQueNr = 0; memset(_drawObjectQue, 0, sizeof(_drawObjectQue)); _palManipStart = 0; @@ -1236,6 +1232,13 @@ ScummEngine_v2::ScummEngine_v2(GameDetector *detector, OSystem *syst, const Scum ScummEngine_v6::ScummEngine_v6(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16]) : ScummEngine(detector, syst, gs, md5sum) { + _blastObjectQueuePos = 0; + memset(_blastObjectQueue, 0, sizeof(_blastObjectQueue)); + _blastTextQueuePos = 0; + memset(_blastTextQueue, 0, sizeof(_blastTextQueue)); + + _smushFrameRate = 0; + VAR_VIDEONAME = 0xFF; VAR_RANDOM_NR = 0xFF; VAR_STRING2DRAW = 0xFF; @@ -1246,8 +1249,6 @@ ScummEngine_v6::ScummEngine_v6(GameDetector *detector, OSystem *syst, const Scum VAR_TIMEDATE_HOUR = 0xFF; VAR_TIMEDATE_MINUTE = 0xFF; VAR_TIMEDATE_SECOND = 0xFF; - - _smushFrameRate = 0; } ScummEngine_v70he::ScummEngine_v70he(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16]) @@ -2137,32 +2138,11 @@ load_game: clearClickedStatus(); } + // Handle mouse over effects (for verbs). handleMouseOver(oldEgo != VAR(VAR_EGO)); - // - // TODO: The whole blast object/text code is V6-8 specific. So it - // would be nice to move it to ScummEngine_v6. One way to make that - // possible would be to replace their invocation with two new virtual - // methods preDrawScreenHook() and postDrawScreenHook(). - // - - // For the Full Throttle credits to work properly, the blast - // texts have to be drawn before the blast objects. Unless - // someone can think of a better way to achieve this effect. - - if (_version >= 7 && VAR(VAR_BLAST_ABOVE_TEXT) == 1) { - drawBlastTexts(); - drawBlastObjects(); - } else { - drawBlastObjects(); - drawBlastTexts(); - } - - if (_version == 8) - processUpperActors(); + // Render everything to the screen. drawDirtyScreenParts(); - removeBlastTexts(); - removeBlastObjects(); if (_version <= 5) playActorSounds(); |
