aboutsummaryrefslogtreecommitdiff
path: root/sword2/sword2.h
diff options
context:
space:
mode:
authorTorbjörn Andersson2004-11-15 08:22:16 +0000
committerTorbjörn Andersson2004-11-15 08:22:16 +0000
commit38baf0a0d303110958e63e7f9875d3254aaa2499 (patch)
tree4a276e3dbbf832e25d6147962a1359713b59dd6b /sword2/sword2.h
parent455d2a127a841dc832a0adbd161db8e4bddca99b (diff)
downloadscummvm-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.h98
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);
};