Fix bug #2721940: "AGI: Gold Rush! Restart Option differs from original"

svn-id: r41243
This commit is contained in:
Eugene Sandulenko 2009-06-06 17:40:56 +00:00
parent 3ba873c72b
commit 26d8b2bb72
8 changed files with 17 additions and 17 deletions

View file

@ -394,8 +394,6 @@ int AgiEngine::agiInit() {
initWords();
restartGame = false;
if (!_menu)
_menu = new Menu(this, _gfx, _picture);
@ -679,6 +677,8 @@ AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBas
_objects = NULL;
_restartGame = false;
_oldMode = -1;
_predictiveDialogRunning = false;

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@ -808,7 +808,7 @@ public:
uint8 *_intobj;
int _oldMode;
bool restartGame;
bool _restartGame;
Menu* _menu;

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@ -120,7 +120,7 @@ void AgiEngine::interpretCycle() {
oldSound = getflag(fSoundOn);
_game.exitAllLogics = false;
while (runLogic(0) == 0 && !(shouldQuit() || restartGame)) {
while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
_game.vars[vWordNotFound] = 0;
_game.vars[vBorderTouchObj] = 0;
_game.vars[vBorderCode] = 0;
@ -369,7 +369,7 @@ int AgiEngine::playGame() {
saveGame(getSavegameFilename(0), "Autosave");
}
} while (!(shouldQuit() || restartGame));
} while (!(shouldQuit() || _restartGame));
_sound->stopSound();
@ -390,9 +390,9 @@ int AgiEngine::runGame() {
if (agiInit() != errOK)
break;
if (restartGame) {
if (_restartGame) {
setflag(fRestartGame, true);
restartGame = false;
_restartGame = false;
}
// Set computer type (v20 i.e. vComputer)
@ -446,7 +446,7 @@ int AgiEngine::runGame() {
ec = playGame();
_game.state = STATE_LOADED;
agiDeinit();
} while (restartGame);
} while (_restartGame);
delete _menu;
_menu = NULL;

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@ -385,7 +385,7 @@ int AgiEngine::waitKey() {
}
debugC(3, kDebugLevelInput, "waiting...");
while (!(shouldQuit() || restartGame || getflag(fRestoreJustRan))) {
while (!(shouldQuit() || _restartGame || getflag(fRestoreJustRan))) {
_gfx->pollTimer(); // msdos driver -> does nothing
key = doPollKeyboard();
if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT)
@ -408,7 +408,7 @@ int AgiEngine::waitAnyKey() {
}
debugC(3, kDebugLevelInput, "waiting... (any key)");
while (!(shouldQuit() || restartGame)) {
while (!(shouldQuit() || _restartGame)) {
_gfx->pollTimer(); // msdos driver -> does nothing
key = doPollKeyboard();
if (key)

View file

@ -1242,7 +1242,7 @@ cmd(restart_game) {
g_agi->selectionBox(" Restart game, or continue? \n\n\n", buttons);
if (sel == 0) {
g_agi->restartGame = true;
g_agi->_restartGame = true;
g_agi->setflag(fRestartGame, true);
g_agi->_menu->enableAll();
}
@ -1346,7 +1346,7 @@ cmd(get_string) {
do {
g_agi->mainCycle();
} while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->restartGame));
} while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->_restartGame));
}
cmd(get_num) {
@ -1366,7 +1366,7 @@ cmd(get_num) {
do {
g_agi->mainCycle();
} while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->restartGame));
} while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->_restartGame));
_v[p1] = atoi(game.strings[MAX_STRINGS]);
@ -1770,7 +1770,7 @@ int AgiEngine::runLogic(int n) {
curLogic->cIP = curLogic->sIP;
timerHack = 0;
while (ip < _game.logics[n].size && !(shouldQuit() || restartGame)) {
while (ip < _game.logics[n].size && !(shouldQuit() || _restartGame)) {
if (_debug.enabled) {
if (_debug.steps > 0) {
if (_debug.logic0 || n) {

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@ -230,7 +230,7 @@ int AgiEngine::testIfCode(int lognum) {
uint8 p[16] = { 0 };
bool end_test = false;
while (retval && !(shouldQuit() || restartGame) && !end_test) {
while (retval && !(shouldQuit() || _restartGame) && !end_test) {
if (_debug.enabled && (_debug.logic0 || lognum))
debugConsole(lognum, lTEST_MODE, NULL);

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@ -574,7 +574,7 @@ int AgiEngine::selectSlot() {
int oldFirstSlot = _firstSlot + 1;
int oldActive = active + 1;
while (!(shouldQuit() || restartGame)) {
while (!(shouldQuit() || _restartGame)) {
int sbPos = 0;
// Use the extreme scrollbar positions only if the extreme

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@ -379,7 +379,7 @@ int AgiEngine::selectionBox(const char *m, const char **b) {
AllowSyntheticEvents on(this);
debugC(4, kDebugLevelText, "selectionBox(): waiting...");
while (!(shouldQuit() || restartGame)) {
while (!(shouldQuit() || _restartGame)) {
for (i = 0; b[i]; i++)
_gfx->drawCurrentStyleButton(bx[i], by[i], b[i], i == active, false, i == 0);