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2003-11-02More moving of stuff into classes. I had to make a few changes/cleanups toTorbjörn Andersson
events.cpp, so there could be regressions. svn-id: r11053
2003-11-02turned NewGui into a singleton, and made OSystem a pseudo-singleton; added ↵Max Horn
Widget::findWidget (preparing to add support for nested widgets, for the tab widget) svn-id: r11045
2003-11-01More moving of stuff into classesTorbjörn Andersson
svn-id: r11025
2003-10-28bs2 -> sword2Max Horn
svn-id: r10997
2003-10-28cleanup: removed version/id from GameSettingsMax Horn
svn-id: r10995
2003-10-26factor out common debugger codeMax Horn
svn-id: r10984
2003-10-26cleanupMax Horn
svn-id: r10982
2003-10-26Enable the debug console. Actually, what I've done is to adapt the debugTorbjörn Andersson
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
2003-10-15Dumped most of the remaining "driver" code into a new "Display" class. ThisTorbjörn Andersson
touches a lot of the code, of course, and adds yet another global variable (temporarily, I hope), but everything still seems to work. Knock on wood. svn-id: r10806
2003-10-12some more target<->game cleanupMax Horn
svn-id: r10769
2003-10-12Moved the "router" code into a new Router class. I'm hoping this isTorbjörn Andersson
analogous to the SkyAutoRoute class. svn-id: r10754
2003-10-11Moved the text drawing stuff into a class of its own. (Adding anotherTorbjörn Andersson
global variable which will hopefully be dealt with later.) svn-id: r10734
2003-10-08Use RandomSource instead of rand().Torbjörn Andersson
svn-id: r10682
2003-10-05Made a separate class for the cutscene functions, removed some unused codeTorbjörn Andersson
and made some other minor cleanups. svn-id: r10614
2003-10-04Changed to use #include "bs2/..." and removed the inclusion of standard CTorbjörn Andersson
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
2003-10-04removed Sword2 prefixes of most classes (made obsolete by our namespace ↵Max Horn
usage); renamed Sword2State to Sword2Engine svn-id: r10583
2003-10-04added namespace Sword2Max Horn
svn-id: r10581
2003-09-20The usual cleanup. Removed the "run from CD" check.Torbjörn Andersson
This pretty much concludes the first stage of the engine cleanup. All of the files, except for console/debugging stuff and possibly some header files, have been changed to use the ScummVM brace style. As for the console, that one could probably do with some rewriting, in which case cleaning it up first would just be unnecessary work. The next stages of the cleanup should include renaming of variables and functions to follow the ScummVM coding standards, and turning everything into C++ classes. And so on. Of course, the driver directory should go through a similar cleanup as well. This has all been enormously tedious, so don't count on me doing any of these things at the moment. Particularly not turning everything into C++ classes. I'm really not that familiar with C++. :-) svn-id: r10340
2003-09-17added a static method setDefaultDirectory to class File; used this to ↵Max Horn
simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes svn-id: r10278
2003-08-25FadeServer() is now called from ServiceWindows(), thus eliminating the needTorbjörn Andersson
for the making it a timer handler. This should eliminate the occasional glitches I've been seeing with fades not being completed. I'm also hoping that it will fix the problem where the game would sometimes hang when moving between rooms. I know that at least once when I had that happen to me the game was busy-waiting for the palette to fade. At the very least, it's one place less to worry about thread-safety in. svn-id: r9854
2003-08-24this should be signedJonathan Gray
svn-id: r9845
2003-08-24bring up the restore game menu when any -x param is specified, this is nicer ↵Jonathan Gray
than telling it to load a slot as it validates the saves and doesn't try to load a non existent save etc, its also similiar to what the original did (any command line params at all would load the restore menu) svn-id: r9843
2003-08-23fix a resman method and make saving work using SaveFileManagerJonathan Gray
svn-id: r9828
2003-08-22enable boot param like option for bs2, valid numbers can be found in startup.infJonathan Gray
svn-id: r9822
2003-07-31remove bs2 specific osystem varJonathan Gray
svn-id: r9330
2003-07-31slightly changed version of erik's implmentation of FadeServerJonathan Gray
svn-id: r9328
2003-07-30rename bs2 to sword2 to have the same name as the original engine.Oliver Kiehl
besides this way all our engines start with an "s" ;) svn-id: r9301
2003-07-29turn d_sound.cpp into class BS2SoundJonathan Gray
svn-id: r9280
2003-07-28add bs2demo target for broken sword 2 demoJonathan Gray
svn-id: r9229
2003-07-28bs2Jonathan Gray
svn-id: r9211