[Scummvm-cvs-logs] CVS: scummvm/scumm scumm.h,1.366,1.367 scummvm.cpp,2.560,2.561
Max Horn
fingolfin at users.sourceforge.net
Tue Jan 27 06:27:56 CET 2004
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Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv6394
Modified Files:
scumm.h scummvm.cpp
Log Message:
get rid of ScummEngine::_insaneState (I think we should eventually stop calling processKbd() from inside smush and replace it with special code there)
Index: scumm.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/scumm.h,v
retrieving revision 1.366
retrieving revision 1.367
diff -u -d -r1.366 -r1.367
--- scumm.h 19 Jan 2004 20:27:31 -0000 1.366
+++ scumm.h 25 Jan 2004 12:20:39 -0000 1.367
@@ -340,7 +340,7 @@
// Event handling
void parseEvents();
void waitForTimer(int msec_delay);
- void processKbd();
+ void processKbd(bool smushMode);
void clearClickedStatus();
// Misc utility functions
@@ -355,7 +355,6 @@
/* _insane vars */
int _smushFrameRate;
- bool _insaneState;
bool _videoFinished;
bool _smushPaused;
@@ -954,10 +953,6 @@
int _drawObjectQueNr;
byte _drawObjectQue[200];
- byte _palManipStart, _palManipEnd;
- uint16 _palManipCounter;
- byte *_palManipPalette;
- byte *_palManipIntermediatePal;
/* For each of the 410 screen strips, gfxUsageBits contains a
* bitmask. The lower 80 bits each correspond to one actor and
@@ -990,6 +985,11 @@
int _palDirtyMin, _palDirtyMax;
+ byte _palManipStart, _palManipEnd;
+ uint16 _palManipCounter;
+ byte *_palManipPalette;
+ byte *_palManipIntermediatePal;
+
byte _haveMsg;
bool _useTalkAnims;
uint16 _defaultTalkDelay;
@@ -1044,18 +1044,15 @@
/* String class */
public:
CharsetRenderer *_charset;
-protected:
- byte _charsetColor;
-public:
byte _charsetColorMap[16];
protected:
+ byte _charsetColor;
byte _charsetData[15][16];
int _charsetBufPos;
byte _charsetBuffer[512];
protected:
-
void initCharset(int charset);
void CHARSET_1();
Index: scummvm.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/scummvm.cpp,v
retrieving revision 2.560
retrieving revision 2.561
diff -u -d -r2.560 -r2.561
--- scummvm.cpp 24 Jan 2004 18:20:21 -0000 2.560
+++ scummvm.cpp 25 Jan 2004 12:20:43 -0000 2.561
@@ -319,7 +319,6 @@
memset(&res, 0, sizeof(res));
memset(&vm, 0, sizeof(vm));
_smushFrameRate = 0;
- _insaneState = false;
_videoFinished = false;
_smushPaused = false;
_quit = false;
@@ -1342,7 +1341,7 @@
if (_version <= 3)
CHARSET_1();
- processKbd();
+ processKbd(false);
if (_features & GF_NEW_CAMERA) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
@@ -1724,7 +1723,7 @@
_rightBtnPressed &= ~msClicked;
}
-void ScummEngine::processKbd() {
+void ScummEngine::processKbd(bool smushMode) {
int saveloadkey;
_lastKeyHit = _keyPressed;
@@ -1837,7 +1836,7 @@
if (_lastKeyHit == KEY_ALL_SKIP) {
// Skip cutscene
- if (_insaneState) {
+ if (smushMode) {
// Eek this is literally shouting for trouble...
// Probably should set _lastKey to VAR_CUTSCENEEXIT_KEY instead!
_videoFinished = true;
@@ -1880,13 +1879,13 @@
// Skip cutscene (or active SMUSH video). For the V2 games, which
// normally use F4 for this, we add in a hack that makes escape work,
// too (just for convenience).
- if (_insaneState) {
+ if (smushMode) {
if (_gameId == GID_FT)
_insane->escapeKeyHandler();
else
_videoFinished = true;
}
- if (!_insaneState || _videoFinished)
+ if (!smushMode || _videoFinished)
abortCutscene();
if (_version <= 2) {
// Ensure that the input script also sees the key press.
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