diff options
36 files changed, 337 insertions, 337 deletions
@@ -71,7 +71,7 @@ LIBS += -lmad # DISABLE_SCUMM = 1 # DISABLE_SIMON = 1 # DISABLE_SKY = 1 -DISABLE_BS2 = 1 +DISABLE_SWORD2 = 1 ####################################################################### diff --git a/Makefile.common b/Makefile.common index 255accfa8c..48b83ee4f9 100644 --- a/Makefile.common +++ b/Makefile.common @@ -42,8 +42,8 @@ else MODULES += sky endif -ifdef DISABLE_BS2 -DEFINES += -DDISABLE_BS2 +ifdef DISABLE_SWORD +DEFINES += -DDISABLE_SWORD2 else MODULES += bs2 endif diff --git a/Makefile.mingw b/Makefile.mingw index 7ffabe4102..966dddb518 100644 --- a/Makefile.mingw +++ b/Makefile.mingw @@ -53,7 +53,7 @@ LIBS += -lvorbisfile -lvorbis -logg # DISABLE_SCUMM = 1 # DISABLE_SIMON = 1 # DISABLE_SKY = 1 -DISABLE_BS2 = 1 +DISABLE_SWORD2 = 1 ####################################################################### diff --git a/common/engine.cpp b/common/engine.cpp index 8c1132431e..1955df16fd 100644 --- a/common/engine.cpp +++ b/common/engine.cpp @@ -144,10 +144,10 @@ Engine *Engine::createFromDetector(GameDetector *detector, OSystem *syst) { } #endif -#ifndef DISABLE_BS2 - if (detector->_game.id >= GID_BS2_FIRST && detector->_game.id <= GID_BS2_LAST) { +#ifndef DISABLE_SWORD2 + if (detector->_game.id >= GID_SWORD2_FIRST && detector->_game.id <= GID_SWORD2_LAST) { // Broken Sword 2 - engine = Engine_BS2_create(detector, syst); + engine = Engine_SWORD2_create(detector, syst); } #endif diff --git a/common/engine.h b/common/engine.h index 5015f670e8..e1385ea428 100644 --- a/common/engine.h +++ b/common/engine.h @@ -41,8 +41,8 @@ enum GameId { GID_SKY_LAST = GID_SKY_FIRST + 49, // Broken Sword 2 - GID_BS2_FIRST, - GID_BS2_LAST = GID_BS2_FIRST + 49 + GID_SWORD2_FIRST, + GID_SWORD2_LAST = GID_SWORD2_FIRST + 49 }; @@ -116,9 +116,9 @@ extern const VersionSettings *Engine_SKY_targetList(); extern Engine *Engine_SKY_create(GameDetector *detector, OSystem *syst); #endif -#ifndef DISABLE_BS2 -extern const VersionSettings *Engine_BS2_targetList(); -extern Engine *Engine_BS2_create(GameDetector *detector, OSystem *syst); +#ifndef DISABLE_SWORD2 +extern const VersionSettings *Engine_SWORD2_targetList(); +extern Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst); #endif #endif diff --git a/common/gameDetector.cpp b/common/gameDetector.cpp index 15ca149510..af2061a712 100644 --- a/common/gameDetector.cpp +++ b/common/gameDetector.cpp @@ -231,10 +231,10 @@ GameDetector::GameDetector() { totalCount += skyCount; #endif -#ifndef DISABLE_BS2 - const VersionSettings *bs2Versions = Engine_BS2_targetList(); - int bs2Count = countVersions(bs2Versions); - totalCount += bs2Count; +#ifndef DISABLE_SWORD2 + const VersionSettings *sword2Versions = Engine_SWORD2_targetList(); + int sword2Count = countVersions(sword2Versions); + totalCount += sword2Count; #endif VersionSettings *v = (VersionSettings *)calloc(totalCount + 1, sizeof(VersionSettings)); @@ -255,9 +255,9 @@ GameDetector::GameDetector() { v += skyCount; #endif -#ifndef DISABLE_BS2 - memcpy(v, bs2Versions, bs2Count * sizeof(VersionSettings)); - v += bs2Count; +#ifndef DISABLE_SWORD2 + memcpy(v, sword2Versions, sword2Count * sizeof(VersionSettings)); + v += sword2Count; #endif } @@ -282,9 +282,9 @@ else fi if test "$_build_bs2" = no ; then - _def_bs2='#define DISABLE_BS2' + _def_bs2='#define DISABLE_SWORD2' else - _def_bs2='#undef DISABLE_BS2' + _def_bs2='#undef DISABLE_SWORD2' fi # diff --git a/sword2/anims.cpp b/sword2/anims.cpp index cd31e429fd..7850af0af7 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -107,7 +107,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) _animHeader *anim_head; int32 res = params[2]; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG _standardHeader *head; // for animation testing & checking for correct file type #endif @@ -123,7 +123,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) if (ob_logic->looping==0) { //----------------------------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // For testing all anims! (James18apr97) // A script loop can send every resource number to the anim function // & it will only run the valid ones @@ -153,7 +153,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) //----------------------------------------------------------- //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res==0) Con_fatal_error("Animate: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__); @@ -163,7 +163,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) anim_file = res_man.Res_open(res); // open anim file //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check this this resource is actually an animation file! head = (_standardHeader*) anim_file; if (head->fileType!=ANIMATION_FILE) // if it's not an animation file @@ -175,7 +175,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) //--------------------- /* - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames==0) Con_fatal_error("Animate: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); @@ -289,12 +289,12 @@ int32 FN_set_frame(int32 *params) _animHeader *anim_head; int32 res = params[1]; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG _standardHeader *head; // for checking for correct file type #endif //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res==0) Con_fatal_error("FN_set_frame: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__); @@ -307,7 +307,7 @@ int32 FN_set_frame(int32 *params) anim_file = res_man.Res_open(res); // open anim file //--------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check this this resource is actually an animation file! head = (_standardHeader*) anim_file; if (head->fileType!=ANIMATION_FILE) // if it's not an animation file @@ -319,7 +319,7 @@ int32 FN_set_frame(int32 *params) //--------------------- /* - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames==0) Con_fatal_error("FN_set_frame: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__); @@ -515,7 +515,7 @@ int32 FN_add_sequence_text(int32 *params) // (James22may97) // 1 frame number to start the text displaying // 2 frame number to stop the text dispalying - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (sequenceTextLines == MAX_SEQUENCE_TEXT_LINES) Con_fatal_error("FN_add_sequence_text ran out of lines (%s line %u)",__FILE__,__LINE__); #endif @@ -563,7 +563,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"(%d) SEQUENCE TEXT: %s", *(uint16*)text, text+2); // 1st word of text line is the official line number #endif //-------------------------------------- @@ -579,11 +579,11 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) // set up path to speech cluster // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test) - if (g_bs2->_gameId == GID_BS2_DEMO) { + if (g_sword2->_gameId == GID_SWORD2_DEMO) { strcpy(speechFile,"SPEECH.CLU"); } else { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) // if 0 ie. if it's there { strcpy(speechFile,"speech1.clu"); @@ -593,7 +593,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) strcpy(speechFile,"speech2.clu"); } else - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG { strcpy(speechFile,res_man.GetCdPath()); strcat(speechFile,"CLUSTERS\\SPEECH.CLU"); @@ -601,7 +601,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) } //------------------------------ - wavSize = g_bs2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found + wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found if (wavSize) // if we've got the wav { // allocate memory for speech buffer @@ -609,7 +609,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) if (sequence_text_list[line].speech_mem) // if mem allocated ok (should be fine, but worth checking) { - if (g_bs2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer + if (g_sword2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer { Float_mem (sequence_text_list[line].speech_mem); // now float this buffer so we can make space for the next text sprites and/or speech samples speechRunning=1; // ok, we've got speech! @@ -706,7 +706,7 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) { uint8 *leadIn; uint32 rv; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG _standardHeader *header; #endif @@ -714,7 +714,7 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) leadIn = res_man.Res_open(params[0]); //----------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG header = (_standardHeader*)leadIn; if (header->fileType != WAV_FILE) Con_fatal_error("FN_smacker_lead_in() given invalid resource (%s line %u)",__FILE__,__LINE__); @@ -722,10 +722,10 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97) //----------------------------------------- leadIn += sizeof(_standardHeader); - rv = g_bs2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory + rv = g_sword2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory //----------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif @@ -755,7 +755,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) uint32 rv; // drivers return value _movieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES+1]; uint8 *leadOut = NULL; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG _standardHeader *header; #endif @@ -794,14 +794,14 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) //-------------------------------------------------- // check that the name paseed from script is 8 chars or less - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (strlen((char *)params[0]) > 8) Con_fatal_error("Sequence filename too long (%s line %u)",__FILE__,__LINE__); #endif //-------------------------------------------------- // add the appropriate file extension & play it - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) sprintf(filename,"%s.smk", (char *)params[0]); else sprintf(filename,"%sSMACKS\\%s.smk", res_man.GetCdPath(), (char *)params[0]); @@ -809,7 +809,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"PLAYING SEQUENCE \"%s\"", filename); #endif //-------------------------------------- @@ -826,7 +826,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) leadOut = res_man.Res_open(smackerLeadOut); //--------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG header = (_standardHeader*)leadOut; if (header->fileType != WAV_FILE) Con_fatal_error("FN_smacker_lead_out() given invalid resource (%s line %u)",__FILE__,__LINE__); @@ -840,7 +840,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) // play the smacker FN_stop_music(NULL); // don't want to carry on streaming game music when smacker starts! - g_bs2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music + g_sword2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music if (sequenceTextLines) // if we have some text to accompany this sequence rv = PlaySmacker(filename, sequenceSpeechArray, leadOut); @@ -857,7 +857,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) } */ - g_bs2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location + g_sword2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location //-------------------------------------- // close the lead-out music resource @@ -869,7 +869,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97) } //-------------------------- // check the error return-value - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("PlaySmacker(\"%s\") returned 0x%.8x", filename, rv); #endif diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index f13a1eede3..76c6624164 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -70,7 +70,7 @@ uint32 cur_fore; uint32 cur_fgp0; uint32 cur_fgp1; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG uint32 largest_layer_area=0; // should be reset to zero at start of each screen change uint32 largest_sprite_area=0; // - " - char largest_layer_info[128] = {"largest layer: none registered"}; @@ -119,13 +119,13 @@ void Send_fore_par1_frames(void); //James23Jan97 void Build_display(void) //Tony21Sept96 { BOOL end; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG uint8 pal[12]={0,0,0,0,0,0,0,0,0,255,0,0}; #endif uint8 *file; _multiScreenHeader *screenLayerTable; -#ifdef _BS2_DEBUG // only used by console +#ifdef _SWORD2_DEBUG // only used by console _spriteInfo spriteInfo; uint32 rv; // drivers error return value #endif @@ -136,7 +136,7 @@ void Build_display(void) //Tony21Sept96 { Start_new_palette(); // start the layer palette fading up - #ifdef _BS2_DEBUG // (James23jun97) + #ifdef _SWORD2_DEBUG // (James23jun97) largest_layer_area=0; // should be reset to zero at start of each screen change largest_sprite_area=0; // - " - #endif @@ -283,7 +283,7 @@ void Build_display(void) //Tony21Sept96 } -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG else if (console_status) { spriteInfo.x = 0; @@ -312,7 +312,7 @@ void Build_display(void) //Tony21Sept96 SetPalette(0, 3, pal, RDPAL_INSTANT); //force the palette Print_to_console("no valid screen?"); } -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG } @@ -585,7 +585,7 @@ void Process_layer(uint32 layer_number) //Tony24Sept96 _spriteInfo spriteInfo; uint32 rv; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG uint32 current_layer_area=0; #endif @@ -610,7 +610,7 @@ void Process_layer(uint32 layer_number) //Tony24Sept96 //------------------------------------------ // check for largest layer for debug info - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG current_layer_area = layer_head->width * layer_head->height; if (current_layer_area > largest_layer_area) @@ -640,7 +640,7 @@ void Process_image(buildit *build_unit) // (5nov96 JEL) uint32 spriteType; uint32 rv; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG uint32 current_sprite_area=0; #endif @@ -702,7 +702,7 @@ void Process_image(buildit *build_unit) // (5nov96 JEL) //------------------------------------------ // check for largest layer for debug info - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG current_sprite_area = frame_head->width * frame_head->height; if (current_sprite_area > largest_sprite_area) @@ -715,7 +715,7 @@ void Process_image(buildit *build_unit) // (5nov96 JEL) //----------------------------------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (SYSTEM_TESTING_ANIMS) // see anims.cpp { if ((spriteInfo.x + spriteInfo.scaledWidth) >= 639) // bring the anim into the visible screen @@ -739,7 +739,7 @@ void Process_image(buildit *build_unit) // (5nov96 JEL) //----------------------------------------------------------- //-------------------------------------------------- -// #ifdef _BS2_DEBUG +// #ifdef _SWORD2_DEBUG // if (frame_head->width <= 1) // { // Zdebug(8,"WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource); @@ -817,7 +817,7 @@ void Register_frame(int32 *params, buildit *build_unit) // (1nov96JEL) ob_graph = (Object_graphic *) params[1]; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (ob_graph->anim_resource == 0) Con_fatal_error("ERROR: %s(%d) has no anim resource in Register_frame [line=%d file=%s]", FetchObjectName(ID), ID, __LINE__, __FILE__); #endif @@ -829,7 +829,7 @@ void Register_frame(int32 *params, buildit *build_unit) // (1nov96JEL) frame_head = FetchFrameHeader( file, ob_graph->anim_pc ); - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (ID == CUR_PLAYER_ID) // update player graphic details for on-screen debug info { playerGraphic.type = ob_graph->type; @@ -891,7 +891,7 @@ void Register_frame(int32 *params, buildit *build_unit) // (1nov96JEL) if (ob_mouse->pointer) // only if 'pointer' isn't NULL (James13feb97) { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_mouse==TOTAL_mouse_list) Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); #endif @@ -942,7 +942,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case BGP0_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_bgp0==MAX_bgp0_sprites) Con_fatal_error("ERROR: bgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -954,7 +954,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case BGP1_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_bgp1==MAX_bgp1_sprites) Con_fatal_error("ERROR: bgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -966,7 +966,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case BACK_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_back==MAX_back_sprites) Con_fatal_error("ERROR: back_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -978,7 +978,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case SORT_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_sort==MAX_sort_sprites) Con_fatal_error("ERROR: sort_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -992,7 +992,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case FORE_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_fore==MAX_fore_sprites) Con_fatal_error("ERROR: fore_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -1004,7 +1004,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case FGP0_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_fgp0==MAX_fgp0_sprites) Con_fatal_error("ERROR: fgp0_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -1016,7 +1016,7 @@ int32 FN_register_frame(int32 *params) // (27nov96 JEL) //--------------- case FGP1_SPRITE: { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_fgp1==MAX_fgp1_sprites) Con_fatal_error("ERROR: fgp1_list full in FN_register_frame [line=%d file=%s]",__LINE__,__FILE__); #endif @@ -1178,7 +1178,7 @@ void SetFullPalette(int32 palRes) // James17jun97 { head = (_standardHeader*)res_man.Res_open(palRes); // open the palette file - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (head->fileType != PALETTE_FILE) Con_fatal_error("FN_set_palette() called with invalid resource! (%s line %u)",__FILE__,__LINE__); #endif diff --git a/sword2/build_display.h b/sword2/build_display.h index 2fbfb3b313..fa48933bd0 100644 --- a/sword2/build_display.h +++ b/sword2/build_display.h @@ -58,7 +58,7 @@ extern uint32 cur_fore; extern uint32 cur_fgp0; extern uint32 cur_fgp1; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG extern char largest_layer_info[128]; extern char largest_sprite_info[128]; #endif diff --git a/sword2/console.cpp b/sword2/console.cpp index 66f4bd7a11..d6bed2ce34 100644 --- a/sword2/console.cpp +++ b/sword2/console.cpp @@ -23,7 +23,7 @@ uint32 console_status=0; //0 off // LEFT IN RELEASE VERSION -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG //----------------------------------------------------------------------------------------------------------------------- //its the console! <great> @@ -1339,4 +1339,4 @@ void Scroll_console(void) {}; void Init_console(void) {}; void StartConsole(void) {}; -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG diff --git a/sword2/console.h b/sword2/console.h index 7f68174996..ffec1d51d8 100644 --- a/sword2/console.h +++ b/sword2/console.h @@ -23,7 +23,7 @@ #include "driver/driver96.h" #include "memory.h" -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG void Init_console(void); //Tony9Sept96 uint32 One_console(void); //Tony12Aug96 @@ -45,7 +45,7 @@ extern uint8 grabbingSequences; extern uint8 wantSfxDebug; // sfx debug file enabled/disabled from console -#else // _BS2_DEBUG +#else // _SWORD2_DEBUG /* #define Init_console NULL #define One_console NULL @@ -73,7 +73,7 @@ void Scroll_console(void); //#define Var_check NULL //#define Var_set NULL -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG extern uint32 console_status; diff --git a/sword2/controls.cpp b/sword2/controls.cpp index 3c004427ab..2e9ac6941d 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -1566,7 +1566,7 @@ void Restart_control(void) //Tony4Apr97 FreeAllRouteMem(); // free all the route memory blocks from previous game - g_bs2->Start_game(); // call the same function that first started us up + g_sword2->Start_game(); // call the same function that first started us up //prime system with a game cycle @@ -1929,12 +1929,12 @@ int32 ReadOptionSettings(void) //pete10Jun97 fclose(fp); - g_bs2->_sound->SetMusicVolume(buff[0]); - g_bs2->_sound->SetSpeechVolume(buff[1]); - g_bs2->_sound->SetFxVolume(buff[2]); - g_bs2->_sound->MuteMusic(buff[3]); - g_bs2->_sound->MuteSpeech(buff[4]); - g_bs2->_sound->MuteFx(buff[5]); + g_sword2->_sound->SetMusicVolume(buff[0]); + g_sword2->_sound->SetSpeechVolume(buff[1]); + g_sword2->_sound->SetFxVolume(buff[2]); + g_sword2->_sound->MuteMusic(buff[3]); + g_sword2->_sound->MuteSpeech(buff[4]); + g_sword2->_sound->MuteFx(buff[5]); UpdateGraphicsLevel(GetRenderType(), buff[6]); // (James13jun97) @@ -1944,7 +1944,7 @@ int32 ReadOptionSettings(void) //pete10Jun97 pointerTextSelected = buff[8]; if (buff[9] != stereoReversed) - g_bs2->_sound->ReverseStereo(); + g_sword2->_sound->ReverseStereo(); stereoReversed = buff[9]; @@ -1956,12 +1956,12 @@ int32 WriteOptionSettings(void) //pete10Jun97 uint8 buff[10]; FILE *fp; - buff[0] = g_bs2->_sound->GetMusicVolume(); - buff[1] = g_bs2->_sound->GetSpeechVolume(); - buff[2] = g_bs2->_sound->GetFxVolume(); - buff[3] = g_bs2->_sound->IsMusicMute(); - buff[4] = g_bs2->_sound->IsSpeechMute(); - buff[5] = g_bs2->_sound->IsFxMute(); + buff[0] = g_sword2->_sound->GetMusicVolume(); + buff[1] = g_sword2->_sound->GetSpeechVolume(); + buff[2] = g_sword2->_sound->GetFxVolume(); + buff[3] = g_sword2->_sound->IsMusicMute(); + buff[4] = g_sword2->_sound->IsSpeechMute(); + buff[5] = g_sword2->_sound->IsFxMute(); buff[6] = GetRenderType(); buff[7] = subtitles; buff[8] = pointerTextSelected; @@ -2094,9 +2094,9 @@ void Option_control(void) //Pete6Jun97 int title_len, subtitle_len, ok_len, cancel_len, left_align, test_len; // slider values - uint8 musicVolume = g_bs2->_sound->GetMusicVolume(); - uint8 speechVolume = g_bs2->_sound->GetSpeechVolume(); - uint8 fxVolume = g_bs2->_sound->GetFxVolume(); + uint8 musicVolume = g_sword2->_sound->GetMusicVolume(); + uint8 speechVolume = g_sword2->_sound->GetSpeechVolume(); + uint8 fxVolume = g_sword2->_sound->GetFxVolume(); uint8 grfxLevel = GetRenderType(); // safe slider values for restoring on cancel @@ -2197,9 +2197,9 @@ void Option_control(void) //Pete6Jun97 uint8 subtitle_state = subtitles; uint8 stereo_state = stereoReversed; - uint8 music_mute_state = g_bs2->_sound->IsMusicMute(); - uint8 speech_mute_state = g_bs2->_sound->IsSpeechMute(); - uint8 fx_mute_state = g_bs2->_sound->IsFxMute(); + uint8 music_mute_state = g_sword2->_sound->IsMusicMute(); + uint8 speech_mute_state = g_sword2->_sound->IsSpeechMute(); + uint8 fx_mute_state = g_sword2->_sound->IsFxMute(); //build the button surfaces surfaces @@ -2359,19 +2359,19 @@ void Option_control(void) //Pete6Jun97 } if (!music_mute_state) - g_bs2->_sound->SetMusicVolume(musicVolume); + g_sword2->_sound->SetMusicVolume(musicVolume); else - g_bs2->_sound->SetMusicVolume(0); + g_sword2->_sound->SetMusicVolume(0); if (!fx_mute_state) - g_bs2->_sound->SetFxVolume(fxVolume); + g_sword2->_sound->SetFxVolume(fxVolume); else - g_bs2->_sound->SetFxVolume(0); + g_sword2->_sound->SetFxVolume(0); if (!speech_mute_state) - g_bs2->_sound->SetSpeechVolume(speechVolume); + g_sword2->_sound->SetSpeechVolume(speechVolume); else - g_bs2->_sound->SetSpeechVolume(0); + g_sword2->_sound->SetSpeechVolume(0); //-------------------------------------------------- // Service windows @@ -2555,19 +2555,19 @@ void Option_control(void) //Pete6Jun97 { UpdateGraphicsLevel(safe_grfxLevel, grfxLevel); // (James13jun97) - g_bs2->_sound->MuteMusic(music_mute_state); // Ensure all the levels are recorded correctly (Pete21Aug97) - g_bs2->_sound->MuteSpeech(speech_mute_state); - g_bs2->_sound->MuteFx(fx_mute_state); - g_bs2->_sound->SetMusicVolume(music_target); - g_bs2->_sound->SetSpeechVolume(speech_target); - g_bs2->_sound->SetFxVolume(fx_target); + g_sword2->_sound->MuteMusic(music_mute_state); // Ensure all the levels are recorded correctly (Pete21Aug97) + g_sword2->_sound->MuteSpeech(speech_mute_state); + g_sword2->_sound->MuteFx(fx_mute_state); + g_sword2->_sound->SetMusicVolume(music_target); + g_sword2->_sound->SetSpeechVolume(speech_target); + g_sword2->_sound->SetFxVolume(fx_target); subtitles = subtitle_state; // Save object label and subtitle settings pointerTextSelected = object_state; speechSelected = !speech_mute_state; if (stereo_state != stereoReversed) - g_bs2->_sound->ReverseStereo(); + g_sword2->_sound->ReverseStereo(); stereoReversed = stereo_state; WriteOptionSettings(); @@ -2591,17 +2591,17 @@ void Option_control(void) //Pete6Jun97 if (touching_music_mute && dmusic_mute_state) { music_mute_state = dmusic_mute_state = 0; // if the button was in now let it out - g_bs2->_sound->MuteMusic(0); + g_sword2->_sound->MuteMusic(0); } if (touching_fx_mute && dfx_mute_state) { fx_mute_state = dfx_mute_state = 0; // if the button was in now let it out - g_bs2->_sound->MuteFx(0); + g_sword2->_sound->MuteFx(0); } if (touching_speech_mute && dspeech_mute_state) { speech_mute_state = dspeech_mute_state = 0; // if the button was in now let it out - g_bs2->_sound->MuteSpeech(0); + g_sword2->_sound->MuteSpeech(0); } // Stop tracking any sliders @@ -2649,7 +2649,7 @@ void Option_control(void) //Pete6Jun97 else { music_mute_state = 1; - g_bs2->_sound->MuteMusic(1); + g_sword2->_sound->MuteMusic(1); } } @@ -2660,7 +2660,7 @@ void Option_control(void) //Pete6Jun97 else { fx_mute_state=1; - g_bs2->_sound->MuteFx(1); + g_sword2->_sound->MuteFx(1); } } @@ -2671,7 +2671,7 @@ void Option_control(void) //Pete6Jun97 else { speech_mute_state=1; - g_bs2->_sound->MuteSpeech(1); + g_sword2->_sound->MuteSpeech(1); } } @@ -2680,7 +2680,7 @@ void Option_control(void) //Pete6Jun97 if (music_mute_state) { music_mute_state = 0; - g_bs2->_sound->MuteMusic(0); + g_sword2->_sound->MuteMusic(0); } if (mousex>(slab_sprite[0].x+SLIDER_W)) @@ -2707,7 +2707,7 @@ void Option_control(void) //Pete6Jun97 if (speech_mute_state) { speech_mute_state = 0; - g_bs2->_sound->MuteSpeech(0); + g_sword2->_sound->MuteSpeech(0); } if (mousex>(slab_sprite[1].x+SLIDER_W)) @@ -2734,7 +2734,7 @@ void Option_control(void) //Pete6Jun97 if (fx_mute_state) { fx_mute_state = 0; - g_bs2->_sound->MuteFx(0); + g_sword2->_sound->MuteFx(0); } if (mousex>(slab_sprite[2].x+SLIDER_W)) diff --git a/sword2/debug.cpp b/sword2/debug.cpp index 9c2274fe18..3264eafb84 100644 --- a/sword2/debug.cpp +++ b/sword2/debug.cpp @@ -26,7 +26,7 @@ #include "debug.h" //-------------------------------------------------------------------------------------- -#ifdef _BS2_DEBUG // this whole file (except ExitWithReport) only included on debug versions +#ifdef _SWORD2_DEBUG // this whole file (except ExitWithReport) only included on debug versions #include <stdlib.h> @@ -86,7 +86,7 @@ void Make_debug_text_block( char *text, int16 x, int16 y ); void Plot_cross_hair( int16 x, int16 y, uint8 pen ); void DrawRect( int16 x, int16 y, int16 x2, int16 y2, uint8 pen ); //-------------------------------------------------------------------------------------- -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG // THIS FUNCTION STAYS IN THE RELEASE VERSION // IN FACT, CON_FATAL_ERROR IS MAPPED TO THIS AS WELL, SO WE HAVE A MORE PRESENTABLE ERROR REPORT @@ -113,7 +113,7 @@ void ExitWithReport(const char *format,...) // (6dec96 JEL) exit(0); } -#ifdef _BS2_DEBUG // all other functions only for _BS2_DEBUG version +#ifdef _SWORD2_DEBUG // all other functions only for _SWORD2_DEBUG version //-------------------------------------------------------------------------------------- void Zdebug(const char *format,...) //Tony's special debug logging file March96 { @@ -550,5 +550,5 @@ void Print_current_info(void) //Tony30Oct96 void Draw_debug_graphics(void) {}; -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG //-------------------------------------------------------------------------------------- diff --git a/sword2/debug.h b/sword2/debug.h index a9593d6198..fcf537e8d1 100644 --- a/sword2/debug.h +++ b/sword2/debug.h @@ -21,7 +21,7 @@ #define D_DEBUG //-------------------------------------------------------------------------------------- -#ifdef _BS2_DEBUG // this whole file only included on debug versions +#ifdef _SWORD2_DEBUG // this whole file only included on debug versions //#include "src\driver96.h" @@ -69,7 +69,7 @@ void Draw_debug_graphics(void); // James's debug graphics display void Print_current_info(void); //Tony30Oct96 -#else // ie. not _BS2_DEBUG +#else // ie. not _SWORD2_DEBUG /* gcc doesn't like this - khalek #define Zdebug NULL @@ -82,7 +82,7 @@ void Zdebug(const char * ,...); // Tony's special debug logging file March96 void Build_debug_text(void); // James's debug text display void Draw_debug_graphics(void); // James's debug graphics display -#endif // _BS2_DEBUG // this whole file only included on debug versions +#endif // _SWORD2_DEBUG // this whole file only included on debug versions //-------------------------------------------------------------------------------------- void ExitWithReport(const char *format,...); // (6dec96 JEL) IN BOTH DEBUG & RELEASE VERSIONS diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index 6fb8ac6274..64117f6d26 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -225,7 +225,7 @@ // // -------------------------------------------------------------------------- // -// int32 StopSpeechBS2(void) +// int32 StopSpeechSword2(void) // // Stops the speech from playing. // @@ -405,7 +405,7 @@ int32 musicVolTable[17] = { -BS2Sound::BS2Sound(void) { +Sword2Sound::Sword2Sound(void) { soundOn = 0; speechStatus = 0; @@ -461,7 +461,7 @@ int16 ExpandSpeech(int16 sample) // -------------------------------------------------------------------------- // This function reverse the pan table, thus reversing the stereo. // -------------------------------------------------------------------------- -int32 BS2Sound::ReverseStereo(void) +int32 Sword2Sound::ReverseStereo(void) { int32 i,j; @@ -480,7 +480,7 @@ int32 BS2Sound::ReverseStereo(void) // -------------------------------------------------------------------------- // This function returns the index of the sound effect with the ID passed in. // -------------------------------------------------------------------------- -int32 BS2Sound::GetFxIndex(int32 id) +int32 Sword2Sound::GetFxIndex(int32 id) { @@ -498,7 +498,7 @@ int32 BS2Sound::GetFxIndex(int32 id) } -int32 BS2Sound::IsFxOpen(int32 id) +int32 Sword2Sound::IsFxOpen(int32 id) { int32 i = 0; @@ -523,7 +523,7 @@ int32 BS2Sound::IsFxOpen(int32 id) // out the ones which are no longer required in a buffer. It is called on // a slow timer from rdwin.c // -------------------------------------------------------------------------- -void BS2Sound::FxServer(void) +void Sword2Sound::FxServer(void) { warning("stub FxServer"); @@ -586,7 +586,7 @@ void BS2Sound::FxServer(void) -int32 BS2Sound::InitialiseSound(uint16 freq, uint16 channels, uint16 bitDepth) +int32 Sword2Sound::InitialiseSound(uint16 freq, uint16 channels, uint16 bitDepth) { warning("stub InitaliseSound( %d, %d, %d )", freq, channels, bitDepth); @@ -672,7 +672,7 @@ int32 BS2Sound::InitialiseSound(uint16 freq, uint16 channels, uint16 bitDepth) } -int32 BS2Sound::PlaySpeech(uint8 *data, uint8 vol, int8 pan) +int32 Sword2Sound::PlaySpeech(uint8 *data, uint8 vol, int8 pan) { warning("stub PlaySpeech"); @@ -776,7 +776,7 @@ int32 BS2Sound::PlaySpeech(uint8 *data, uint8 vol, int8 pan) } -int32 BS2Sound::AmISpeaking() +int32 Sword2Sound::AmISpeaking() { warning("stub AmISpeaking"); /* @@ -820,7 +820,7 @@ int32 BS2Sound::AmISpeaking() } -int32 BS2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) +int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) { int32 i; uint32 speechIndex[2]; @@ -857,7 +857,7 @@ int32 BS2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) } -int32 BS2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem) +int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem) { uint32 i; uint16 *data16; @@ -951,7 +951,7 @@ int32 BS2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 } -int32 BS2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) +int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { warning("stub PlayCompSpeech( %s, %d, %d, %d )", filename, speechid, vol, pan); /* @@ -1114,10 +1114,10 @@ int32 BS2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, } -int32 BS2Sound::StopSpeechBS2(void) +int32 Sword2Sound::StopSpeechSword2(void) { - warning("stub StopSpeechBS2"); + warning("stub StopSpeechSword2"); /* int32 status; @@ -1146,7 +1146,7 @@ int32 BS2Sound::StopSpeechBS2(void) -int32 BS2Sound::GetSpeechStatus(void) +int32 Sword2Sound::GetSpeechStatus(void) { warning("stub GetSpeechStatus"); /* @@ -1175,7 +1175,7 @@ int32 BS2Sound::GetSpeechStatus(void) } -void BS2Sound::SetSpeechVolume(uint8 volume) +void Sword2Sound::SetSpeechVolume(uint8 volume) { warning("stub SetSpeechVolume"); /* @@ -1186,13 +1186,13 @@ void BS2Sound::SetSpeechVolume(uint8 volume) } -uint8 BS2Sound::GetSpeechVolume() +uint8 Sword2Sound::GetSpeechVolume() { return speechVol; } -void BS2Sound::MuteSpeech(uint8 mute) +void Sword2Sound::MuteSpeech(uint8 mute) { warning("stub MuteSpeech( %d )", mute); /* @@ -1209,13 +1209,13 @@ void BS2Sound::MuteSpeech(uint8 mute) } -uint8 BS2Sound::IsSpeechMute(void) +uint8 Sword2Sound::IsSpeechMute(void) { return (speechMuted); } -int32 BS2Sound::PauseSpeech(void) +int32 Sword2Sound::PauseSpeech(void) { warning("PauseSpeech"); /* @@ -1228,7 +1228,7 @@ int32 BS2Sound::PauseSpeech(void) return(RD_OK); } -int32 BS2Sound::UnpauseSpeech(void) +int32 Sword2Sound::UnpauseSpeech(void) { warning("UnpauseSpeech"); /* @@ -1242,7 +1242,7 @@ int32 BS2Sound::UnpauseSpeech(void) } -int32 BS2Sound::OpenFx(int32 id, uint8 *data) +int32 Sword2Sound::OpenFx(int32 id, uint8 *data) { warning("stub OpenFx( %d )", id); @@ -1357,7 +1357,7 @@ int32 BS2Sound::OpenFx(int32 id, uint8 *data) } -int32 BS2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) +int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { warning("stub PlayFx( %d, %d, %d, %d )", id, vol, pan, type); @@ -1463,7 +1463,7 @@ int32 BS2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) } -int32 BS2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) +int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) { warning("stub SetFxVolumePan( %d, %d, %d )", id, vol, pan); /* @@ -1479,7 +1479,7 @@ int32 BS2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) return RD_OK; } -int32 BS2Sound::SetFxIdVolume(int32 id, uint8 vol) +int32 Sword2Sound::SetFxIdVolume(int32 id, uint8 vol) { warning("stub SetFxIdVolume( %d, %d )", id, vol); /* @@ -1496,7 +1496,7 @@ int32 BS2Sound::SetFxIdVolume(int32 id, uint8 vol) -int32 BS2Sound::ClearAllFx(void) +int32 Sword2Sound::ClearAllFx(void) { warning("stub ClearAllFx"); @@ -1531,7 +1531,7 @@ int32 BS2Sound::ClearAllFx(void) } -int32 BS2Sound::CloseFx(int32 id) +int32 Sword2Sound::CloseFx(int32 id) { warning("stub CloseFx( %d )", id); @@ -1562,7 +1562,7 @@ int32 BS2Sound::CloseFx(int32 id) } -int32 BS2Sound::PauseFx(void) +int32 Sword2Sound::PauseFx(void) { warning("stub PauseFx"); @@ -1597,7 +1597,7 @@ int32 BS2Sound::PauseFx(void) } -int32 BS2Sound::PauseFxForSequence(void) +int32 Sword2Sound::PauseFxForSequence(void) { warning("stub PauseFxForSequence"); @@ -1632,7 +1632,7 @@ int32 BS2Sound::PauseFxForSequence(void) -int32 BS2Sound::UnpauseFx(void) +int32 Sword2Sound::UnpauseFx(void) { warning("stub UnpauseFx"); @@ -1657,13 +1657,13 @@ int32 BS2Sound::UnpauseFx(void) -uint8 BS2Sound::GetFxVolume() +uint8 Sword2Sound::GetFxVolume() { return fxVol; } -void BS2Sound::SetFxVolume(uint8 volume) +void Sword2Sound::SetFxVolume(uint8 volume) { warning("stub SetFxVolume( %d )", volume); /* @@ -1680,7 +1680,7 @@ void BS2Sound::SetFxVolume(uint8 volume) } -void BS2Sound::MuteFx(uint8 mute) +void Sword2Sound::MuteFx(uint8 mute) { warning("stub MuteFx( %d )"); /* @@ -1702,7 +1702,7 @@ void BS2Sound::MuteFx(uint8 mute) */ } -uint8 BS2Sound::IsFxMute(void) +uint8 Sword2Sound::IsFxMute(void) { return (fxMuted); } @@ -1710,7 +1710,7 @@ uint8 BS2Sound::IsFxMute(void) -void BS2Sound::StartMusicFadeDown(int i) +void Sword2Sound::StartMusicFadeDown(int i) { @@ -1723,7 +1723,7 @@ void BS2Sound::StartMusicFadeDown(int i) } -int32 BS2Sound::StreamMusic(uint8 *filename, int32 looping) +int32 Sword2Sound::StreamMusic(uint8 *filename, int32 looping) { warning("stub StreamMusic( %s, %d )", filename, looping); @@ -1966,7 +1966,7 @@ int32 BS2Sound::StreamMusic(uint8 *filename, int32 looping) } -void BS2Sound::UpdateSampleStreaming(void) +void Sword2Sound::UpdateSampleStreaming(void) { warning("stub UpdateSampleStreaming"); @@ -2122,7 +2122,7 @@ void BS2Sound::UpdateSampleStreaming(void) -int32 BS2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) +int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) { warning("stub StreamCompMusic( %s, %d, %d )", filename, musicId, looping); /* @@ -2533,7 +2533,7 @@ int32 BS2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 loop } -void BS2Sound::UpdateCompSampleStreaming(void) +void Sword2Sound::UpdateCompSampleStreaming(void) { warning("stub UpdateCompSampleStreaming"); /* @@ -2743,7 +2743,7 @@ void BS2Sound::UpdateCompSampleStreaming(void) */ } -int32 BS2Sound::DipMusic() +int32 Sword2Sound::DipMusic() { warning("stub DipMusic"); /* @@ -2818,7 +2818,7 @@ int32 BS2Sound::DipMusic() return RD_OK; } -int32 BS2Sound::MusicTimeRemaining() +int32 Sword2Sound::MusicTimeRemaining() { warning("stub MusicTimeRemaaining"); /* @@ -2845,7 +2845,7 @@ int32 BS2Sound::MusicTimeRemaining() -void BS2Sound::StopMusic(void) +void Sword2Sound::StopMusic(void) { int32 i; @@ -2880,7 +2880,7 @@ void BS2Sound::StopMusic(void) } -int32 BS2Sound::PauseMusic(void) +int32 Sword2Sound::PauseMusic(void) { warning("stub PauseMusic"); /* @@ -2907,7 +2907,7 @@ int32 BS2Sound::PauseMusic(void) return(RD_OK); } -int32 BS2Sound::UnpauseMusic(void) +int32 Sword2Sound::UnpauseMusic(void) { warning("stub UnpauseMusic"); /* @@ -2932,7 +2932,7 @@ int32 BS2Sound::UnpauseMusic(void) } -void BS2Sound::SetMusicVolume(uint8 volume) +void Sword2Sound::SetMusicVolume(uint8 volume) { warning("stub SetMusicVolume( %d )", volume); /* @@ -2947,13 +2947,13 @@ void BS2Sound::SetMusicVolume(uint8 volume) } -uint8 BS2Sound::GetMusicVolume() +uint8 Sword2Sound::GetMusicVolume() { return (uint8) volMusic[0]; } -void BS2Sound::MuteMusic(uint8 mute) +void Sword2Sound::MuteMusic(uint8 mute) { warning("stub MuteMusic( %d )", mute); /* @@ -2981,14 +2981,14 @@ void BS2Sound::MuteMusic(uint8 mute) } -uint8 BS2Sound::IsMusicMute(void) +uint8 Sword2Sound::IsMusicMute(void) { return (musicMuted); } -void BS2Sound::GetSoundStatus(_drvSoundStatus *s) +void Sword2Sound::GetSoundStatus(_drvSoundStatus *s) { int i; @@ -3033,7 +3033,7 @@ void BS2Sound::GetSoundStatus(_drvSoundStatus *s) } -void BS2Sound::SetSoundStatus(_drvSoundStatus *s) +void Sword2Sound::SetSoundStatus(_drvSoundStatus *s) { int i; diff --git a/sword2/driver/d_sound.h b/sword2/driver/d_sound.h index cdfc740650..2ba6cc8fd2 100644 --- a/sword2/driver/d_sound.h +++ b/sword2/driver/d_sound.h @@ -40,9 +40,9 @@ #include "sound/mixer.h" -class BS2Sound { +class Sword2Sound { public: - BS2Sound(void); + Sword2Sound(void); void FxServer(void); int32 InitialiseSound(uint16 freq, uint16 channels, uint16 bitDepth); int32 PlaySpeech(uint8 *data, uint8 vol, int8 pan); @@ -50,7 +50,7 @@ class BS2Sound { int32 PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem); int32 GetCompSpeechSize(const char *filename, uint32 speechid); int32 AmISpeaking(); - int32 StopSpeechBS2(void); + int32 StopSpeechSword2(void); int32 GetSpeechStatus(void); int32 PauseSpeech(void); int32 UnpauseSpeech(void); diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h index bff1dd29c4..0e10ff3b06 100644 --- a/sword2/driver/driver96.h +++ b/sword2/driver/driver96.h @@ -824,7 +824,7 @@ // // -------------------------------------------------------------------------- // -// int32 StopSpeechBS2(void) +// int32 StopSpeechSword2(void) // // Stops the speech from playing. // @@ -1582,7 +1582,7 @@ extern void SVM_GetModuleFileName(void *module, char *destStr, uint32 maxLen); //----------------------------------------------------------------------------- // Macro for reporting a non-fatal driver error //----------------------------------------------------------------------------- -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG static int32 rderror; #define Driver(f) \ if (rderror = f) \ diff --git a/sword2/driver/misc.cpp b/sword2/driver/misc.cpp index efd35ecf2a..87ce34e989 100644 --- a/sword2/driver/misc.cpp +++ b/sword2/driver/misc.cpp @@ -22,7 +22,7 @@ #include "../sword2.h" uint32 SVM_timeGetTime(void) { - return g_bs2->_syst->get_msecs(); + return g_sword2->_syst->get_msecs(); } void SVM_VirtualUnlock(uint8 *free_memman, uint32 total_free_memory) { diff --git a/sword2/driver/rdwin.cpp b/sword2/driver/rdwin.cpp index 8791a793fa..e2a2f52fe5 100644 --- a/sword2/driver/rdwin.cpp +++ b/sword2/driver/rdwin.cpp @@ -149,7 +149,7 @@ void Message(LPSTR fmt, ...) //----------------------------------------------------------------------------- // OSystem Event Handler. Full of cross platform goodness and 99% fat free! //----------------------------------------------------------------------------- -void BS2State::parseEvents() { +void Sword2State::parseEvents() { OSystem::Event event; while (_system->poll_event(&event)) { @@ -537,7 +537,7 @@ int32 CloseAppWindow(void) DestroyWindow(hwnd); */ // just quit for now - g_bs2->_syst->quit(); + g_sword2->_syst->quit(); return(RD_OK); } @@ -547,7 +547,7 @@ int32 CloseAppWindow(void) int32 ServiceWindows(void) { - g_bs2->parseEvents(); + g_sword2->parseEvents(); // warning("stub ServiceWindows"); // too noisy /* MSG msg; diff --git a/sword2/function.cpp b/sword2/function.cpp index 80b4abb98a..aa9720be3b 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -284,7 +284,7 @@ int32 FN_flash(int32 *params) // (James14feb97) { // params 0: colour to flash -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG uint32 count; @@ -315,7 +315,7 @@ int32 FN_flash(int32 *params) // (James14feb97) SetPalette(0, 1, black, RDPAL_INSTANT); -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG return(IR_CONT); } @@ -327,7 +327,7 @@ int32 FN_colour(int32 *params) // (James14feb97) { // params 0: colour (see defines above) -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG switch (params[0]) // what colour? { @@ -352,7 +352,7 @@ int32 FN_colour(int32 *params) // (James14feb97) break; } -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG return(IR_CONT); } @@ -430,7 +430,7 @@ int32 FN_play_credits(int32 *params) StopMusic(); // Stop any streaming music for (int i = 0; i<16; i++) - g_bs2->_sound->UpdateCompSampleStreaming(); // And wait for it to die + g_sword2->_sound->UpdateCompSampleStreaming(); // And wait for it to die GetDrawStatus (&ds); GetSoundStatus(&ss); diff --git a/sword2/icons.cpp b/sword2/icons.cpp index 0671fe26e7..7df435ac1c 100644 --- a/sword2/icons.cpp +++ b/sword2/icons.cpp @@ -44,7 +44,7 @@ int32 FN_add_menu_object(int32 *params) //Tony1Oct96 // Zdebug("FN_add_menu_object icon res"); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (total_temp == TOTAL_engine_pockets) Con_fatal_error("TOTAL_engine_pockets exceeded! (%s line %u)",__FILE__,__LINE__); #endif diff --git a/sword2/interpreter.h b/sword2/interpreter.h index eea59f744e..9c8a2ce173 100644 --- a/sword2/interpreter.h +++ b/sword2/interpreter.h @@ -30,19 +30,19 @@ extern int g_debugFlag; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG #define DEBUG1(x,y) if(g_debugFlag){engine.AddTextLine(CVString(x,y),VS_COL_DEBUG);} #define DEBUG2(x,y,z) if(g_debugFlag){engine.AddTextLine(CVString(x,y,z),VS_COL_DEBUG);} #define DEBUG3(x,y,z,a) if(g_debugFlag){engine.AddTextLine(CVString(x,y,z,a),VS_COL_DEBUG);} -#else //_BS2_DEBUG +#else //_SWORD2_DEBUG #define DEBUG1 #define DEBUG2 #define DEBUG3 -#endif //_BS2_DEBUG +#endif //_SWORD2_DEBUG #else //INSIDE_LINC diff --git a/sword2/layers.cpp b/sword2/layers.cpp index d4286a895b..7930a7acb9 100644 --- a/sword2/layers.cpp +++ b/sword2/layers.cpp @@ -65,7 +65,7 @@ int32 FN_init_background(int32 *params) //Tony11Sept96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"====================================="); Zdebug(0,"CHANGED TO LOCATION \"%s\"", FetchObjectName(*params)); Zdebug(0,"====================================="); @@ -80,14 +80,14 @@ int32 FN_init_background(int32 *params) //Tony11Sept96 Clear_fx_queue(); // stops all fx & clears the queue (James22july97) -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG Zdebug("FN_init_background(%d)", *params); if (!*params) { Con_fatal_error("ERROR: FN_set_background cannot have 0 for background layer id! (%s line=%u)",__FILE__,__LINE__); } -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG //------------------------------------------------------- diff --git a/sword2/logic.cpp b/sword2/logic.cpp index db0f2e280b..9b8f790557 100644 --- a/sword2/logic.cpp +++ b/sword2/logic.cpp @@ -401,7 +401,7 @@ int32 FN_add_to_kill_list(int32 *params) //James9jan97 if (entry == kills) // if this ID isn't already in the list, then add it, (otherwise finish) (05mar97 James) { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (kills == OBJECT_KILL_LIST_SIZE) // no room at the inn Con_fatal_error("List full in FN_add_to_kill_list(%u) (%s line %u)",ID,__FILE__,__LINE__); #endif diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp index ddb6313b94..4f22632eab 100644 --- a/sword2/maketext.cpp +++ b/sword2/maketext.cpp @@ -284,7 +284,7 @@ mem* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *lin { charPtr = FindChar( sentence[pos++], charSet ); - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if ((charPtr->height) != charHeight) Con_fatal_error("FONT ERROR: '%c' is not same height as the space (%s line %u)",sentence[pos-1],__FILE__,__LINE__); #endif @@ -425,11 +425,11 @@ void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG #define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS+1 // allow enough for all the debug text blocks (see debug.cpp) #else #define MAX_text_blocs 2 // only need one for speech, and possibly one for "PAUSED" -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG typedef struct { @@ -469,7 +469,7 @@ uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, while((j<MAX_text_blocs)&&(text_sprite_list[j].text_mem)) j++; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (j==MAX_text_blocs) //we've run out Con_fatal_error("Build_new_block ran out of blocks! (%s line %u)",__FILE__,__LINE__); //might as well stop the system #endif @@ -644,7 +644,7 @@ void InitialiseFontResourceFlags(void) // (James31july97) //--------------------------------------------------------------------------------- // Get the game name for the windows application - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) textLine = FetchTextLine(textFile, 451 )+2; // get the text line (& skip the 2 chars containing the wavId) else textLine = FetchTextLine(textFile, 54 )+2; // get the text line (& skip the 2 chars containing the wavId) diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index e286872ba3..0a107940c8 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -235,7 +235,7 @@ void System_menu(void) //Tony19Mar97 } //------------------------ - rv = g_bs2->_sound->PauseFx(); + rv = g_sword2->_sound->PauseFx(); if (rv != RD_OK) Zdebug("ERROR: PauseFx() returned %.8x in SystemMenu()", rv); //------------------------ @@ -309,7 +309,7 @@ void System_menu(void) //Tony19Mar97 this_screen.new_palette=1; //------------------------ - rv = g_bs2->_sound->UnpauseFx(); + rv = g_sword2->_sound->UnpauseFx(); if (rv != RD_OK) Zdebug("ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv); //------------------------ @@ -392,7 +392,7 @@ void Drag_mouse(void) //Tony21Nov96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); #endif //-------------------------------------- @@ -429,7 +429,7 @@ void Drag_mouse(void) //Tony21Nov96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"USED \"%s\" ICON ON \"%s\" ICON", FetchObjectName(OBJECT_HELD), FetchObjectName(COMBINE_BASE)); #endif //-------------------------------------- @@ -488,7 +488,7 @@ void Top_menu_mouse(void) //Tony3Oct96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD)); #endif //-------------------------------------- @@ -600,7 +600,7 @@ void Normal_mouse(void) //Tony30Sept96 me = MouseEvent(); //get mouse event //----------------------------------------------------- -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (definingRectangles) { if (draggingRectangle==0) // not yet dragging a rectangle, so need click to start @@ -633,7 +633,7 @@ void Normal_mouse(void) //Tony30Sept96 } } else -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG //----------------------------------------------------- { @@ -697,7 +697,7 @@ void Normal_mouse(void) //Tony30Sept96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (OBJECT_HELD) Zdebug(0,"USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID)); else if (LEFT_BUTTON) @@ -1170,7 +1170,7 @@ void No_human(void) //Tony4June97 int32 FN_add_human(int32 *params) //Tony30Sept96 { //param none -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG uint8 black[4] = {0,0,0,0}; uint8 white[4] = {255,255,255,0}; #endif // ('0' means don't print to console, but console isn't up anyway) @@ -1215,7 +1215,7 @@ int32 FN_add_human(int32 *params) //Tony30Sept96 //---------------------------------------------------------------------------------------------- // enabled/disabled from console; status printed with on-screen debug info -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (testingSnR) // testing logic scripts by simulating an instant Save & Restore { SetPalette(0, 1, white, RDPAL_INSTANT); @@ -1249,7 +1249,7 @@ int32 FN_register_mouse(int32 *params) //Tony29Oct96 if (ob_mouse->pointer) // only if 'pointer' isn't NULL { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_mouse==TOTAL_mouse_list) Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); #endif @@ -1290,7 +1290,7 @@ int32 FN_register_pointer_text(int32 *params) // James16jun97 { // param 0 local id of text line to use as pointer text - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (cur_mouse==TOTAL_mouse_list) Con_fatal_error("ERROR: mouse_list full [%s line %u]",__FILE__,__LINE__); #endif diff --git a/sword2/protocol.cpp b/sword2/protocol.cpp index 857036f809..a10049ebbe 100644 --- a/sword2/protocol.cpp +++ b/sword2/protocol.cpp @@ -82,7 +82,7 @@ _layerHeader *FetchLayerHeader(uint8 *screenFile, uint16 layerNo) //Chris 04Oct9 screenHead = FetchScreenHeader(screenFile); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (layerNo > (screenHead->noLayers-1)) // layer number too large! Con_fatal_error("FetchLayerHeader(%d) invalid layer number! (%s line %u)",layerNo,__FILE__,__LINE__); #endif @@ -123,7 +123,7 @@ _cdtEntry *FetchCdtEntry(uint8 *animFile, uint16 frameNo) // Chris 09Oct96 animHead = FetchAnimHeader(animFile); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (frameNo > (animHead->noAnimFrames-1)) // frame number too large! Con_fatal_error("FetchCdtEntry(animFile,%d) - anim only %d frames (%s line %u)",frameNo,animHead->noAnimFrames,__FILE__,__LINE__); #endif @@ -147,7 +147,7 @@ _parallax *FetchBackgroundParallaxLayer(uint8 *screenFile, int layer) // Chris 0 { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (mscreenHeader->bg_parallax[layer] == 0) Con_fatal_error("FetchBackgroundParallaxLayer(%d) - No parallax layer exists (%s line %u)",layer,__FILE__,__LINE__); #endif @@ -159,7 +159,7 @@ _parallax *FetchBackgroundLayer(uint8 *screenFile) // Chris 04Oct96 { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (mscreenHeader->screen == 0) Con_fatal_error("FetchBackgroundLayer (%d) - No background layer exists (%s line %u)",__FILE__,__LINE__); #endif @@ -171,7 +171,7 @@ _parallax *FetchForegroundParallaxLayer(uint8 *screenFile, int layer) // Chris 0 { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (mscreenHeader->fg_parallax[layer] == 0) Con_fatal_error("FetchForegroundParallaxLayer(%d) - No parallax layer exists (%s line %u)",layer,__FILE__,__LINE__); #endif diff --git a/sword2/resman.cpp b/sword2/resman.cpp index ae28a30317..6e6ef28fb8 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -100,7 +100,7 @@ void resMan::InitResMan(void) //Tony29May96 total_clusters=0; - if (file.open("resource.inf", g_bs2->getGameDataPath()) == false) { + if (file.open("resource.inf", g_sword2->getGameDataPath()) == false) { Zdebug("InitResMan cannot *OPEN* resource.inf"); ExitWithReport("InitResMan cannot *OPEN* resource.inf [file=%s line=%u]",__FILE__,__LINE__); } @@ -150,7 +150,7 @@ void resMan::InitResMan(void) //Tony29May96 //now load in the binary id to res conversion table - if (file.open("resource.tab", g_bs2->getGameDataPath()) == false) { + if (file.open("resource.tab", g_sword2->getGameDataPath()) == false) { Zdebug("InitResMan cannot *OPEN* resource.tab"); ExitWithReport("InitResMan cannot *OPEN* resource.tab [file=%s line=%u]",__FILE__,__LINE__); } @@ -175,7 +175,7 @@ void resMan::InitResMan(void) //Tony29May96 file.close(); - if (file.open("cd.inf", g_bs2->getGameDataPath()) == false) { + if (file.open("cd.inf", g_sword2->getGameDataPath()) == false) { Zdebug("InitResMan cannot *OPEN* cd.inf"); ExitWithReport("InitResMan cannot *OPEN* cd.inf [file=%s line=%u]",__FILE__,__LINE__); } @@ -242,7 +242,7 @@ void resMan::InitResMan(void) //Tony29May96 */ - if (file.open("revcd1.id", g_bs2->getGameDataPath()) == false) { + if (file.open("revcd1.id", g_sword2->getGameDataPath()) == false) { int index = 0; /* // Scan for CD drives. @@ -306,7 +306,7 @@ uint8 *resMan::Res_open( uint32 res ) //BHTony30May96 uint32 table_offset; -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (res>=total_res_files) Con_fatal_error("Res_open illegal resource %d (there are %d resources 0-%d)", res, total_res_files, total_res_files-1); #endif @@ -319,7 +319,7 @@ uint8 *resMan::Res_open( uint32 res ) //BHTony30May96 parent_res_file = res_conv_table[res*2]; //points to the number of the ascii filename -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (parent_res_file==0xffff) Con_fatal_error("Res_open tried to open null & void resource number %d", res); #endif @@ -344,7 +344,7 @@ uint8 *resMan::Res_open( uint32 res ) //BHTony30May96 } //open the cluster file - if (file.open(resource_files[parent_res_file], g_bs2->getGameDataPath()) == false) + if (file.open(resource_files[parent_res_file], g_sword2->getGameDataPath()) == false) Con_fatal_error("Res_open cannot *OPEN* %s", resource_files[parent_res_file]); @@ -420,13 +420,13 @@ void resMan::Res_next_cycle( void ) //Tony8Feb97 { //increment the cycle and calculate actual per-cycle memory useage -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG uint32 j; #endif -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG current_memory_useage=0; for (j=1;j<total_res_files;j++) @@ -460,7 +460,7 @@ void resMan::Res_close( uint32 res ) //Tony30May96 //resource floats when count=0 -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (res>=total_res_files) Con_fatal_error("Res_closeing illegal resource %d (there are %d resources 0-%d)", res, total_res_files, total_res_files-1); @@ -742,7 +742,7 @@ void resMan::Kill_res(uint8 *input) //Tony23Oct96 res = atoi((char*)input); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (!res) Print_to_console("illegal resource"); @@ -1372,7 +1372,7 @@ void resMan::GetCd(int cd) uint8 *textRes; //---------------------------------------------------------------------------------------- - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) return; // don't ask for CD's in the playable demo downloaded from our web-site! #ifdef _PCGUIDE diff --git a/sword2/router.cpp b/sword2/router.cpp index 8e77cb4b1d..04c0acdd57 100644 --- a/sword2/router.cpp +++ b/sword2/router.cpp @@ -319,7 +319,7 @@ void AllocateRouteMem(void) { slotNo++; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (slotNo == TOTAL_ROUTE_SLOTS) Con_fatal_error("ERROR: route_slots[] full in AllocateRouteMem() (%s line %u)",__FILE__,__LINE__); #endif @@ -722,7 +722,7 @@ int32 SmoothestPath() options = NewCheck(1, route[p].x, route[p].y, route[p + 1].x, route[p + 1].y); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (options == 0) { Zdebug("BestTurns fail %d %d %d %d",route[p].x, route[p].y, route[p + 1].x, route[p + 1].y); @@ -756,7 +756,7 @@ int32 SmoothestPath() #endif -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (steps == 0) { Zdebug("BestTurns failed %d %d %d %d",route[p].x, route[p].y, route[p + 1].x, route[p + 1].y); @@ -1459,7 +1459,7 @@ void SlidyWalkAnimator(_walkData *walkAnim) -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (lastRealDir == 99) { Con_fatal_error("SlidyWalkAnimatorlast direction error (%s line %u)",__FILE__,__LINE__); @@ -2988,7 +2988,7 @@ void LoadWalkGrid(void) //------------------------------- // check that we're not going to exceed the max allowed in the complete walkgrid arrays - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if ((nbars+theseBars) >= O_GRID_SIZE) Con_fatal_error("Adding walkgrid(%d): %d+%d bars exceeds max %d (%s line %u)", walkGridList[entry], nbars, theseBars, O_GRID_SIZE, __FILE__, __LINE__); diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index e3019264f6..f22b3234e3 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -367,7 +367,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"*************************************"); Zdebug(0,"RESTORED GAME \"%s\"", header.description); Zdebug(0,"*************************************"); diff --git a/sword2/sound.cpp b/sword2/sound.cpp index 99ac8e0a5c..a61ae971c5 100644 --- a/sword2/sound.cpp +++ b/sword2/sound.cpp @@ -111,7 +111,7 @@ void Process_fx_queue(void) } else if (fxq[j].type == FX_SPOT2) { - if (g_bs2->_sound->IsFxOpen(j+1)) + if (g_sword2->_sound->IsFxOpen(j+1)) fxq[j].resource = 0; // Once the Fx has finished remove it from the queue. } } @@ -131,7 +131,7 @@ void Trigger_fx(uint8 j) // called from Process_fx_queue only { data = res_man.Res_open(fxq[j].resource); // load in the sample data += sizeof(_standardHeader); - rv = g_bs2->_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory + rv = g_sword2->_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory res_man.Res_close(fxq[j].resource); // release the sample // fxq[j].resource = 0; // clear spot fx from queue } @@ -139,12 +139,12 @@ void Trigger_fx(uint8 j) // called from Process_fx_queue only { // - to be referenced by 'j', so pass NULL data if (fxq[j].type == FX_RANDOM) - rv = g_bs2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped + rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped else // FX_LOOP - rv = g_bs2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped + rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped } - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif @@ -172,7 +172,7 @@ int32 FN_play_fx(int32 *params) // called from script only uint32 rv; //---------------------------------- - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG _standardHeader *header; char type[10]; @@ -201,7 +201,7 @@ int32 FN_play_fx(int32 *params) // called from script only Zdebug("SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", FetchObjectName(params[0]), params[3], params[4], params[2], type); } - #endif //_BS2_DEBUG + #endif //_SWORD2_DEBUG //---------------------------------- while ((j < FXQ_LENGTH) && (fxq[j].resource != 0)) @@ -228,7 +228,7 @@ int32 FN_play_fx(int32 *params) // called from script only if (fxq[j].type == FX_SPOT) // spot fx { - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG data = res_man.Res_open(fxq[j].resource); // "pre-load" the sample; this gets it into memory header = (_standardHeader*)data; if (header->fileType != WAV_FILE) @@ -244,16 +244,16 @@ int32 FN_play_fx(int32 *params) // called from script only data = res_man.Res_open(fxq[j].resource); // load in the sample - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG header = (_standardHeader*)data; if (header->fileType != WAV_FILE) Con_fatal_error("FN_play_fx given invalid resource (%s line %u)",__FILE__,__LINE__); #endif data += sizeof(_standardHeader); - rv = g_bs2->_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id' + rv = g_sword2->_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id' - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: OpenFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif @@ -289,7 +289,7 @@ int32 FN_set_fx_vol_and_pan(int32 *params) // 2 new pan (-16..16) // SetFxVolumePan(int32 id, uint8 vol, uint8 pan); - g_bs2->_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue> + g_sword2->_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue> // Zdebug("%d",params[2]); return (IR_CONT); @@ -302,7 +302,7 @@ int32 FN_set_fx_vol(int32 *params) // 1 new volume (0..16) // SetFxIdVolume(int32 id, uint8 vol); - g_bs2->_sound->SetFxIdVolume(1+params[0], params[1]); + g_sword2->_sound->SetFxIdVolume(1+params[0], params[1]); return (IR_CONT); } @@ -321,9 +321,9 @@ int32 FN_stop_fx(int32 *params) // called from script only if ((fxq[j].type == FX_RANDOM) || (fxq[j].type == FX_LOOP)) { id = (uint32)j+1; // because 0 is not a valid id - rv = g_bs2->_sound->CloseFx(id); // stop fx & remove sample from sound memory + rv = g_sword2->_sound->CloseFx(id); // stop fx & remove sample from sound memory - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("SFX ERROR: CloseFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__); #endif @@ -350,7 +350,7 @@ int32 FN_stop_all_fx(int32 *params) // called from script only void Clear_fx_queue(void) { - g_bs2->_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory + g_sword2->_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory Init_fx_queue(); // clean out the queue } @@ -410,14 +410,14 @@ int32 FN_play_music(int32 *params) // updated by James on 10apr97 // add the appropriate file extension & play it - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) sprintf(filename,"MUSIC.CLU"); else sprintf(filename,"%sCLUSTERS\\MUSIC.CLU", res_man.GetCdPath()); - rv = g_bs2->_sound->StreamCompMusic(filename, params[0], loopFlag); + rv = g_sword2->_sound->StreamCompMusic(filename, params[0], loopFlag); - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (rv) Zdebug("ERROR: StreamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv); #endif @@ -435,7 +435,7 @@ int32 FN_stop_music(int32 *params) // called from script only looping_music_id=0; // clear the 'looping' flag - g_bs2->_sound->StopMusic(); + g_sword2->_sound->StopMusic(); if (params); @@ -448,11 +448,11 @@ void Kill_music(void) // James22aug97 uint8 count; looping_music_id=0; // clear the 'looping' flag - g_bs2->_sound->StopMusic(); + g_sword2->_sound->StopMusic(); // THIS BIT CAUSES THE MUSIC TO STOP INSTANTLY! for(count=0; count<16; count++) - g_bs2->_sound->UpdateCompSampleStreaming(); + g_sword2->_sound->UpdateCompSampleStreaming(); } //-------------------------------------------------------------------------------------- int32 FN_check_music_playing(int32 *params) // James (30july97) @@ -462,7 +462,7 @@ int32 FN_check_music_playing(int32 *params) // James (30july97) // sets result to no. of seconds of current tune remaining // or 0 if no music playing - RESULT = g_bs2->_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second + RESULT = g_sword2->_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second return(IR_CONT); // continue script } @@ -471,15 +471,15 @@ void PauseAllSound(void) // James25july97 { uint32 rv; // for drivers return value - rv = g_bs2->_sound->PauseMusic(); + rv = g_sword2->_sound->PauseMusic(); if (rv != RD_OK) Zdebug("ERROR: PauseMusic() returned %.8x in PauseAllSound()", rv); - rv = g_bs2->_sound->PauseSpeech(); + rv = g_sword2->_sound->PauseSpeech(); if (rv != RD_OK) Zdebug("ERROR: PauseSpeech() returned %.8x in PauseAllSound()", rv); - rv = g_bs2->_sound->PauseFx(); + rv = g_sword2->_sound->PauseFx(); if (rv != RD_OK) Zdebug("ERROR: PauseFx() returned %.8x in PauseAllSound()", rv); } @@ -488,15 +488,15 @@ void UnpauseAllSound(void) // James25july97 { uint32 rv; // for drivers return value - rv = g_bs2->_sound->UnpauseMusic(); + rv = g_sword2->_sound->UnpauseMusic(); if (rv != RD_OK) Zdebug("ERROR: UnpauseMusic() returned %.8x in UnpauseAllSound()", rv); - rv = g_bs2->_sound->UnpauseSpeech(); + rv = g_sword2->_sound->UnpauseSpeech(); if (rv != RD_OK) Zdebug("ERROR: UnpauseSpeech() returned %.8x in UnpauseAllSound()", rv); - rv = g_bs2->_sound->UnpauseFx(); + rv = g_sword2->_sound->UnpauseFx(); if (rv != RD_OK) Zdebug("ERROR: UnpauseFx() returned %.8x in UnpauseAllSound()", rv); } diff --git a/sword2/speech.cpp b/sword2/speech.cpp index b2196bcede..b79d426f95 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -94,7 +94,7 @@ void Form_text(int32 *params); //Tony18Oct96 BOOL Is_anim_boxed(uint32 res); //Tony20Oct96 uint8 WantSpeechForLine(uint32 wavId); // James (29july97) -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text #endif @@ -257,7 +257,7 @@ int32 FN_choose(int32 *params) //Tony19Nov96 { //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"----------------------"); Zdebug(0,"Icons available:"); #endif @@ -267,7 +267,7 @@ int32 FN_choose(int32 *params) //Tony19Nov96 { //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"%s", FetchObjectName(subject_list[j].res)); #endif //-------------------------------------- @@ -282,7 +282,7 @@ int32 FN_choose(int32 *params) //Tony19Nov96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"Selected: %s", FetchObjectName(subject_list[hit].res)); Zdebug(0,"----------------------"); #endif @@ -1350,7 +1350,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) char speechFile[256]; static uint8 cycle_skip=0; - #ifdef _BS2_DEBUG // (James26jun97) + #ifdef _SWORD2_DEBUG // (James26jun97) _standardHeader *head; // for text/speech testing & checking for correct file type static uint32 currentTextResource=0; // for text/speech testing - keeping track of text resource currently being tested #endif @@ -1373,7 +1373,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // New fudge to wait for smacker samples to finish (James31july97) // since they can over-run into the game - if (g_bs2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished? + if (g_sword2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished? return (IR_REPEAT); //------------------------- @@ -1396,7 +1396,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //------------------------- //----------------------------------------------------------- - #ifdef _BS2_DEBUG // (James26jun97) + #ifdef _SWORD2_DEBUG // (James26jun97) textNumber = params[S_TEXT]; // for debug info @@ -1437,10 +1437,10 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) } } - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG //----------------------------------------------------------- // pull out the text line to get the official text number (for wav id) - // Once the wav id's go into all script text commands, we'll only need this for _BS2_DEBUG + // Once the wav id's go into all script text commands, we'll only need this for _SWORD2_DEBUG text_res = params[S_TEXT]/SIZE; local_text = params[S_TEXT]&0xffff; @@ -1452,7 +1452,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) res_man.Res_close(text_res); // now ok to close the text file //-------------------------------------- - #ifdef _BS2_DEBUG // (James09jul97) + #ifdef _SWORD2_DEBUG // (James09jul97) // prevent dud lines from appearing while testing text & speech // since these will not occur in the game anyway @@ -1466,7 +1466,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) } } - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG //-------------------------------------- // set the 'looping_flag' & the text-click-delay @@ -1477,7 +1477,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //---------------------------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (PLAYER_ID!=CUR_PLAYER_ID) // if (player_id != george), then player is controlling Nico Zdebug(0,"(%d) Nico: %s", officialTextNumber, text+2); // so write 'Nico' instead of George else // ok, it's George anyway @@ -1547,7 +1547,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) else if (speech_pan>16) speech_pan=16; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (SYSTEM_TESTING_TEXT) // if we're testing text & speech { // if we've moved onto a new text resource, we will want to check @@ -1565,17 +1565,17 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // set up path to speech cluster // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test) - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) strcpy(speechFile,"SPEECH.CLU"); else { -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) { // if 0 ie. if it's there strcpy(speechFile,"speech1.clu"); } else if ((res_man.WhichCd()==2) && (!access("speech2.clu",0))) { // if 0 ie. if it's there strcpy(speechFile,"speech2.clu"); } else -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG { strcpy(speechFile,res_man.GetCdPath()); strcat(speechFile,"CLUSTERS\\SPEECH.CLU"); @@ -1584,13 +1584,13 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //------------------------------ - rv = g_bs2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet + rv = g_sword2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet if (rv == RD_OK) { speechRunning=1; // ok, we've got something to play (2 means not playing yet - see below) - g_bs2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) + g_sword2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) } - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG else { Zdebug("ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv); @@ -1628,7 +1628,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) else if (speechRunning) // if playing a sample { if (!unpause_zone) - { if (g_bs2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit + { if (g_sword2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame) } } @@ -1655,7 +1655,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!) { if (!unpause_zone) - { if (g_bs2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished? + { if (g_sword2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished? speechFinished=1; // James25feb97 } else unpause_zone--; @@ -1672,7 +1672,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //----------------------------------------------------------------------- // ok, all is running along smoothly - but a click means stop unnaturally - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if ((SYSTEM_TESTING_TEXT==0)||(mousey>0)) // so that we can go to the options panel while text & speech is being tested #endif { @@ -1685,7 +1685,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // we ignore mouse releases //----------------------------------------------------------- - #ifdef _BS2_DEBUG // (James26jun97) + #ifdef _SWORD2_DEBUG // (James26jun97) if (SYSTEM_TESTING_TEXT) // if testing text & speech { if (me->buttons&RD_RIGHTBUTTONDOWN) // and RB used to click past text @@ -1704,7 +1704,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) if (speechRunning) // if speech sample playing { - g_bs2->_sound->StopSpeechBS2(); // halt the sample prematurely + g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely } } } @@ -1730,9 +1730,9 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) ob_logic->looping=0; // no longer in a script function loop -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG textNumber = 0; // reset for debug info -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG officialTextNumber = 0; // reset to zero, in case text line not even extracted (since this number comes from the text line) RESULT=0; // ok (James09july97) @@ -1909,7 +1909,7 @@ void Form_text(int32 *params) //Tony18Oct96 } } //------------------------------------------------------------------------------------ -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG void GetCorrectCdForSpeech(int32 wavId) { diff --git a/sword2/startup.cpp b/sword2/startup.cpp index 4524402deb..8ab80e0225 100644 --- a/sword2/startup.cpp +++ b/sword2/startup.cpp @@ -163,7 +163,7 @@ int32 FN_register_start_point(int32 *params) //Tony14Oct96 // Zdebug(" FN_register_start_point %d %s", params[0], params[1]); - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (total_startups==MAX_starts) Con_fatal_error("ERROR: start_list full [%s line %u]",__FILE__,__LINE__); @@ -290,8 +290,8 @@ uint32 Con_start(uint8 *input) //Tony15Oct96 FN_stop_music(NULL); // fade out any music that is currently playing //--------------------------------------------- - g_bs2->_sound->UnpauseSpeech(); - g_bs2->_sound->StopSpeechBS2(); // halt the sample prematurely + g_sword2->_sound->UnpauseSpeech(); + g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely //-------------------------------------------------------------- // clean out all resources & flags, ready for a total restart (James24mar97) diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 288e7f85d0..9c82ae4eff 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -80,39 +80,39 @@ uint8 stepOneCycle=0; // for use while game paused //------------------------------------------------------------------------------------ -static const VersionSettings bs2_settings[] = { +static const VersionSettings sword2_settings[] = { /* Broken Sword 2 */ - {"bs2", "Broken Sword II", GID_BS2, 99, VersionSettings::ADLIB_DONT_CARE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, - {"bs2demo", "Broken Sword II (Demo)", GID_BS2_DEMO, 99, VersionSettings::ADLIB_DONT_CARE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, + {"sword2", "Broken Sword II", GID_SWORD2, 99, VersionSettings::ADLIB_DONT_CARE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, + {"sword2demo", "Broken Sword II (Demo)", GID_SWORD2_DEMO, 99, VersionSettings::ADLIB_DONT_CARE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, {NULL, NULL, 0, 0, VersionSettings::ADLIB_DONT_CARE, 0, NULL} }; -BS2State *g_bs2 = NULL; +Sword2State *g_sword2 = NULL; -const VersionSettings *Engine_BS2_targetList() { - return bs2_settings; +const VersionSettings *Engine_SWORD2_targetList() { + return sword2_settings; } -Engine *Engine_BS2_create(GameDetector *detector, OSystem *syst) { - return new BS2State(detector, syst); +Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) { + return new Sword2State(detector, syst); } -BS2State::BS2State(GameDetector *detector, OSystem *syst) +Sword2State::Sword2State(GameDetector *detector, OSystem *syst) : Engine(detector, syst) { _detector = detector; _syst = syst; - g_bs2 = this; + g_sword2 = this; _features = detector->_game.features; _gameId = detector->_game.id; } -void BS2State::errorString(const char *buf1, char *buf2) { +void Sword2State::errorString(const char *buf1, char *buf2) { strcpy(buf2, buf1); } -int32 BS2State::InitialiseGame(void) +int32 Sword2State::InitialiseGame(void) { //init engine drivers @@ -146,11 +146,11 @@ int32 BS2State::InitialiseGame(void) Init_console(); // set up the console system Zdebug("RETURNED."); - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug("CALLING: Init_start_menu"); Init_start_menu(); // read in all the startup information Zdebug("RETURNED from Init_start_menu"); - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG @@ -166,14 +166,14 @@ int32 BS2State::InitialiseGame(void) Init_event_system(); Zdebug("RETURNED."); - _sound = new BS2Sound; + _sound = new Sword2Sound; Zdebug("CALLING: Init_fx_queue"); Init_fx_queue(); // initialise the sound fx queue Zdebug("RETURNED."); // all demos (not just web) - if (_gameId == GID_BS2_DEMO) + if (_gameId == GID_SWORD2_DEMO) DEMO=1; // set script variable return(0); @@ -234,7 +234,7 @@ int32 GameCycle(void) //------------------------------------------------------------------------------------ // int main(int argc, char *argv[]) // int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) -void BS2State::go() +void Sword2State::go() { uint32 rv; uint8 breakOut = 0; @@ -243,7 +243,7 @@ void BS2State::go() // Zdebug("[%s]", lpCmdLine); - #ifndef _BS2_DEBUG + #ifndef _SWORD2_DEBUG DisableQuitKey(); // so cannot use Ctrl-Q from the release versions (full game or demo) #endif @@ -344,7 +344,7 @@ void BS2State::go() // check for events parseEvents(); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (grabbingSequences && (!console_status)) GrabScreenShot(); #endif @@ -363,7 +363,7 @@ void BS2State::go() //----- -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (console_status) { if (One_console()) @@ -376,7 +376,7 @@ void BS2State::go() if (!console_status) //not in console mode - if the console is quit we want to get a logic cycle in before { //the screen is build. Mostly because of first scroll cycle stuff -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (stepOneCycle) // if we've just stepped forward one cycle while the game was paused { PauseGame(); @@ -386,7 +386,7 @@ void BS2State::go() if (KeyWaiting()) { ReadKey(&c); -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if (c==27) // ESC whether paused or not { PauseAllSound(); // see sound.cpp @@ -400,29 +400,29 @@ void BS2State::go() { UnpauseGame(); } -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG else if (toupper(c)==' ') // SPACE bar while paused = step one frame! { stepOneCycle=1; // step through one game cycle UnpauseGame(); } -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG } else if (toupper(c)=='P') // 'P' while not paused = pause! { PauseGame(); } -#ifdef _BS2_DEBUG // frame-skipping only allowed on debug version +#ifdef _SWORD2_DEBUG // frame-skipping only allowed on debug version else if (toupper(c)=='S') // 'S' toggles speed up (by skipping display rendering) { renderSkip = 1 - renderSkip; } -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG } if (gamePaused==0) // skip GameCycle if we're paused { -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG gameCycle += 1; #endif @@ -430,20 +430,20 @@ void BS2State::go() break; // break out of main game loop } -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG Build_debug_text(); // creates the debug text blocks -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG } //----- // James (24mar97) -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if ((console_status)||(renderSkip==0)||(gameCycle%4 == 0)) // if not in console & 'renderSkip' is set, only render display once every 4 game-cycles Build_display(); // create and flip the screen #else Build_display(); // create and flip the screen -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG } @@ -478,7 +478,7 @@ int RunningFromCd() //------------------------------------------------------------------------------------ -void BS2State::Start_game(void) //Tony29May97 +void Sword2State::Start_game(void) //Tony29May97 { //boot the game straight into a start script int screen_manager_id; @@ -486,7 +486,7 @@ void BS2State::Start_game(void) //Tony29May97 Zdebug("Start_game() STARTING:"); // all demos not just web - if (_gameId == GID_BS2_DEMO) + if (_gameId == GID_SWORD2_DEMO) screen_manager_id = 19; // DOCKS SECTION START else screen_manager_id = 949; // INTRO & PARIS START diff --git a/sword2/sword2.h b/sword2/sword2.h index 3488d53b64..42ad3109ab 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -44,15 +44,15 @@ extern uint8 version_string[]; // for displaying from the console extern uint8 unencoded_name[]; enum BSGameId { - GID_BS2 = GID_BS2_FIRST, - GID_BS2_DEMO + GID_SWORD2 = GID_SWORD2_FIRST, + GID_SWORD2_DEMO }; // TODO move stuff into class -class BS2State : public Engine { +class Sword2State : public Engine { void errorString(const char *buf_input, char *buf_output); public: - BS2State(GameDetector *detector, OSystem *syst); + Sword2State(GameDetector *detector, OSystem *syst); void go(void); void parseEvents(void); void Start_game(void); @@ -61,11 +61,11 @@ class BS2State : public Engine { GameDetector *_detector; uint32 _features; byte _gameId; - BS2Sound *_sound; + Sword2Sound *_sound; private: bool _quit; }; -extern BS2State *g_bs2; +extern Sword2State *g_sword2; #endif |