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https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables. At this point I believe everything in the main game engine has been moved into classes - not necessarily the correct ones, but still... However, there is some stuff in the driver directory that need to be taken care of as well. svn-id: r11207
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+9
-13
@@ -139,7 +139,7 @@ int32 Logic::fnRandom(int32 *params) {
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// params: 0 min
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// 1 max
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RESULT = g_sword2->_rnd.getRandomNumberRng(params[0], params[1]);
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RESULT = _vm->_rnd.getRandomNumberRng(params[0], params[1]);
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return IR_CONT;
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}
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@@ -204,7 +204,7 @@ int32 Logic::fnPassGraph(int32 *params) {
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// params: 0 pointer to a graphic structure (might not need this?)
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memcpy(&g_sword2->_engineGraph, (uint8 *) params[0], sizeof(Object_graphic));
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memcpy(&_vm->_engineGraph, (uint8 *) params[0], sizeof(Object_graphic));
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// makes no odds
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return IR_CONT;
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@@ -220,7 +220,7 @@ int32 Logic::fnPassMega(int32 *params) {
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// params: 0 pointer to a mega structure
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memcpy(&g_sword2->_engineMega, (uint8 *) params[0], sizeof(Object_mega));
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memcpy(&_vm->_engineMega, (uint8 *) params[0], sizeof(Object_mega));
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// makes no odds
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return IR_CONT;
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@@ -337,9 +337,9 @@ int32 Logic::fnDisplayMsg(int32 *params) {
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// +2 to skip the encoded text number in the first 2 chars; 3 is
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// duration in seconds
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g_sword2->displayMsg(g_sword2->fetchTextLine(res_man->openResource(text_res), local_text) + 2, 3);
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_vm->displayMsg(_vm->fetchTextLine(res_man->openResource(text_res), local_text) + 2, 3);
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res_man->closeResource(text_res);
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g_sword2->removeMsg();
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_vm->removeMsg();
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return IR_CONT;
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}
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@@ -372,7 +372,7 @@ int32 Logic::fnResetGlobals(int32 *params) {
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// - this is taken from fnInitBackground
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// switch on scrolling (2 means first time on screen)
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g_sword2->_thisScreen.scroll_flag = 2;
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_vm->_thisScreen.scroll_flag = 2;
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return IR_CONT;
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}
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@@ -444,19 +444,15 @@ int32 Logic::fnPlayCredits(int32 *params) {
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g_display->setPalette(0, 256, oldPal, RDPAL_FADE);
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g_display->fadeUp();
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g_display->updateDisplay();
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g_sword2->buildDisplay();
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_vm->buildDisplay();
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g_display->waitForFade();
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g_sound->muteFx(false);
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g_sound->muteSpeech(false);
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}
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// FIXME: This probably isn't the correct way of shutting down ScummVM
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// Anyway, I don't know if we ever call this from the demo.
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if (g_sword2->_features & GF_DEMO) {
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Close_game(); // close engine systems down
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exit(0); // quit the game
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if (_vm->_features & GF_DEMO) {
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_vm->closeGame();
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}
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return IR_CONT;
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