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synced 2025-02-21 03:31:40 +00:00
Eliminated some more references to g_sword2. I think the only thing that
still uses it are the engine's global variables which, on the other hand, are used *everywhere*. I'll have to think some more about those. I guess I should take a closer look at how the other engines handle them. (That goes for a lot of things by the way.) svn-id: r11349
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parent
80e335e0c4
commit
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@ -112,13 +112,13 @@ Debugger::Debugger(Sword2Engine *vm)
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}
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void Debugger::varGet(int var) {
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Debug_Printf("%d\n", VAR(var));
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DebugPrintf("%d\n", VAR(var));
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}
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void Debugger::varSet(int var, int val) {
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Debug_Printf("was %d, ", VAR(var));
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DebugPrintf("was %d, ", VAR(var));
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VAR(var) = val;
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Debug_Printf("now %d\n", VAR(var));
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DebugPrintf("now %d\n", VAR(var));
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}
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void Debugger::preEnter() {
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@ -24,8 +24,6 @@
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#include "sword2/debug.h"
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#include "sword2/object.h"
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#define Debug_Printf g_sword2->_debugger->DebugPrintf
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namespace Sword2 {
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class Debugger : public Common::Debugger<Debugger> {
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@ -343,13 +343,13 @@ void Debugger::printCurrentInfo(void) {
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// prints general stuff about the screen, etc.
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if (_vm->_thisScreen.background_layer_id) {
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Debug_Printf("background layer id %d\n", _vm->_thisScreen.background_layer_id);
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Debug_Printf("%d wide, %d high\n", _vm->_thisScreen.screen_wide, _vm->_thisScreen.screen_deep);
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Debug_Printf("%d normal layers\n", _vm->_thisScreen.number_of_layers);
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DebugPrintf("background layer id %d\n", _vm->_thisScreen.background_layer_id);
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DebugPrintf("%d wide, %d high\n", _vm->_thisScreen.screen_wide, _vm->_thisScreen.screen_deep);
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DebugPrintf("%d normal layers\n", _vm->_thisScreen.number_of_layers);
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_vm->_logic->examineRunList();
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} else
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Debug_Printf("No screen\n");
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DebugPrintf("No screen\n");
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}
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} // End of namespace Sword2
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@ -22,10 +22,12 @@
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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namespace Sword2 {
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#define LEVEL (_curObjectHub->logic_level)
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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/**
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* Do one cycle of the current session.
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*/
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@ -71,7 +71,7 @@ mem* FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, u
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// set the global layout variables
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if (fontRes == g_sword2->_speechFontId) {
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if (fontRes == _vm->_speechFontId) {
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_lineSpacing = -6; // overlap lines by 6 pixels
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_charSpacing = -3; // overlap characters by 3 pixels
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} else if (fontRes == CONSOLE_FONT_ID) {
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@ -328,7 +328,7 @@ _frameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) {
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if (ch < FIRST_CHAR)
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ch = DUD;
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return g_sword2->fetchFrameHeader(charSet, ch - FIRST_CHAR);
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return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR);
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}
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// Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr'
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@ -20,6 +20,8 @@
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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void MemoryManager::displayMemory(void) {
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@ -22,6 +22,8 @@
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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// ---------------------------------------------------------------------------
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@ -21,6 +21,8 @@
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#include "common/file.h"
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#include "sword2/sword2.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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uint32 Logic::initStartMenu(void) {
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