comparison Engine/Party.cpp @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
parents 1bcadc6dd203
children bacf9809126a
comparison
equal deleted inserted replaced
2540:abc6a9d079b9 2541:a902abdfc7f2
1 #define _CRTDBG_MAP_ALLOC 1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h> 2 #include <stdlib.h>
3 #include <crtdbg.h> 3 #include <crtdbg.h>
4 4
5 #define _CRT_SECURE_NO_WARNINGS 5 #define _CRT_SECURE_NO_WARNINGS
6 #include "Engine/ErrorHandling.h" 6
7 #include "Engine/Engine.h"
7 8
8 #include "Party.h" 9 #include "Party.h"
9 #include "Timer.h" 10 #include "Timer.h"
10 #include "Media/Audio/AudioPlayer.h" 11 #include "Media/Audio/AudioPlayer.h"
11 #include "Engine/Tables/IconFrameTable.h" 12 #include "Engine/Tables/IconFrameTable.h"
14 #include "Engine/TurnEngine/TurnEngine.h" 15 #include "Engine/TurnEngine/TurnEngine.h"
15 #include "Engine/Graphics/Viewport.h" 16 #include "Engine/Graphics/Viewport.h"
16 #include "Engine/Objects/Actor.h" 17 #include "Engine/Objects/Actor.h"
17 #include "GUI/GUIWindow.h" 18 #include "GUI/GUIWindow.h"
18 #include "texts.h" 19 #include "texts.h"
19
20 #include "MM7.h"
21 #include "Engine/Graphics/Outdoor.h" 20 #include "Engine/Graphics/Outdoor.h"
22 #include "LOD.h" 21 #include "LOD.h"
23 #include "Engine/Objects/SpriteObject.h" 22 #include "Engine/Objects/SpriteObject.h"
24 #include "Engine/Objects/ObjectList.h" 23 #include "Engine/Objects/ObjectList.h"
25 24
26 25
27 #include "Game.h" 26
28 27
29 Party *pParty; // idb 28 Party *pParty = nullptr;
30 29
31 struct ActionQueue *pPartyActionQueue = new ActionQueue; 30 struct ActionQueue *pPartyActionQueue = new ActionQueue;
32 31
33 32
34 std::array<bool, 4> playerAlreadyPicked; // byte_AE3368_ 33 std::array<bool, 4> playerAlreadyPicked; // byte_AE3368_