From b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Mon, 3 Nov 2003 07:47:42 +0000 Subject: The resource and memory managers are now created dynamically. Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088 --- sword2/logic.cpp | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) (limited to 'sword2/logic.cpp') diff --git a/sword2/logic.cpp b/sword2/logic.cpp index f7f8e41df2..51346af950 100644 --- a/sword2/logic.cpp +++ b/sword2/logic.cpp @@ -60,7 +60,7 @@ int Logic::processSession(void) { // processing on the current list while (_pc != 0xffffffff) { - head = (_standardHeader*) res_man.open(run_list); + head = (_standardHeader*) res_man->openResource(run_list); if (head->fileType != RUN_LIST) error("Logic_engine %d not a run_list", run_list); @@ -74,7 +74,7 @@ int Logic::processSession(void) { // release the list again so it can float in memory - at this // point not one thing should be locked - res_man.close(run_list); + res_man->closeResource(run_list); debug(5, "%d", ID); @@ -84,7 +84,7 @@ int Logic::processSession(void) { return 0; } - head = (_standardHeader*) res_man.open(ID); + head = (_standardHeader*) res_man->openResource(ID); if (head->fileType != GAME_OBJECT) error("Logic_engine %d not an object", ID); @@ -130,7 +130,7 @@ int Logic::processSession(void) { raw_data_ad = (char*) head; - far_head = (_standardHeader*) res_man.open(script / SIZE); + far_head = (_standardHeader*) res_man->openResource(script / SIZE); if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER) error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType); @@ -145,7 +145,7 @@ int Logic::processSession(void) { ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]); // close foreign object again - res_man.close(script / SIZE); + res_man->closeResource(script / SIZE); // reset to us for service script raw_script_ad = raw_data_ad; @@ -201,7 +201,7 @@ int Logic::processSession(void) { // and that's it so close the object resource - res_man.close(ID); + res_man->closeResource(ID); } // leaving a room so remove all ids that must reboot correctly @@ -238,7 +238,7 @@ void Logic::expressChangeSession(uint32 sesh_id) { router.clearWalkGridList(); // stops all fx & clears the queue - Clear_fx_queue(); + g_sword2->clearFxQueue(); // free all the route memory blocks from previous game router.freeAllRouteMem(); @@ -339,17 +339,17 @@ void Logic::examineRunList(void) { if (_currentRunList) { // open and lock in place - game_object_list = (uint32 *) (res_man.open(_currentRunList) + sizeof(_standardHeader)); + game_object_list = (uint32 *) (res_man->openResource(_currentRunList) + sizeof(_standardHeader)); Debug_Printf("Runlist number %d\n", _currentRunList); for (int i = 0; game_object_list[i]; i++) { - file_header = (_standardHeader *) res_man.open(game_object_list[i]); + file_header = (_standardHeader *) res_man->openResource(game_object_list[i]); Debug_Printf("%d %s\n", game_object_list[i], file_header->name); - res_man.close(game_object_list[i]); + res_man->closeResource(game_object_list[i]); } - res_man.close(_currentRunList); + res_man->closeResource(_currentRunList); } else Debug_Printf("No run list set\n"); } @@ -430,7 +430,7 @@ int32 Logic::fnAddToKillList(int32 *params) { void Logic::processKillList(void) { for (uint32 i = 0; i < _kills; i++) - res_man.remove(_objectKillList[i]); + res_man->remove(_objectKillList[i]); _kills = 0; } -- cgit v1.2.3