AGI: Remove old clockEnabled boolean

No longer needed
We use ScummVM system total play time functionality instead
This commit is contained in:
Martin Kiewitz 2016-02-01 15:54:32 +01:00
parent 896bf83ddc
commit f86d68d214
5 changed files with 3 additions and 9 deletions

View File

@ -372,7 +372,6 @@ AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBas
_game.gfxMode = true;
_game.clockEnabled = false;
_game.state = STATE_INIT;
_keyQueueStart = 0;

View File

@ -444,7 +444,6 @@ struct AgiGame {
// internal flags
bool playerControl; /**< player is in control */
int clockEnabled; /**< clock is on/off */
int exitAllLogics; /**< break cycle after new.room */
bool pictureShown; /**< show.pic has been issued */
int hasPrompt; /**< input prompt has been printed */

View File

@ -341,7 +341,6 @@ int AgiEngine::playGame() {
setVar(VM_VAR_TIME_DELAY, 2); // "normal" speed
_game.gfxMode = true;
_game.clockEnabled = true;
_text->promptRow_Set(22);
// We run AGIMOUSE always as a side effect

View File

@ -1786,15 +1786,11 @@ void cmdPause(AgiGame *state, uint8 *parameter) {
if (!skipPause) {
// Show pause message box
int originalClockState = state->clockEnabled;
vm->inGameTimerPause();
state->clockEnabled = false;
state->_vm->_systemUI->pauseDialog();
vm->inGameTimerResume();
state->clockEnabled = originalClockState;
}
}

View File

@ -157,7 +157,8 @@ int AgiEngine::saveGame(const Common::String &fileName, const Common::String &de
} else {
out->writeSint16BE(0);
}
out->writeSint16BE((int16)_game.clockEnabled);
out->writeSint16BE(1); // was clock enabled
// (previous in-game-timer, in-game-timer is always enabled during the regular game, so need to save/load it)
out->writeSint16BE((int16)_game.exitAllLogics);
out->writeSint16BE((int16)_game.pictureShown);
out->writeSint16BE((int16)_game.hasPrompt);
@ -482,7 +483,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
} else {
_text->statusDisable();
}
_game.clockEnabled = in->readSint16BE();
in->readSint16BE(); // was clock enabled, no longer needed
_game.exitAllLogics = in->readSint16BE();
in->readSint16BE(); // was _game.pictureShown
//_game.pictureShown = in->readSint16BE();