scummvm/sword2/events.h
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

47 lines
1.2 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _EVENTS
#define _EVENTS
#include "bs2/object.h"
namespace Sword2 {
struct _event_unit {
uint32 id;
uint32 interact_id;
};
#define MAX_events 10
extern _event_unit event_list[MAX_events];
void Init_event_system(void);
void Set_player_action_event(uint32 id, uint32 interact_id);
void Start_event(void);
bool Check_event_waiting(void);
void Kill_all_ids_events(uint32 id);
uint32 CountEvents(void);
} // End of namespace Sword2
#endif