diff Engine/mm7_data.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 407263babde8
children bacf9809126a
line wrap: on
line diff
--- a/Engine/mm7_data.cpp	Sat May 09 12:55:58 2015 +0200
+++ b/Engine/mm7_data.cpp	Sun May 10 01:29:11 2015 +0200
@@ -3,7 +3,8 @@
 #include <crtdbg.h>
 
 #define _CRT_SECURE_NO_WARNINGS
-#include "mm7_data.h"
+
+#include "Engine/Engine.h"
 
 #include "GUI/GUIWindow.h"
 #include "Party.h"
@@ -260,8 +261,6 @@
 #include "Engine/Tables/PlayerFrameTable.h"
 struct PlayerFrameTable *pPlayerFrameTable; // idb
 
-#include "MM7.h"
-
 
 std::array<stat_coord, 26> stat_string_coord = //4E2940
 {{
@@ -335,8 +334,8 @@
 
 float flt_4D84E8 = 0.0f;
 
-int pCurrentScreen = SCREEN_VIDEO; // 004E28F8
-unsigned int uGammaPos;
+enum CURRENT_SCREEN current_screen_type = SCREEN_VIDEO; // 004E28F8
+unsigned int uGammaPos = 0;
 std::array<int, 8> BtnTurnCoord = 
 {{
   0xA4, 0x5D, 0x16, 0xB, 0x5, 0xD, 0x7, 0x3B,
@@ -761,7 +760,7 @@
 int uLastPointedObjectID; // weak
 //unsigned __int8 bMonsterInfoUI_bDollInitialized;
 std::array<const char *, 44> aSpellNames;
-int pMainScreenNum; // weak
+enum CURRENT_SCREEN prev_screen_type; // weak
 int dword_506980_uW; // weak
 int dword_506984_uZ; // weak
 int dword_506988_uY; // weak