ASYLUM: Moved shared data to new structure
Some flags have a longer lifetime and should not be part of the scene instance. Those are now part of the SharedData structure. Also implements several actor::updateStatus methods, using the new shared data git-svn-id: http://asylumengine.googlecode.com/svn/trunk@548 0bfb4aae-4ea4-11de-8d8d-752d95cf3e3c
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16 changed files with 726 additions and 282 deletions
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@ -56,9 +56,6 @@ AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engin
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// Init data
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memset(&_gameFlags, 0, sizeof(_gameFlags));
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memset(&_flags, 0, sizeof(_flags));
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screenUpdatesCount = 0;
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globalTickValue_2 = 0;
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// Add default search directories
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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@ -123,7 +120,7 @@ Common::Error AsylumEngine::run() {
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// FIXME: remove
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_introPlaying = false;
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// TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing) (address 00411CD0)
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// TODO: save dialog key codes into sntrm_k.txt (need to figure out why they use such thing) (address 00411CD0)
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// load startup configurations (.text:0041A970)
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Config.read();
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// TODO: init unknown game stuffs (.text:0040F430)
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@ -386,8 +383,4 @@ bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
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return ((1 << (flag % FLAG_MASK)) & (unsigned int)_gameFlags[flag / 32]) >> (flag % FLAG_MASK) == 0;
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}
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void AsylumEngine::setFlag(FlagType flag, bool isSet) {
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_flags[flag] = isSet;
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}
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} // namespace Asylum
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