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author | Torbjörn Andersson | 2004-11-15 08:22:16 +0000 |
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committer | Torbjörn Andersson | 2004-11-15 08:22:16 +0000 |
commit | 38baf0a0d303110958e63e7f9875d3254aaa2499 (patch) | |
tree | 4a276e3dbbf832e25d6147962a1359713b59dd6b /sword2/sword2.h | |
parent | 455d2a127a841dc832a0adbd161db8e4bddca99b (diff) | |
download | scummvm-rg350-38baf0a0d303110958e63e7f9875d3254aaa2499.tar.gz scummvm-rg350-38baf0a0d303110958e63e7f9875d3254aaa2499.tar.bz2 scummvm-rg350-38baf0a0d303110958e63e7f9875d3254aaa2499.zip |
I think this is the kind of constructor/go changes _sev was talking about
in his mail to scummvm-devel. (Though "a discussed a while ago change"
sounds like sort of thing Robert Jordan writes whenever there is danger of
anything actually happening in any of his more recent books. Tantalizing,
yet non-informative. ;-)
It's still rather messy. I'll look into cleaning it up later.
svn-id: r15818
Diffstat (limited to 'sword2/sword2.h')
-rw-r--r-- | sword2/sword2.h | 98 |
1 files changed, 50 insertions, 48 deletions
diff --git a/sword2/sword2.h b/sword2/sword2.h index 747b3f22d9..48cd345149 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -138,28 +138,28 @@ private: uint32 _lastPaletteRes; - void drawBackPar0Frames(void); - void drawBackPar1Frames(void); - void drawBackFrames(void); + void drawBackPar0Frames(); + void drawBackPar1Frames(); + void drawBackFrames(); void drawSortFrames(byte *file); - void drawForeFrames(void); - void drawForePar0Frames(void); - void drawForePar1Frames(void); + void drawForeFrames(); + void drawForePar0Frames(); + void drawForePar1Frames(); - void startNewPalette(void); + void startNewPalette(); void processLayer(byte *file, uint32 layer_number); void processImage(BuildUnit *build_unit); - void getPlayerStructures(void); - void putPlayerStructures(void); + void getPlayerStructures(); + void putPlayerStructures(); uint32 saveData(uint16 slotNo, byte *buffer, uint32 bufferSize); uint32 restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize); uint32 calcChecksum(byte *buffer, uint32 size); - void pauseGame(void); - void unpauseGame(void); + void pauseGame(); + void unpauseGame(); MenuObject _tempList[TOTAL_engine_pockets]; uint32 _totalTemp; @@ -170,14 +170,16 @@ private: public: Sword2Engine(GameDetector *detector, OSystem *syst); ~Sword2Engine(); - void go(void); - void setupPersistentResources(void); - int32 initialiseGame(void); + void go(); + void mainInit(); + void mainRun(); + + void setupPersistentResources(); bool _quit; uint32 _features; - char *_targetName; // target name for saves + Common::String _targetName; // target name for saves MemoryManager *_memory; ResourceManager *_resman; @@ -200,14 +202,14 @@ public: uint32 setEventFilter(uint32 filter); - void parseEvents(void); + void parseEvents(); - bool checkForMouseEvents(void); - MouseEvent *mouseEvent(void); - KeyboardEvent *keyboardEvent(void); + bool checkForMouseEvents(); + MouseEvent *mouseEvent(); + KeyboardEvent *keyboardEvent(); - void resetRenderLists(void); - void buildDisplay(void); + void resetRenderLists(); + void buildDisplay(); void displayMsg(byte *text, int time); void setFullPalette(int32 palRes); @@ -244,14 +246,14 @@ public: int32 initBackground(int32 res, int32 new_palette); #if RIGHT_CLICK_CLEARS_LUGGAGE - bool heldIsInInventory(void); + bool heldIsInInventory(); #endif int menuClick(int menu_items); void addMenuObject(MenuObject *obj); - void buildMenu(void); - void buildSystemMenu(void); + void buildMenu(); + void buildSystemMenu(); // _thisScreen describes the current back buffer and its in-game scroll // positions, etc. @@ -287,25 +289,25 @@ public: uint32 _pointerTextBlocNo; uint32 _playerActivityDelay; // Player activity delay counter - void resetMouseList(void); + void resetMouseList(); - void normalMouse(void); - void menuMouse(void); - void dragMouse(void); - void systemMenuMouse(void); + void normalMouse(); + void menuMouse(); + void dragMouse(); + void systemMenuMouse(); - void mouseOnOff(void); - uint32 checkMouseList(void); - void mouseEngine(void); + void mouseOnOff(); + uint32 checkMouseList(); + void mouseEngine(); void setMouse(uint32 res); void setLuggage(uint32 res); - void clearPointerText(void); + void clearPointerText(); void createPointerText(uint32 text_id, uint32 pointer_res); - void monitorPlayerActivity(void); - void noHuman(void); + void monitorPlayerActivity(); + void noHuman(); void registerMouse(ObjectMouse *ob_mouse); @@ -359,32 +361,32 @@ public: uint32 saveGame(uint16 slotNo, byte *description); uint32 restoreGame(uint16 slotNo); uint32 getSaveDescription(uint16 slotNo, byte *description); - bool saveExists(void); + bool saveExists(); bool saveExists(uint16 slotNo); void fillSaveBuffer(byte *buffer, uint32 size, byte *desc); uint32 restoreFromBuffer(byte *buffer, uint32 size); - uint32 findBufferSize(void); + uint32 findBufferSize(); uint8 _scrollFraction; - void setScrolling(void); + void setScrolling(); // used to store id of tunes that loop, for save & restore uint32 _loopingMusicId; // to be called during system initialisation - void initFxQueue(void); + void initFxQueue(); // to be called from the main loop, once per cycle - void processFxQueue(void); + void processFxQueue(); // stops all fx & clears the queue - eg. when leaving a location - void clearFxQueue(void); + void clearFxQueue(); - void pauseAllSound(void); - void unpauseAllSound(void); + void pauseAllSound(); + void unpauseAllSound(); - void killMusic(void); + void killMusic(); void triggerFx(uint8 j); @@ -392,14 +394,14 @@ public: bool _graphicsLevelFudged; bool _stepOneCycle; // for use while game paused - void startGame(void); - void gameCycle(void); - void closeGame(void); + void startGame(); + void gameCycle(); + void closeGame(); void sleepUntil(uint32 time); void errorString(const char *buf_input, char *buf_output); - void initialiseFontResourceFlags(void); + void initialiseFontResourceFlags(); void initialiseFontResourceFlags(uint8 language); }; |