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author | Torbjörn Andersson | 2004-01-11 15:47:41 +0000 |
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committer | Torbjörn Andersson | 2004-01-11 15:47:41 +0000 |
commit | cf0a73f913174599c7c28d910ecd87229fd62afd (patch) | |
tree | 7eabb5c16878d42f35d811ed13af5ed20b763f92 /sword1/staticres.cpp | |
parent | 563d95c576c817a63ec64302e67b2ee5daa97c6e (diff) | |
download | scummvm-rg350-cf0a73f913174599c7c28d910ecd87229fd62afd.tar.gz scummvm-rg350-cf0a73f913174599c7c28d910ecd87229fd62afd.tar.bz2 scummvm-rg350-cf0a73f913174599c7c28d910ecd87229fd62afd.zip |
Introduced new namespace, Sword1, removing the "Sword" and "Bs" prefixes in
the process, except for SwordEngine.
Some minor cleanups along the wa, e.g. stdafx.h already includes <stdio.h>,
<stdlib.h> and <math.h> so there shouldn't be any need to do it elsewhere.
svn-id: r12320
Diffstat (limited to 'sword1/staticres.cpp')
-rw-r--r-- | sword1/staticres.cpp | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/sword1/staticres.cpp b/sword1/staticres.cpp index 049ff6824d..f8b039cbb8 100644 --- a/sword1/staticres.cpp +++ b/sword1/staticres.cpp @@ -30,6 +30,8 @@ #include "sound.h" #include "sword1.h" +namespace Sword1 { + const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = { 0, // 0 inventory @@ -199,7 +201,7 @@ const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = { 1, // 146 ALBERT'S TEXT - on CD1 }; -const MenuObject SwordMenu::_objectDefs[TOTAL_pockets + 1] = { +const MenuObject Menu::_objectDefs[TOTAL_pockets + 1] = { { // 0 can't use 0, 0, 0, 0, 0 }, @@ -569,7 +571,7 @@ const MenuObject SwordMenu::_objectDefs[TOTAL_pockets + 1] = { } }; -const Subject SwordMenu::_subjectList[TOTAL_subjects] = { +const Subject Menu::_subjectList[TOTAL_subjects] = { { // 256 0, // subject_res 0 // subject_frame @@ -1541,7 +1543,7 @@ const uint32 ObjectMan::_textList[TOTAL_SECTIONS][7] = { }; -RoomDef SwordScreen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const +RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const { 0, //total_layers --- room 0 NOT USED 0, //size_x = width @@ -2584,7 +2586,7 @@ RoomDef SwordScreen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const } }; -const char SwordMusic::_tuneList[TOTAL_TUNES][8] = { +const char Music::_tuneList[TOTAL_TUNES][8] = { "", // 0 SPARE "1m2", // DONE 1 George picks up the newspaper "1m3", // DONE 2 In the alley for the first time @@ -2887,7 +2889,7 @@ const char SwordMusic::_tuneList[TOTAL_TUNES][8] = { "rm3d", // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs. }; -const FxDef SwordSound::_fxList[312] = { +const FxDef Sound::_fxList[312] = { // 0 { 0, // sampleId @@ -6440,7 +6442,7 @@ const FxDef SwordSound::_fxList[312] = { // NB. There must be a list for each room number, even if location doesn't exist in game -const uint16 SwordSound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = +const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = { {0}, // 0 @@ -6561,3 +6563,5 @@ const uint16 SwordSound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = {0}, // 98 {0}, // 99 }; + +} // End of namespace Sword1 |