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
This commit is contained in:
Julien Templier 2010-11-16 14:24:46 +00:00 committed by Eugene Sandulenko
parent 3e6f065a91
commit 5186ad9425
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GPG key ID: 014D387312D34F08
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
// Init data
memset(&_gameFlags, 0, sizeof(_gameFlags));
memset(&_flags, 0, sizeof(_flags));
screenUpdatesCount = 0;
globalTickValue_2 = 0;
// Add default search directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
@ -123,7 +120,7 @@ Common::Error AsylumEngine::run() {
// FIXME: remove
_introPlaying = false;
// TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing) (address 00411CD0)
// TODO: save dialog key codes into sntrm_k.txt (need to figure out why they use such thing) (address 00411CD0)
// load startup configurations (.text:0041A970)
Config.read();
// TODO: init unknown game stuffs (.text:0040F430)
@ -386,8 +383,4 @@ bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
return ((1 << (flag % FLAG_MASK)) & (unsigned int)_gameFlags[flag / 32]) >> (flag % FLAG_MASK) == 0;
}
void AsylumEngine::setFlag(FlagType flag, bool isSet) {
_flags[flag] = isSet;
}
} // namespace Asylum