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LASTEXPRESS: Make GameState::time of type TimeValue
svn-id: r53844
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f663a736dd
commit
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@ -3200,7 +3200,7 @@ IMPLEMENT_FUNCTION(64, Anna, baggage)
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if (params->param1)
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getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneNone, params->param1 == Fight::kFightEndLost);
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else {
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getState()->time += 1800;
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getState()->time = (TimeValue)(getState()->time + 1800);
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setCallback(3);
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setup_savegame(kSavegameTypeEvent, kEventAnnaBagagePart2);
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@ -802,7 +802,7 @@ IMPLEMENT_FUNCTION(33, Ivo, function33)
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break;
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case kActionDefault:
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getState()->time += 1800;
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getState()->time = (TimeValue)(getState()->time + 1800);
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setCallback(1);
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setup_savegame(kSavegameTypeTime, kTimeNone);
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@ -618,7 +618,7 @@ label_callback_12:
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if (params->param8) {
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getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneNone, params->param8 == Fight::kFightEndLost);
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} else {
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getState()->time += 1800;
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getState()->time = (TimeValue)(getState()->time + 1800);
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getProgress().field_CC = 1;
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setCallback(getCallback() + 1);
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@ -611,7 +611,7 @@ IMPLEMENT_FUNCTION(24, Salko, chapter5Handler)
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params->param1 = getFight()->setup(kFightSalko);
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if (params->param1 == Fight::kFightEndWin) {
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getState()->time += 1800;
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getState()->time = (TimeValue)(getState()->time + 1800);
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setCallback(3);
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setup_savegame(kSavegameTypeEvent, kEventCathSalkoTrainTopWin);
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} else {
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@ -1122,7 +1122,7 @@ IMPLEMENT_FUNCTION(30, Vesna, function30)
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} else {
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getSound()->playSound(kEntityPlayer, "TUNNEL");
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getState()->time += 1800;
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getState()->time = (TimeValue)(getState()->time + 1800);
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setCallback(5);
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setup_savegame(kSavegameTypeEvent, kEventCathVesnaTrainTopWin);
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@ -1958,7 +1958,7 @@ void Action::playAnimation(EventIndex index, bool debugMode) const {
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// Adjust game time
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getState()->timeTicks += _animationList[index].time;
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getState()->time += _animationList[index].time * getState()->timeDelta;
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getState()->time = (TimeValue)(getState()->time + _animationList[index].time * getState()->timeDelta);
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}
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} // End of namespace LastExpress
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@ -316,7 +316,7 @@ void Logic::eventTick(const Common::Event &) {
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// Adjust time and save game if needed
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if (getFlags()->isGameRunning) {
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getState()->timeTicks += ticks;
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getState()->time += ticks * getState()->timeDelta;
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getState()->time = (TimeValue)(getState()->time + ticks * getState()->timeDelta);
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if (getState()->timeDelta) {
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@ -1143,7 +1143,7 @@ void Menu::switchGame() {
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if (!SaveLoad::isSavegamePresent(_gameId))
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getSaveLoad()->create(_gameId);
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getState()->time = 0;
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getState()->time = kTimeNone;
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// Clear menu elements
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_clock->clear();
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@ -1077,7 +1077,7 @@ void SceneManager::postProcessScene() {
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case Scene::kTypeList: {
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// Adjust time
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getState()->time += (scene->param1 + 10) * getState()->timeDelta;
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getState()->time = (TimeValue)(getState()->time + (scene->param1 + 10) * getState()->timeDelta);
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getState()->timeTicks += (scene->param1 + 10);
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// Wait for a number of frames unless right mouse is clicked
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@ -596,7 +596,7 @@ public:
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// Game data
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uint32 field_0;
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uint32 time;
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TimeValue time;
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uint32 timeDelta;
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uint32 timeTicks;
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bool sceneUseBackup; // byte
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@ -612,7 +612,7 @@ public:
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volume = _defaultVolume;
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//Game data
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time = _defaultTime;
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time = kTimeCityParis;
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timeDelta = _defaultTimeDelta;
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timeTicks = 0;
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sceneUseBackup = false;
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@ -728,9 +728,8 @@ public:
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static void getHourMinutes(uint32 time, uint8 *hours, uint8 *minutes);
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private:
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static const uint32 _defaultBrigthness = 0x3;
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static const uint32 _defaultVolume = 0x7;
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static const uint32 _defaultTime = 1037700;
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static const uint32 _defaultBrigthness = 3;
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static const uint32 _defaultVolume = 7;
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static const uint32 _defaultTimeDelta = 3;
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static const uint32 _defaultPortrait = 32;
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