Commit Graph

16 Commits

Author SHA1 Message Date
Torbjörn Andersson
065f2bb9eb It's a new year in BS2 land, too!
svn-id: r12181
2004-01-06 13:44:17 +00:00
Torbjörn Andersson
6ae8218d53 Hopefully the last big renaming. Now the datatypes have names like
"StandardHeader" instead of "_standardHeader".

svn-id: r11997
2003-12-28 15:08:12 +00:00
Torbjörn Andersson
8b12be81e5 cleanup
svn-id: r11704
2003-12-17 08:01:59 +00:00
Torbjörn Andersson
5c14fb3597 Removed extra bars/node stuff since it was never used. From what I
understand the idea was to allow moving objects to take up space in the
scene, thus forcing actors to move around them, or something like that.

However, the number of extra bars/nodes was always zero.

svn-id: r11365
2003-11-25 15:18:47 +00:00
Torbjörn Andersson
fa2b8ba8de More cleanup. I've eliminated all the temporary global variables I've added
over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)

svn-id: r11309
2003-11-16 14:18:29 +00:00
Torbjörn Andersson
688c80b062 Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.

At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.

svn-id: r11207
2003-11-08 15:47:51 +00:00
Max Horn
2fef2dcb84 bs2 -> sword2
svn-id: r10997
2003-10-28 19:51:30 +00:00
Torbjörn Andersson
7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
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
2003-10-26 15:42:49 +00:00
Torbjörn Andersson
1b52e11d55 Moved the "router" code into a new Router class. I'm hoping this is
analogous to the SkyAutoRoute class.

svn-id: r10754
2003-10-12 14:40:04 +00:00
Torbjörn Andersson
7174a32c8e Made a separate class for the cutscene functions, removed some unused code
and made some other minor cleanups.

svn-id: r10614
2003-10-05 15:28:15 +00:00
Torbjörn Andersson
4fad04846a Changed to use #include "bs2/..." and removed the inclusion of standard C
headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.

svn-id: r10588
2003-10-04 08:07:03 +00:00
Max Horn
5a074e6137 added namespace Sword2
svn-id: r10581
2003-10-04 00:52:27 +00:00
Max Horn
aed27b35dd use C++ struct naming instead of typedefs -> this fixes (or works around, whatever you prefer to call it) the GCC_PACK problem in Doxygen
svn-id: r10569
2003-10-03 13:53:46 +00:00
Torbjörn Andersson
4eca44704b Cleanup. I removed the PLOT_PATHS blocks since they depended on some
functions we don't have, and since I didn't deem them useful to us. But
feel free to put them back if you like to.

I'd also like to take this opportunity to say that while I deeply admire
how smoothly BS2 handles the transition between stock animations (e.g.
walking) and special-purpose animations, it certainly needs an unholy
amount of code to do so.

svn-id: r10336
2003-09-20 15:34:53 +00:00
Oliver Kiehl
52ff6acc1f and another endian fix
svn-id: r10241
2003-09-13 20:42:08 +00:00
Jonathan Gray
f020d28b5e bs2
svn-id: r9211
2003-07-28 01:44:38 +00:00