mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-25 05:34:27 +00:00
Cleanup.
This removes a bunch of debugging code/commands that either didn't do anything useful under ScummVM (e.g. "soft" and "hard"), or which did things that was already easily avaiable elsewhere (e.g. "save" and "restore"). I didn't have the heart to remove the "tony" command, though. :-) svn-id: r13422
This commit is contained in:
parent
6cb86c641f
commit
bf10f5a616
@ -93,23 +93,15 @@ Debugger::Debugger(Sword2Engine *vm)
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DCmd_Register("debugon", &Debugger::Cmd_DebugOn);
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DCmd_Register("debugoff", &Debugger::Cmd_DebugOn);
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DCmd_Register("saverest", &Debugger::Cmd_SaveRest);
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DCmd_Register("saves", &Debugger::Cmd_ListSaveGames);
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DCmd_Register("save", &Debugger::Cmd_SaveGame);
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DCmd_Register("restore", &Debugger::Cmd_RestoreGame);
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DCmd_Register("bltfxon", &Debugger::Cmd_BltFxOn);
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DCmd_Register("bltfxoff", &Debugger::Cmd_BltFxOff);
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DCmd_Register("timeon", &Debugger::Cmd_TimeOn);
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DCmd_Register("timeoff", &Debugger::Cmd_TimeOff);
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DCmd_Register("text", &Debugger::Cmd_Text);
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DCmd_Register("showvar", &Debugger::Cmd_ShowVar);
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DCmd_Register("hidevar", &Debugger::Cmd_HideVar);
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DCmd_Register("version", &Debugger::Cmd_Version);
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DCmd_Register("soft", &Debugger::Cmd_SoftHard);
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DCmd_Register("hard", &Debugger::Cmd_SoftHard);
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DCmd_Register("animtest", &Debugger::Cmd_AnimTest);
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DCmd_Register("texttest", &Debugger::Cmd_TextTest);
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DCmd_Register("linetest", &Debugger::Cmd_LineTest);
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DCmd_Register("grab", &Debugger::Cmd_Grab);
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DCmd_Register("events", &Debugger::Cmd_Events);
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DCmd_Register("sfx", &Debugger::Cmd_Sfx);
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DCmd_Register("english", &Debugger::Cmd_English);
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@ -150,10 +142,7 @@ void Debugger::postEnter() {
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}
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}
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///////////////////////////////////////////////////
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// Now the fun stuff:
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// Commands
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// Now the fun stuff: Commands
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bool Debugger::Cmd_Exit(int argc, const char **argv) {
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_detach_now = true;
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@ -161,15 +150,15 @@ bool Debugger::Cmd_Exit(int argc, const char **argv) {
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}
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bool Debugger::Cmd_Help(int argc, const char **argv) {
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// console normally has 39 line width
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// console normally has 78 line width
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// wrap around nicely
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int width = 0, size, i;
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int width = 0;
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DebugPrintf("Commands are:\n");
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for (i = 0 ; i < _dcmd_count ; i++) {
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size = strlen(_dcmds[i].name) + 1;
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for (int i = 0 ; i < _dcmd_count ; i++) {
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int size = strlen(_dcmds[i].name) + 1;
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if ((width + size) >= 39) {
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if (width + size >= 75) {
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DebugPrintf("\n");
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width = size;
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} else
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@ -355,117 +344,6 @@ bool Debugger::Cmd_SaveRest(int argc, const char **argv) {
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return true;
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}
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bool Debugger::Cmd_ListSaveGames(int argc, const char **argv) {
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DebugPrintf("Savegames:\n");
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for (int i = 0; i < 100; i++) {
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uint8 description[SAVE_DESCRIPTION_LEN];
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// if there is a save game print the name
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if (_vm->getSaveDescription(i, description) == SR_OK)
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DebugPrintf("%d: \"%s\"\n", i, description);
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}
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return true;
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}
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bool Debugger::Cmd_SaveGame(int argc, const char **argv) {
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char description[SAVE_DESCRIPTION_LEN];
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int len = 0;
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uint16 slotNo;
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uint32 rv;
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if (argc < 3) {
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DebugPrintf("Usage: %s slot description\n", argv[0]);
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return true;
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}
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// if mouse if off, or system menu is locked off
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if (_vm->_mouseStatus || _vm->_mouseModeLocked) {
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DebugPrintf("WARNING: Cannot save game while control menu unavailable!\n");
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return true;
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}
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description[0] = 0;
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// FIXME: Strange things seem to happen if use too long savegame names,
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// even when they're shorter than the maximum allowed length
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for (int i = 2; i < argc; i++) {
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if (len + strlen(argv[i]) + 1 > SAVE_DESCRIPTION_LEN)
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break;
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if (i == 2) {
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strcpy(description, argv[i]);
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len = strlen(argv[i]);
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} else {
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strcat(description, " ");
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strcat(description, argv[i]);
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len += (strlen(argv[i]) + 1);
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}
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}
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slotNo = atoi(argv[1]);
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rv = _vm->saveGame(slotNo, (uint8 *) description);
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if (rv == SR_OK)
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DebugPrintf("Saved game \"%s\" to file \"savegame.%.3d\"\n", description, slotNo);
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else if (rv == SR_ERR_FILEOPEN)
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DebugPrintf("ERROR: Cannot open file \"savegame.%.3d\"\n", slotNo);
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else // SR_ERR_WRITEFAIL
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DebugPrintf("ERROR: Write error on file \"savegame.%.3d\"\n", slotNo);
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return true;
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}
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bool Debugger::Cmd_RestoreGame(int argc, const char **argv) {
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uint16 slotNo;
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uint8 description[SAVE_DESCRIPTION_LEN];
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uint32 rv;
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if (argc != 2) {
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DebugPrintf("Usage: %s slot\n", argv[0]);
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return true;
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}
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// if mouse if off, or system menu is locked off
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if (_vm->_mouseStatus || _vm->_mouseModeLocked) {
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DebugPrintf("WARNING: Cannot restore game while control menu unavailable!\n");
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return true;
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}
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slotNo = atoi(argv[1]);
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rv = _vm->restoreGame(slotNo);
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if (rv == SR_OK) {
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_vm->getSaveDescription(slotNo, description);
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DebugPrintf("Restored game \"%s\" from file \"savegame.%.3d\"\n", description, slotNo);
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} else if (rv == SR_ERR_FILEOPEN)
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DebugPrintf("ERROR: Cannot open file \"savegame.%.3d\"\n", slotNo);
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else if (rv == SR_ERR_INCOMPATIBLE)
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DebugPrintf("ERROR: \"savegame.%.3d\" is no longer compatible with current player/variable resources\n", slotNo);
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else // SR_ERR_READFAIL
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DebugPrintf("ERROR: Read error on file \"savegame.%.3d\"\n", slotNo);
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return true;
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}
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// FIXME: Replace these with a command to modify the graphics detail setting
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bool Debugger::Cmd_BltFxOn(int argc, const char **argv) {
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// _vm->_graphics->setBltFx();
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// DebugPrintf("Blit fx enabled\n");
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DebugPrintf("FIXME: The setBltFx() function no longer exists\n");
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return true;
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}
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bool Debugger::Cmd_BltFxOff(int argc, const char **argv) {
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// _vm->_graphics->clearBltFx();
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// DebugPrintf("Blit fx disabled\n");
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DebugPrintf("FIXME: The clearBltFx() function no longer exists\n");
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return true;
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}
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bool Debugger::Cmd_TimeOn(int argc, const char **argv) {
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if (argc == 2)
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_startTime = _vm->_system->get_msecs() - atoi(argv[1]) * 1000;
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@ -550,59 +428,10 @@ bool Debugger::Cmd_HideVar(int argc, const char **argv) {
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}
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bool Debugger::Cmd_Version(int argc, const char **argv) {
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// The version string is incomplete, so we may as well remove the code
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// to extract information from it.
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#if 0
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#define HEAD_LEN 8
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// version & owner details
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// So version string is 18 bytes long :
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// Version String = <8 byte header,5 character version, \0, INT32 time>
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uint8 version_string[HEAD_LEN + 10] = { 1, 255, 37, 22, 45, 128, 34, 67 };
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uint8 unencoded_name[HEAD_LEN + 48] = {
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76, 185, 205, 23, 44, 34, 24, 34,
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'R','e','v','o','l','u','t','i','o','n',' ',
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'S','o','f','t','w','a','r','e',' ','L','t','d',
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0 };
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struct tm *time;
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time_t t;
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char dateStamp[255];
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char version[6];
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strcpy(version, (char *) version_string + HEAD_LEN);
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*(((unsigned char *) &t)) = *(version_string + 14);
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*(((unsigned char *) &t) + 1) = *(version_string + 15);
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*(((unsigned char *) &t) + 2) = *(version_string + 16);
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*(((unsigned char *) &t) + 3) = *(version_string + 17);
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time = localtime(&t);
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sprintf(dateStamp, "%s", asctime(time));
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dateStamp[24] = 0; // fudge over the newline character!
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#endif
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// This function used to print more information, but nothing we
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// particularly care about.
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DebugPrintf("\"Broken Sword II\" (c) Revolution Software 1997.\n");
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#if 0
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DebugPrintf("v%s created on %s for %s\n", version, dateStamp, unencoded_name + HEAD_LEN);
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#endif
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#if 0
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// THE FOLLOWING LINES ARE TO BE COMMENTED OUT OF THE FINAL VERSION
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DebugPrintf("This program has a personalised fingerprint encrypted into the code.\n");
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DebugPrintf("If this CD was not sent directly to you by Virgin Interactive or Revolution Software\n");
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DebugPrintf("then please contact James Long at Revolution on (+44) 1904 639698.\n");
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#endif
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return true;
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}
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bool Debugger::Cmd_SoftHard(int argc, const char **argv) {
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DebugPrintf("ScummVM doesn't distinguish between software and hardware rendering.\n");
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return true;
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}
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@ -664,34 +493,8 @@ bool Debugger::Cmd_LineTest(int argc, const char **argv) {
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return true;
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}
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bool Debugger::Cmd_Grab(int argc, const char **argv) {
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DebugPrintf("FIXME: Continuous screen-grabbing not implemented\n");
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#if 0
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_vm->_grabbingSequences = !_vm->_grabbingSequences;
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if (_vm->_grabbingSequences)
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DebugPrintf("PCX-grabbing enabled\n");
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else
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DebugPrintf("PCX-grabbing disabled\n");
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#endif
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return true;
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}
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bool Debugger::Cmd_Events(int argc, const char **argv) {
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DebugPrintf("EVENT LIST:\n");
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for (uint32 i = 0; i < MAX_events; i++) {
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if (_vm->_logic->_eventList[i].id) {
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uint32 target = _vm->_logic->_eventList[i].id;
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uint32 script = _vm->_logic->_eventList[i].interact_id;
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DebugPrintf("slot %d: id = %s (%d)\n", i, _vm->fetchObjectName(target), target);
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DebugPrintf(" script = %s (%d) pos %d\n", _vm->fetchObjectName(script / 65536), script / 65536, script % 65536);
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}
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}
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_vm->_logic->printEventList();
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return true;
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}
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@ -102,22 +102,15 @@ protected:
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bool Cmd_DebugOn(int argc, const char **argv);
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bool Cmd_DebugOff(int argc, const char **argv);
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bool Cmd_SaveRest(int argc, const char **argv);
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bool Cmd_ListSaveGames(int argc, const char **argv);
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bool Cmd_SaveGame(int argc, const char **argv);
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bool Cmd_RestoreGame(int argc, const char **argv);
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bool Cmd_BltFxOn(int argc, const char **argv);
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bool Cmd_BltFxOff(int argc, const char **argv);
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bool Cmd_TimeOn(int argc, const char **argv);
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bool Cmd_TimeOff(int argc, const char **argv);
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bool Cmd_Text(int argc, const char **argv);
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bool Cmd_ShowVar(int argc, const char **argv);
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bool Cmd_HideVar(int argc, const char **argv);
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bool Cmd_Version(int argc, const char **argv);
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bool Cmd_SoftHard(int argc, const char **argv);
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bool Cmd_AnimTest(int argc, const char **argv);
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bool Cmd_TextTest(int argc, const char **argv);
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bool Cmd_LineTest(int argc, const char **argv);
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bool Cmd_Grab(int argc, const char **argv);
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bool Cmd_Events(int argc, const char **argv);
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bool Cmd_Sfx(int argc, const char **argv);
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bool Cmd_English(int argc, const char **argv);
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@ -20,43 +20,25 @@
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/console.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/resman.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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uint32 Logic::countEvents(void) {
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uint32 count = 0;
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id)
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count++;
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}
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return count;
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}
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void Logic::sendEvent(uint32 id, uint32 interact_id) {
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int i;
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for (i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id)
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break;
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if (!_eventList[i].id)
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break;
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id || !_eventList[i].id) {
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_eventList[i].id = id;
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_eventList[i].interact_id = interact_id;
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return;
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}
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}
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assert(i < MAX_events);
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// found that slot
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// id of person to stop
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_eventList[i].id = id;
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// full script id
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_eventList[i].interact_id = interact_id;
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error("sendEvent() ran out of event slots");
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}
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void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
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@ -64,13 +46,13 @@ void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
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sendEvent(id, (interact_id << 16) | 2);
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}
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bool Logic::checkEventWaiting(void) {
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int Logic::checkEventWaiting(void) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == _scriptVars[ID])
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return true;
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return 1;
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}
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return false;
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return 0;
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}
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void Logic::startEvent(void) {
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@ -79,23 +61,18 @@ void Logic::startEvent(void) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == _scriptVars[ID]) {
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// run 3rd script of target object on level 1
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logicOne(_eventList[i].interact_id);
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// clear the slot
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_eventList[i].id = 0;
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return;
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}
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}
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// oh dear - stop the system
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error("Start_event can't find event for id %d", _scriptVars[ID]);
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error("startEvent() can't find event for id %d", _scriptVars[ID]);
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}
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void Logic::clearEvent(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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// clear the slot
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_eventList[i].id = 0;
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return;
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}
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@ -104,10 +81,8 @@ void Logic::clearEvent(uint32 id) {
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void Logic::killAllIdsEvents(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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// clear the slot
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if (_eventList[i].id == id)
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_eventList[i].id = 0;
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}
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}
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}
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@ -149,15 +124,9 @@ int32 Logic::fnSendEvent(int32 *params) {
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}
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int32 Logic::fnCheckEventWaiting(int32 *params) {
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// returns yes/no in _scriptVars[RESULT]
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// params: none
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if (checkEventWaiting())
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_scriptVars[RESULT] = 1;
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else
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_scriptVars[RESULT] = 0;
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_scriptVars[RESULT] = checkEventWaiting();
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return IR_CONT;
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}
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@ -167,53 +136,41 @@ int32 Logic::fnCheckEventWaiting(int32 *params) {
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int32 Logic::fnCheckForEvent(int32 *params) {
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// params: none
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if (!checkEventWaiting())
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return IR_CONT;
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if (checkEventWaiting()) {
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startEvent();
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return IR_TERMINATE;
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}
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startEvent();
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return IR_TERMINATE;
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return IR_CONT;
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}
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// combination of fnPause and fnCheckForEvent
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// - ie. does a pause, but also checks for event each cycle
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int32 Logic::fnPauseForEvent(int32 *params) {
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// returns yes/no in RESULT
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// params: 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
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// first, check for an event
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if (checkEventWaiting()) {
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// reset the 'looping' flag
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ob_logic->looping = 0;
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// start the event - run 3rd script of target object on level 1
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startEvent();
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return IR_TERMINATE;
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}
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// no event, so do the fnPause bit
|
||||
|
||||
// start the pause
|
||||
if (ob_logic->looping == 0) {
|
||||
ob_logic->looping = 1;
|
||||
ob_logic->pause = params[1];
|
||||
}
|
||||
|
||||
// if non-zero
|
||||
if (ob_logic->pause) {
|
||||
// decrement the pause count
|
||||
ob_logic->pause--;
|
||||
return IR_REPEAT;
|
||||
} else {
|
||||
// pause count is zero
|
||||
ob_logic->looping = 0;
|
||||
return IR_CONT;
|
||||
}
|
||||
|
||||
ob_logic->looping = 0;
|
||||
return IR_CONT;
|
||||
}
|
||||
|
||||
int32 Logic::fnClearEvent(int32 *params) {
|
||||
@ -230,4 +187,31 @@ int32 Logic::fnStartEvent(int32 *params) {
|
||||
return IR_TERMINATE;
|
||||
}
|
||||
|
||||
// For the debugger
|
||||
|
||||
uint32 Logic::countEvents(void) {
|
||||
uint32 count = 0;
|
||||
|
||||
for (int i = 0; i < MAX_events; i++) {
|
||||
if (_eventList[i].id)
|
||||
count++;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
void Logic::printEventList(void) {
|
||||
Debug_Printf("EVENT LIST:\n");
|
||||
|
||||
for (uint32 i = 0; i < MAX_events; i++) {
|
||||
if (_eventList[i].id) {
|
||||
uint32 target = _eventList[i].id;
|
||||
uint32 script = _eventList[i].interact_id;
|
||||
|
||||
Debug_Printf("slot %2d: id = %s (%d)\n", i, _vm->fetchObjectName(target), target);
|
||||
Debug_Printf(" script = %s (%d) pos %d\n", _vm->fetchObjectName(script / 65536), script / 65536, script % 65536);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -609,11 +609,9 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
|
||||
|
||||
case CP_DEBUGON:
|
||||
// Turn debugging on
|
||||
_debugFlag = true;
|
||||
break;
|
||||
case CP_DEBUGOFF:
|
||||
// Turn debugging on
|
||||
_debugFlag = false;
|
||||
// Turn debugging off
|
||||
break;
|
||||
case CP_TEMP_TEXT_PROCESS:
|
||||
// Process a text line
|
||||
|
@ -53,9 +53,6 @@ private:
|
||||
// keeps note of no. of objects in the kill list
|
||||
uint32 _kills;
|
||||
|
||||
// Set this to turn debugging on
|
||||
bool _debugFlag;
|
||||
|
||||
// denotes the res id of the game-object-list in current use
|
||||
uint32 _currentRunList;
|
||||
|
||||
@ -67,6 +64,13 @@ private:
|
||||
|
||||
void processKillList(void);
|
||||
|
||||
struct EventUnit {
|
||||
uint32 id;
|
||||
uint32 interact_id;
|
||||
};
|
||||
|
||||
EventUnit _eventList[MAX_events];
|
||||
|
||||
// Stores resource id of the wav to use as lead-out from smacker
|
||||
uint32 _smackerLeadOut;
|
||||
|
||||
@ -160,7 +164,7 @@ private:
|
||||
|
||||
public:
|
||||
Logic(Sword2Engine *vm) :
|
||||
_vm(vm), _kills(0), _debugFlag(false), _smackerLeadOut(0),
|
||||
_vm(vm), _kills(0), _smackerLeadOut(0),
|
||||
_sequenceTextLines(0), _speechTime(0), _animId(0),
|
||||
_speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0),
|
||||
_defaultResponseId(0), _totalStartups(0),
|
||||
@ -209,17 +213,10 @@ public:
|
||||
|
||||
int runScript(char *scriptData, char *objectData, uint32 *offset);
|
||||
|
||||
struct EventUnit {
|
||||
uint32 id;
|
||||
uint32 interact_id;
|
||||
};
|
||||
|
||||
EventUnit _eventList[MAX_events];
|
||||
|
||||
void sendEvent(uint32 id, uint32 interact_id);
|
||||
void setPlayerActionEvent(uint32 id, uint32 interact_id);
|
||||
void startEvent(void);
|
||||
bool checkEventWaiting(void);
|
||||
int checkEventWaiting(void);
|
||||
void clearEvent(uint32 id);
|
||||
void killAllIdsEvents(uint32 id);
|
||||
|
||||
@ -374,6 +371,8 @@ public:
|
||||
void totalRestart(void);
|
||||
void examineRunList(void);
|
||||
void resetKillList(void);
|
||||
|
||||
void printEventList(void);
|
||||
};
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -153,7 +153,6 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
|
||||
_frameCount = 0;
|
||||
|
||||
_wantSfxDebug = false;
|
||||
_grabbingSequences = false;
|
||||
|
||||
// For the menus
|
||||
|
||||
@ -345,13 +344,6 @@ void Sword2Engine::go() {
|
||||
if (_debugger->isAttached())
|
||||
_debugger->onFrame();
|
||||
|
||||
#ifdef _SWORD2_DEBUG
|
||||
// FIXME: If we want this, we should re-work it to use the backend's
|
||||
// screenshot functionality.
|
||||
// if (_debugger->_grabbingSequences && !console_status)
|
||||
// GrabScreenShot();
|
||||
#endif
|
||||
|
||||
// the screen is build. Mostly because of first scroll
|
||||
// cycle stuff
|
||||
|
||||
|
@ -187,7 +187,6 @@ public:
|
||||
uint32 _frameCount;
|
||||
|
||||
bool _wantSfxDebug;
|
||||
bool _grabbingSequences;
|
||||
|
||||
int32 _gameCycle;
|
||||
bool _renderSkip;
|
||||
|
Loading…
x
Reference in New Issue
Block a user