Changed the "logic" object to use ScummVM naming conventions.
svn-id: r10496
This commit is contained in:
parent
bca464fdf4
commit
b8fa67a8bb
10 changed files with 99 additions and 105 deletions
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@ -499,7 +499,7 @@ uint32 Parse_user_input(void) {
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Print_current_info();
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return 0;
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case 15: // RUNLIST
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LLogic.Examine_run_list();
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LLogic.examineRunList();
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return 0;
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case 16: // KILL
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res_man.Kill_res(&input[1][0]);
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@ -1305,7 +1305,7 @@ public:
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// FN_register_mouse and FN_register_frame)
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Reset_mouse_list();
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if (LLogic.Process_session())
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if (LLogic.processSession())
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Con_fatal_error("restore 1st cycle failed??");
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}
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}
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@ -1399,11 +1399,11 @@ void Restart_control(void) {
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this_screen.scroll_flag = 2;
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if (LLogic.Process_session())
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if (LLogic.processSession())
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Con_fatal_error("restart 1st cycle failed??");
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// (JEL08oct97) so palette not restored immediately after control
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// panel - we want to fade up instead!
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// So palette not restored immediately after control panel - we want
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// to fade up instead!
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this_screen.new_palette = 99;
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}
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@ -415,7 +415,7 @@ void Print_current_info(void) {
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Print_to_console(" %d normal layers",
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this_screen.number_of_layers);
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LLogic.Examine_run_list();
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LLogic.examineRunList();
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} else
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Print_to_console(" no screen");
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@ -214,7 +214,7 @@ int32 FN_check_for_event(int32 *params) {
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if (event_list[j].id == ID) {
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// start the event
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// run 3rd script of target object on level 1
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LLogic.Logic_one(event_list[j].interact_id);
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LLogic.logicOne(event_list[j].interact_id);
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// clear the event slot
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event_list[j].id = 0;
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return IR_TERMINATE;
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@ -245,7 +245,7 @@ int32 FN_pause_for_event(int32 *params) {
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// start the event
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// run 3rd script of target object on level 1
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LLogic.Logic_one(event_list[j].interact_id);
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LLogic.logicOne(event_list[j].interact_id);
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// clear the event slot
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event_list[j].id = 0;
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@ -311,7 +311,7 @@ void Start_event(void) {
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for (int j = 0; j < MAX_events; j++) {
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if (event_list[j].id == ID) {
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// run 3rd script of target object on level 1
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LLogic.Logic_one( event_list[j].interact_id);
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LLogic.logicOne(event_list[j].interact_id);
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//clear the slot
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event_list[j].id = 0;
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@ -327,7 +327,7 @@ int32 FN_start_event(int32 *params) {
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for (int j = 0; j < MAX_events; j++)
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if (event_list[j].id == ID) {
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// run 3rd script of target object on level 1
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LLogic.Logic_one(event_list[j].interact_id);
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LLogic.logicOne(event_list[j].interact_id);
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// clear the slot
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event_list[j].id = 0;
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@ -54,7 +54,7 @@ int32 FN_gosub(int32 *params) {
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// hurray, script subroutines
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// param 0 id of script
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LLogic.Logic_up(params[0]);
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LLogic.logicUp(params[0]);
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// logic goes up - pc is saved for current level
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return IR_GOSUB;
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@ -70,7 +70,7 @@ int32 FN_new_script(int32 *params) {
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// must clear this
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PLAYER_ACTION = 0;
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LLogic.Logic_replace(params[0]);
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LLogic.logicReplace(params[0]);
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//drop out no pc save - and around again
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return IR_TERMINATE;
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@ -88,7 +88,7 @@ int32 FN_interact(int32 *params) {
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PLAYER_ACTION = 0;
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// 3rd script of clicked on id
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LLogic.Logic_up((params[0] * 65536) + 2);
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LLogic.logicUp((params[0] * 65536) + 2);
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// out, up and around again - pc is saved for current level to be
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// returned to
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133
sword2/logic.cpp
133
sword2/logic.cpp
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@ -23,13 +23,13 @@
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#include "debug.h"
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#include "interpreter.h"
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#include "logic.h"
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#include "router.h" // for ClearWalkGridList()
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#include "router.h" // for ClearWalkGridList()
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#include "sound.h"
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#include "sync.h"
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logic LLogic;
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#define LEVEL (cur_object_hub->logic_level)
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#define LEVEL (_curObjectHub->logic_level)
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// this must allow for the largest number of objects in a screen
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#define OBJECT_KILL_LIST_SIZE 50
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@ -39,7 +39,7 @@ uint32 object_kill_list[OBJECT_KILL_LIST_SIZE];
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// keeps note of no. of objects in the kill list
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uint32 kills = 0;
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int logic::Process_session(void) {
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int logic::processSession(void) {
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// do one cycle of the current session
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uint32 run_list;
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@ -53,15 +53,15 @@ int logic::Process_session(void) {
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uint32 id;
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// might change during the session, so take a copy here
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run_list = current_run_list;
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run_list = _currentRunList;
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// point to first object in list
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pc = 0;
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_pc = 0;
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// by minusing the pc we can cause an immediate cessation of logic
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// processing on the current list
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while (pc != 0xffffffff) {
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while (_pc != 0xffffffff) {
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head = (_standardHeader*) res_man.Res_open(run_list);
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if (head->fileType != RUN_LIST)
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@ -70,7 +70,7 @@ int logic::Process_session(void) {
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game_object_list = (uint32 *) (head + 1);
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// read the next id
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ID = game_object_list[pc++];
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ID = game_object_list[_pc++];
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id = ID;
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// release the list again so it can float in memory - at this
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@ -91,12 +91,12 @@ int logic::Process_session(void) {
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if (head->fileType != GAME_OBJECT)
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Con_fatal_error("Logic_engine %d not an object", ID);
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cur_object_hub = (_object_hub *) (head + 1);
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_curObjectHub = (_object_hub *) (head + 1);
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debug(5, " %d id(%d) pc(%d)",
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cur_object_hub->logic_level,
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cur_object_hub->script_id[cur_object_hub->logic_level],
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cur_object_hub->script_pc[cur_object_hub->logic_level]);
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LEVEL,
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_curObjectHub->script_id[LEVEL],
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_curObjectHub->script_pc[LEVEL]);
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// do the logic for this object
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// we keep going until a function says to stop - remember,
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@ -106,7 +106,7 @@ int logic::Process_session(void) {
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// get the script id as we may be running a script
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// from another object...
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script = cur_object_hub->script_id[LEVEL];
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script = _curObjectHub->script_id[LEVEL];
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// there is a distinction between running one of our
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// own scripts and that of another object
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@ -115,15 +115,15 @@ int logic::Process_session(void) {
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debug(5, "run script %d pc%d",
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script / SIZE,
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cur_object_hub->script_pc[LEVEL]);
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_curObjectHub->script_pc[LEVEL]);
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// this is the script data
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// raw_script_ad = (char *) (cur_object_hub + 1);
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// raw_script_ad = (char *) (_curObjectHub + 1);
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raw_script_ad = (char*) head;
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// script and data object are us/same
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ret = RunScript(raw_script_ad, raw_script_ad, &cur_object_hub->script_pc[LEVEL]);
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ret = RunScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
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} else {
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// we're running the script of another game
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// object - get our data object address
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@ -140,11 +140,11 @@ int logic::Process_session(void) {
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// raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader);
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// get our objects data address
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// raw_data_ad = (char*) (cur_object_hub + 1);
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// raw_data_ad = (char*) (_curObjectHub + 1);
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raw_script_ad = (char*) far_head;
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ret = RunScript(raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL]);
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ret = RunScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
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// close foreign object again
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res_man.Res_close(script / SIZE);
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@ -157,8 +157,8 @@ int logic::Process_session(void) {
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if (ret == 1) {
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// check that it's not already on level 0 !
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if (cur_object_hub->logic_level)
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cur_object_hub->logic_level--;
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if (LEVEL)
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LEVEL--;
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else {
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// Hmmm, level 0 terminated :-| Let's
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// be different this time and simply
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@ -167,13 +167,13 @@ int logic::Process_session(void) {
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debug(5, "**WARNING object %d script 0 terminated!", id);
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// reset to rerun
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cur_object_hub->script_pc[LEVEL] = cur_object_hub->script_id[LEVEL] & 0xffff;
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_curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
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// cause us to drop out for a cycle
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ret = 0;
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}
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} else if (ret > 2) {
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Con_fatal_error("Process_session: illegal script return type %d", ret);
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Con_fatal_error("processSession: illegal script return type %d", ret);
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}
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// if ret == 2 then we simply go around again - a new
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@ -189,7 +189,7 @@ int logic::Process_session(void) {
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Clear_syncs(ID);
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if (pc != 0xffffffff) {
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if (_pc != 0xffffffff) {
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// the session is still valid so run the service script
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null_pc = 0;
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@ -207,7 +207,7 @@ int logic::Process_session(void) {
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}
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// leaving a room so remove all ids that must reboot correctly
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Process_kill_list();
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processKillList();
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debug(5, "RESTART the loop");
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@ -215,15 +215,15 @@ int logic::Process_session(void) {
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return 1;
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}
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void logic::Express_change_session(uint32 sesh_id) {
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void logic::expressChangeSession(uint32 sesh_id) {
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// a game-object can bring an immediate halt to the session and cause
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// a new one to start without a screen update
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//set to new
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current_run_list = sesh_id;
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_currentRunList = sesh_id;
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//causes session to quit
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pc = 0xffffffff;
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_pc = 0xffffffff;
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// reset now in case we double-clicked an exit prior to changing screen
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EXIT_FADING = 0;
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@ -244,29 +244,25 @@ void logic::Express_change_session(uint32 sesh_id) {
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FreeAllRouteMem();
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}
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void logic::Natural_change_session(uint32 sesh_id) {
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// a new session will begin next game cycle.
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// the current cycle will conclude and build the screen and flip
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// into view as normal
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void logic::naturalChangeSession(uint32 sesh_id) {
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// FIXME: This function doesn't seem to be used anywhere
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//set to new
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current_run_list = sesh_id;
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// A new session will begin next game cycle. The current cycle will
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// conclude and build the screen and flip into view as normal
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_currentRunList = sesh_id;
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}
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uint32 logic::Return_run_list(void) {
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// pass back the private cur_object_list variable - not sure we need
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// this
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//return the id
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return current_run_list;
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uint32 logic::getRunList(void) {
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// pass back the private _currentRunList variable
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return _currentRunList;
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}
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int32 FN_set_session(int32 *params) {
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// used by player invoked start scripts
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// param 0 id of new run list
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//now!
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LLogic.Express_change_session(*params);
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LLogic.expressChangeSession(params[0]);
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return IR_CONT;
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}
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@ -278,63 +274,63 @@ int32 FN_end_session(int32 *params) {
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// param 0 id of new run-list
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// terminate current and change to next run-list
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LLogic.Express_change_session(*params);
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LLogic.expressChangeSession(params[0]);
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// stop the script - logic engine will now go around and the new
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// screen will begin
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return IR_STOP;
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}
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void logic::Logic_up(uint32 new_script) {
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void logic::logicUp(uint32 new_script) {
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// move the current object up a level
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// called by FN_gosub command - remember, only the logic object has
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// access to cur_object_hub
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// access to _curObjectHub
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// going up a level - and we'll keeping going this cycle
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cur_object_hub->logic_level++;
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LEVEL++;
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// can be 0, 1, 2
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if (cur_object_hub->logic_level == 3)
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Con_fatal_error("Logic_up id %d has run off script tree! :-O", ID);
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if (LEVEL == 3)
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Con_fatal_error("logicUp id %d has run off script tree! :-O", ID);
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// setup new script on next level (not the current level)
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debug(5, "new pc = %d", new_script & 0xffff);
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cur_object_hub->script_id[cur_object_hub->logic_level] = new_script;
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cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff;
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_curObjectHub->script_id[LEVEL] = new_script;
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_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
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}
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void logic::Logic_one(uint32 new_script) {
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void logic::logicOne(uint32 new_script) {
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// force to level one
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cur_object_hub->logic_level = 1;
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LEVEL = 1;
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// setup new script on level 1
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cur_object_hub->script_id[1] = new_script;
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cur_object_hub->script_pc[1] = new_script & 0xffff;
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_curObjectHub->script_id[1] = new_script;
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_curObjectHub->script_pc[1] = new_script & 0xffff;
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}
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void logic::Logic_replace(uint32 new_script) {
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void logic::logicReplace(uint32 new_script) {
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// change current logic - script must quit with a TERMINATE directive
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// - which does not write to &pc
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// setup new script on this level
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cur_object_hub->script_id[cur_object_hub->logic_level] = new_script;
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cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff;
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_curObjectHub->script_id[LEVEL] = new_script;
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_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
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}
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uint32 logic::Examine_run_list(void) {
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uint32 logic::examineRunList(void) {
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uint32 *game_object_list;
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_standardHeader *file_header;
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int scrolls = 0;
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_keyboardEvent ke;
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if (current_run_list) {
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if (_currentRunList) {
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// open and lock in place
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game_object_list = (uint32 *) (res_man.Res_open(current_run_list) + sizeof(_standardHeader));
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game_object_list = (uint32 *) (res_man.Res_open(_currentRunList) + sizeof(_standardHeader));
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Print_to_console("runlist number %d", current_run_list);
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Print_to_console("runlist number %d", _currentRunList);
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while(*(game_object_list)) {
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file_header = (_standardHeader*) res_man.Res_open(*(game_object_list));
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@ -365,7 +361,7 @@ uint32 logic::Examine_run_list(void) {
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}
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}
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res_man.Res_close(current_run_list);
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res_man.Res_close(_currentRunList);
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} else
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Print_to_console("no run list set");
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@ -373,21 +369,21 @@ uint32 logic::Examine_run_list(void) {
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return 1;
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}
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void logic::Total_restart(void) {
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void logic::totalRestart(void) {
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// reset the object restart script 1 on level 0
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cur_object_hub->logic_level = 0;
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// cur_object_hub->script_id[0] = 1;
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LEVEL = 0;
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// _curObjectHub->script_id[0] = 1;
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// reset to rerun
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cur_object_hub->script_pc[0] = 1;
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_curObjectHub->script_pc[0] = 1;
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}
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int32 FN_total_restart(int32 *params) {
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// mega runs this to restart its base logic again - like being cached
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// in again
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LLogic.Total_restart();
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LLogic.totalRestart();
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// drop out without saving pc and go around again
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return IR_TERMINATE;
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@ -409,14 +405,13 @@ int32 FN_add_to_kill_list(int32 *params) {
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// DON'T EVER KILL GEORGE!
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if (ID != 8) {
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// first, scan list to see if this object is already included
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// (05mar97 James)
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entry = 0;
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while (entry < kills && object_kill_list[entry] != ID)
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entry++;
|
||||
|
||||
// if this ID isn't already in the list, then add it,
|
||||
// (otherwise finish) (05mar97 James)
|
||||
// (otherwise finish)
|
||||
|
||||
if (entry == kills) {
|
||||
#ifdef _SWORD2_DEBUG
|
||||
|
@ -443,13 +438,13 @@ int32 FN_add_to_kill_list(int32 *params) {
|
|||
return IR_CONT;
|
||||
}
|
||||
|
||||
void logic::Process_kill_list(void) {
|
||||
void logic::processKillList(void) {
|
||||
for (uint32 j = 0; j < kills; j++)
|
||||
res_man.Remove_res(object_kill_list[j]);
|
||||
|
||||
kills = 0;
|
||||
}
|
||||
|
||||
void logic::Reset_kill_list(void) {
|
||||
void logic::resetKillList(void) {
|
||||
kills = 0;
|
||||
}
|
||||
|
|
|
@ -30,37 +30,37 @@
|
|||
class logic {
|
||||
public:
|
||||
//do one cycle of the current session
|
||||
int Process_session(void);
|
||||
int processSession(void);
|
||||
|
||||
// cause the logic loop to terminate and drop out
|
||||
void Express_change_session(uint32 sesh_id);
|
||||
void expressChangeSession(uint32 sesh_id);
|
||||
|
||||
// new logic begins next cycle
|
||||
void Natural_change_session(uint32 sesh_id);
|
||||
void naturalChangeSession(uint32 sesh_id);
|
||||
|
||||
uint32 Return_run_list(void);
|
||||
uint32 getRunList(void);
|
||||
|
||||
// setup script_id and script_pc in cur_object_hub - called by
|
||||
// setup script_id and script_pc in _curObjectHub - called by
|
||||
// FN_gosub()
|
||||
void Logic_up(uint32 new_script);
|
||||
void logicUp(uint32 new_script);
|
||||
|
||||
void Logic_replace(uint32 new_script);
|
||||
void Logic_one(uint32 new_script);
|
||||
void Total_restart(void);
|
||||
uint32 Examine_run_list(void);
|
||||
void Reset_kill_list(void);
|
||||
void logicReplace(uint32 new_script);
|
||||
void logicOne(uint32 new_script);
|
||||
void totalRestart(void);
|
||||
uint32 examineRunList(void);
|
||||
void resetKillList(void);
|
||||
|
||||
private:
|
||||
// denotes the res id of the game-object-list in current use
|
||||
uint32 current_run_list;
|
||||
uint32 _currentRunList;
|
||||
|
||||
void Process_kill_list(void);
|
||||
void processKillList(void);
|
||||
|
||||
//pc during logic loop
|
||||
uint32 pc;
|
||||
uint32 _pc;
|
||||
|
||||
// each object has one of these tacked onto the beginning
|
||||
_object_hub *cur_object_hub;
|
||||
_object_hub *_curObjectHub;
|
||||
};
|
||||
|
||||
extern logic LLogic;
|
||||
|
|
|
@ -183,7 +183,7 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
|
|||
g_header.screenId = this_screen.background_layer_id;
|
||||
|
||||
// resource id of current run-list
|
||||
g_header.runListId = LLogic.Return_run_list();
|
||||
g_header.runListId = LLogic.getRunList();
|
||||
|
||||
// those scroll position control things
|
||||
g_header.feet_x = this_screen.feet_x;
|
||||
|
@ -382,7 +382,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
|
|||
res_man.Kill_all_res(0);
|
||||
|
||||
// clean out the system kill list (no more objects to kill)
|
||||
LLogic.Reset_kill_list();
|
||||
LLogic.resetKillList();
|
||||
|
||||
// get player character data from savegame buffer
|
||||
|
||||
|
@ -432,9 +432,8 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
|
|||
this_screen.feet_y = g_header.feet_y;
|
||||
|
||||
// start the new run list
|
||||
LLogic.Express_change_session(g_header.runListId);
|
||||
LLogic.expressChangeSession(g_header.runListId);
|
||||
|
||||
// (James01aug97)
|
||||
// Force in the new scroll position, so unsightly scroll-catch-up does
|
||||
// not occur when screen first draws after returning from restore panel
|
||||
|
||||
|
|
|
@ -346,10 +346,10 @@ int32 FN_end_conversation(int32 *params) {
|
|||
debug(5, " holding");
|
||||
}
|
||||
|
||||
TALK_FLAG = 0; //in-case DC forgets
|
||||
TALK_FLAG = 0; // in-case DC forgets
|
||||
|
||||
// restart george's base script
|
||||
// LLogic.Total_restart();
|
||||
// LLogic.totalRestart();
|
||||
|
||||
//drop out without saving pc and go around again
|
||||
return IR_CONT;
|
||||
|
|
|
@ -213,7 +213,7 @@ int32 GameCycle(void) {
|
|||
// do one game cycle
|
||||
|
||||
//got a screen to run?
|
||||
if (LLogic.Return_run_list()) {
|
||||
if (LLogic.getRunList()) {
|
||||
//run the logic session UNTIL a full loop has been performed
|
||||
do {
|
||||
// reset the graphic 'buildit' list before a new
|
||||
|
@ -226,7 +226,7 @@ int32 GameCycle(void) {
|
|||
|
||||
// keep going as long as new lists keep getting put in
|
||||
// - i.e. screen changes
|
||||
} while (LLogic.Process_session());
|
||||
} while (LLogic.processSession());
|
||||
} else {
|
||||
// start the console and print the start options perhaps?
|
||||
StartConsole();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue