added few opcodes used by savegame

This commit is contained in:
Pawel Kolodziejski 2005-04-08 17:32:02 +00:00
parent a92e42b692
commit b061c7a539
3 changed files with 185 additions and 24 deletions

View file

@ -36,6 +36,18 @@ Engine *g_engine = NULL;
extern Imuse *g_imuse;
int g_imuseState = -1;
#ifdef _MSC_VER
WIN32_FIND_DATAA g_find_file_data;
HANDLE g_searchFile;
bool g_firstFind;
#else
DIR *g_searchFile;
#endif
// hack for access current upated actor to allow access position of actor to sound costume component
Actor *g_currentUpdatedActor = NULL;
@ -46,6 +58,7 @@ Engine::Engine() :
_speechMode = 3; // VOICE + TEXT
_menuMode = 0;
_textSpeed = 6;
g_searchFile = NULL;
textObjectDefaults.x = 0;
textObjectDefaults.y = 200;
@ -129,15 +142,6 @@ void Engine::mainLoop() {
if (event.type == SDL_KEYDOWN && _controlsEnabled[event.key.keysym.sym])
handleButton(SDL_KEYDOWN, event.key.keysym.sym);
if (event.type == SDL_KEYUP && _controlsEnabled[event.key.keysym.sym]) {
// temporary hack for save/load request until game menu will work
if (event.key.keysym.sym == SDLK_F7) {
_savegameLoadRequest = true;
continue;
} else if (event.key.keysym.sym == SDLK_F8) {
_savegameSaveRequest = true;
continue;
}
handleButton(SDL_KEYUP, event.key.keysym.sym);
}
if (event.type == SDL_QUIT) {