[Moeng-cvs] BBRpg/src engine.cpp,1.3,1.4 engine.h,1.3,1.4 canvas.cpp,1.4,1.5 canvas.h,1.3,1.4 common
Status: Alpha
Brought to you by:
b_lindeijer
Update of /cvsroot/moeng/BBRpg/src In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv3801 Modified Files: canvas.cpp canvas.h common.h rpg.cpp rpg.h script.cpp script.h sound.cpp sound.h Added Files: engine.cpp engine.h Log Message: Merged in some engine changes from DGE/hecate to BBRpg on SourceForge Index: common.h =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/common.h,v retrieving revision 1.4 retrieving revision 1.5 diff -C2 -d -r1.4 -r1.5 *** common.h 25 Apr 2004 16:39:52 -0000 1.4 --- common.h 23 Oct 2004 11:54:18 -0000 1.5 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 16,19 **** --- 16,20 ---- #include "shared/console.h" #include "shared/tiled_map.h" + #include "shared/module.h" extern int debug_mode; // Show debug info *************** *** 24,27 **** --- 25,35 ---- extern BITMAP *buffer; extern TileRepository *tileRepository; + extern Module *module; + + #define DIR_NONE -1 + #define DIR_UP 0 + #define DIR_LEFT 1 + #define DIR_RIGHT 2 + #define DIR_DOWN 3 #endif Index: canvas.h =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/canvas.h,v retrieving revision 1.3 retrieving revision 1.4 diff -C2 -d -r1.3 -r1.4 *** canvas.h 13 Apr 2004 12:26:08 -0000 1.3 --- canvas.h 23 Oct 2004 11:54:17 -0000 1.4 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify Index: canvas.cpp =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/canvas.cpp,v retrieving revision 1.4 retrieving revision 1.5 diff -C2 -d -r1.4 -r1.5 *** canvas.cpp 13 Apr 2004 12:26:08 -0000 1.4 --- canvas.cpp 23 Oct 2004 11:54:09 -0000 1.5 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 191,194 **** ); ! map->draw(buffer); } --- 191,194 ---- ); ! map->draw(buffer, debug_mode); } Index: sound.cpp =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/sound.cpp,v retrieving revision 1.10 retrieving revision 1.11 diff -C2 -d -r1.10 -r1.11 *** sound.cpp 13 Apr 2004 12:26:08 -0000 1.10 --- sound.cpp 23 Oct 2004 11:54:18 -0000 1.11 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 251,255 **** play_sample(sample, sfx_vol, 128, 1000, 0); } else { ! return luaL_error(L, "Error: Cannot find requested sample (%s)!", name); } --- 251,255 ---- play_sample(sample, sfx_vol, 128, 1000, 0); } else { ! console.log(CON_LOG, CON_ALWAYS, "Error: Cannot find requested sample (%s)!", name); } Index: script.h =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/script.h,v retrieving revision 1.7 retrieving revision 1.8 diff -C2 -d -r1.7 -r1.8 *** script.h 13 Apr 2004 12:26:08 -0000 1.7 --- script.h 23 Oct 2004 11:54:18 -0000 1.8 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 77,80 **** --- 77,81 ---- int l_get_tile_at(lua_State *L); int l_set_tile_at(lua_State *L); + int l_create_map(lua_State *L); int l_walk_obj(lua_State *L); Index: sound.h =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/sound.h,v retrieving revision 1.7 retrieving revision 1.8 diff -C2 -d -r1.7 -r1.8 *** sound.h 13 Jan 2004 16:32:35 -0000 1.7 --- sound.h 23 Oct 2004 11:54:18 -0000 1.8 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify Index: script.cpp =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/script.cpp,v retrieving revision 1.15 retrieving revision 1.16 diff -C2 -d -r1.15 -r1.16 *** script.cpp 13 Apr 2004 12:26:08 -0000 1.15 --- script.cpp 23 Oct 2004 11:54:18 -0000 1.16 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 13,17 **** #include <stdarg.h> #include "rpg.h" - #include "shared/engine.h" #include "shared/object.h" #include "shared/console.h" --- 13,16 ---- *************** *** 70,73 **** --- 69,73 ---- luaopen_math(L); luaopen_table(L); + luaopen_io(L); // Add the Object type to Lua *************** *** 127,130 **** --- 127,131 ---- lua_register(L, "m_get_tile_at", l_get_tile_at); lua_register(L, "m_set_tile_at", l_set_tile_at); + lua_register(L, "m_create_map", l_create_map); lua_register(L, "m_walk_obj", l_walk_obj); *************** *** 172,181 **** { switch (*desc) { ! case 'i': lua_pushnumber (L, va_arg(vals, int )); break; // Integer ! case 'd': lua_pushnumber (L, va_arg(vals, double)); break; // Double ! case 's': lua_pushstring (L, va_arg(vals, char* )); break; // String ! case 'b': lua_pushlightuserdata(L, va_arg(vals, BITMAP*)); break; // Bitmap ! case 'o': lua_getref (L, (va_arg(vals, Object*))->tableRef); break; // Object ! case 'm': lua_pushlightuserdata(L, va_arg(vals, TiledMap*)); break; // TiledMap default: valc--; } --- 173,188 ---- { switch (*desc) { ! case 'i': // Integer ! lua_pushnumber(L, va_arg(vals, int)); break; ! case 'd': //Double ! lua_pushnumber(L, va_arg(vals, double)); break; ! case 's': // String ! lua_pushstring(L, va_arg(vals, char*)); break; ! case 'b': // Bitmap ! lua_pushlightuserdata(L, va_arg(vals, BITMAP*)); break; ! case 'o': // Object ! lua_getref(L, (va_arg(vals, Object*))->tableRef); break; ! case 'm': // TiledMap ! lua_pushlightuserdata(L, va_arg(vals, TiledMap*)); break; default: valc--; } *************** *** 217,221 **** } ! //console.log(CON_CONSOLE | CON_LOG, CON_VDEBUG, "Lua: calling function %s with %d arguments.", function, argc); lua_call(L, argc + 1, 1); --- 224,230 ---- } ! //console.log(CON_CONSOLE | CON_LOG, CON_VDEBUG, ! // "Lua: calling function %s with %d arguments.", function, ! // argc); lua_call(L, argc + 1, 1); *************** *** 252,256 **** } ! //console.log(CON_CONSOLE | CON_LOG, CON_VDEBUG, "Lua: calling function %s with %d arguments.", function, argc); //handleLuaError(lua_call(L, argc, 1), function); lua_call(L, argc, 1); --- 261,266 ---- } ! //console.log(CON_CONSOLE | CON_LOG, CON_VDEBUG, ! // "Lua: calling function %s with %d arguments.", function, argc); //handleLuaError(lua_call(L, argc, 1), function); lua_call(L, argc, 1); *************** *** 260,264 **** } else { ! console.log(CON_CONSOLE | CON_LOG, CON_VDEBUG, "Warning: called function undefined (%s).", function); lua_pop(L, 1); // Pop function } --- 270,275 ---- } else { ! console.log(CON_CONSOLE | CON_LOG, CON_VDEBUG, ! "Warning: called function undefined (%s).", function); lua_pop(L, 1); // Pop function } *************** *** 270,278 **** { switch (err) { ! case LUA_ERRRUN: console.log(CON_QUIT, CON_ALWAYS, "Lua error: Error while running script (\"%s\")", string); break; ! case LUA_ERRSYNTAX: console.log(CON_QUIT, CON_ALWAYS, "Lua error: Syntax error while precompiling script (\"%s\")", string); break; ! case LUA_ERRMEM: console.log(CON_QUIT, CON_ALWAYS, "Lua error: Out of memory in script (\"%s\")", string); break; ! case LUA_ERRERR: console.log(CON_QUIT, CON_ALWAYS, "Lua error: Error while running _ERRORMESSAGE in script (\"%s\")", string); break; ! case LUA_ERRFILE: console.log(CON_QUIT, CON_ALWAYS, "Lua error: Error while opening script file (\"%s\")", string); break; } } --- 281,306 ---- { switch (err) { ! case LUA_ERRRUN: ! console.log(CON_QUIT, CON_ALWAYS, ! "Lua error: Error while running script (\"%s\")", string); ! break; ! case LUA_ERRSYNTAX: ! console.log(CON_QUIT, CON_ALWAYS, "Lua error: Syntax error while " ! "precompiling script (\"%s\")", string); ! break; ! case LUA_ERRMEM: ! console.log(CON_QUIT, CON_ALWAYS, ! "Lua error: Out of memory in script (\"%s\")", string); ! break; ! case LUA_ERRERR: ! console.log(CON_QUIT, CON_ALWAYS, ! "Lua error: Error while running _ERRORMESSAGE in script " ! "(\"%s\")", string); ! break; ! case LUA_ERRFILE: ! console.log(CON_QUIT, CON_ALWAYS, ! "Lua error: Error while opening script file (\"%s\")", ! string); ! break; } } *************** *** 297,302 **** int n = lua_gettop(L); // Number of arguments int argc = 0; - va_list ap; va_start(ap, args); --- 325,330 ---- int n = lua_gettop(L); // Number of arguments int argc = 0; va_list ap; + va_start(ap, args); *************** *** 304,308 **** { if (argc == n) { ! lua_pushfstring(L, "This function does not take %d parameters.", n); lua_error(L); } --- 332,336 ---- { if (argc == n) { ! lua_pushfstring(L, "Wrong number of arguments (%d)", n); lua_error(L); } *************** *** 312,317 **** { int *a = va_arg(ap, int*); ! if (lua_isnumber(L, -n + argc)) *a = (int)(lua_tonumber(L, -n + argc) + 0.5); ! else luaL_typerror(L, argc+1, lua_typename(L, LUA_TNUMBER)); } break; --- 340,349 ---- { int *a = va_arg(ap, int*); ! if (lua_isnumber(L, -n + argc)) { ! *a = (int)(lua_tonumber(L, -n + argc) + 0.5); ! } else { ! const char *type = lua_typename(L, LUA_TNUMBER); ! luaL_typerror(L, argc + 1, type); ! } } break; *************** *** 320,325 **** { double *a = va_arg(ap, double*); ! if (lua_isnumber(L, -n + argc)) *a = lua_tonumber(L, -n + argc); ! else luaL_typerror(L, argc+1, lua_typename(L, LUA_TNUMBER)); } break; --- 352,361 ---- { double *a = va_arg(ap, double*); ! if (lua_isnumber(L, -n + argc)) { ! *a = lua_tonumber(L, -n + argc); ! } else { ! const char *type = lua_typename(L, LUA_TNUMBER); ! luaL_typerror(L, argc + 1, type); ! } } break; *************** *** 328,333 **** { const char **a = va_arg(ap, const char**); ! if (lua_isstring(L, -n + argc)) *a = lua_tostring(L, -n + argc); ! else luaL_typerror(L, argc+1, lua_typename(L, LUA_TSTRING)); } break; --- 364,373 ---- { const char **a = va_arg(ap, const char**); ! if (lua_isstring(L, -n + argc)) { ! *a = lua_tostring(L, -n + argc); ! } else { ! const char *type = lua_typename(L, LUA_TSTRING); ! luaL_typerror(L, argc + 1, type); ! } } break; *************** *** 341,346 **** *a = (Object*)lua_touserdata(L, -1); lua_pop(L, 1); } - else luaL_typerror(L, argc+1, lua_typename(L, LUA_TTABLE)); } break; --- 381,388 ---- *a = (Object*)lua_touserdata(L, -1); lua_pop(L, 1); + } else { + const char *type = lua_typename(L, LUA_TTABLE); + luaL_typerror(L, argc + 1, type); } } break; *************** *** 352,357 **** lua_pushvalue(L, -n + argc); *a = lua_ref(L, -1); } - else luaL_typerror(L, argc+1, lua_typename(L, LUA_TTABLE)); } break; --- 394,401 ---- lua_pushvalue(L, -n + argc); *a = lua_ref(L, -1); + } else { + const char *type = lua_typename(L, LUA_TTABLE); + luaL_typerror(L, argc + 1, type); } } break; *************** *** 360,368 **** { BITMAP **a = va_arg(ap, BITMAP**); ! if (lua_islightuserdata(L, -n + argc)) *a = (BITMAP*)lua_touserdata(L, -n + argc); ! else ! luaL_typerror(L, argc+1, ! lua_typename(L, LUA_TLIGHTUSERDATA)); } break; --- 404,413 ---- { BITMAP **a = va_arg(ap, BITMAP**); ! if (lua_islightuserdata(L, -n + argc)) { *a = (BITMAP*)lua_touserdata(L, -n + argc); ! } else { ! const char *type = lua_typename(L, LUA_TLIGHTUSERDATA); ! luaL_typerror(L, argc + 1, type); ! } } break; *************** *** 371,379 **** { TiledMap **a = va_arg(ap, TiledMap**); ! if (lua_islightuserdata(L, -n + argc)) *a = (TiledMap*)lua_touserdata(L, -n + argc); ! else ! luaL_typerror(L, argc+1, ! lua_typename(L, LUA_TLIGHTUSERDATA)); } break; --- 416,425 ---- { TiledMap **a = va_arg(ap, TiledMap**); ! if (lua_islightuserdata(L, -n + argc)) { *a = (TiledMap*)lua_touserdata(L, -n + argc); ! } else { ! const char *type = lua_typename(L, LUA_TLIGHTUSERDATA); ! luaL_typerror(L, argc + 1, type); ! } } break; *************** *** 388,392 **** if (argc != n) { ! lua_pushfstring(L, "This function does not take %d parameters.", n); lua_error(L); } --- 434,438 ---- if (argc != n) { ! lua_pushfstring(L, "Wrong number of arguments (%d)", n); lua_error(L); } *************** *** 891,895 **** } else { ! console.log(CON_CONSOLE | CON_LOG, CON_DEBUG, "Warning: map_to_screen called without a map."); } --- 937,942 ---- } else { ! console.log(CON_CONSOLE | CON_LOG, CON_DEBUG, ! "Warning: map_to_screen called without a map."); } *************** *** 941,944 **** --- 988,1007 ---- } + int l_create_map(lua_State *L) + { + int w, h, tw, th; + getLuaArguments(L, "iiii", &w, &h, &tw, &th); + + if (w > 0 && h > 0 && tw > 0 && th > 0) { + TiledMap *map = new SquareMap(tw, th); + map->resizeTo(w, h); + return putLuaArguments(L, "m", map); + } else { + console.log(CON_CONSOLE | CON_LOG, CON_ALWAYS, + "Warning: illegal arguments to m_create_map."); + return 0; + } + } + int l_quit_game(lua_State *L) *************** *** 971,992 **** } ! if (strcmp(index, "speed" ) == 0) {return putLuaArguments(L, "d", obj->speed );} ! if (strcmp(index, "walking" ) == 0) {return putLuaArguments(L, "d", obj->walking );} ! if (strcmp(index, "x" ) == 0) {return putLuaArguments(L, "d", obj->x );} ! if (strcmp(index, "y" ) == 0) {return putLuaArguments(L, "d", obj->y );} ! if (strcmp(index, "w" ) == 0) {return putLuaArguments(L, "i", obj->w );} ! if (strcmp(index, "h" ) == 0) {return putLuaArguments(L, "i", obj->h );} ! if (strcmp(index, "offset_x" ) == 0) {return putLuaArguments(L, "i", obj->offset_x );} ! if (strcmp(index, "offset_y" ) == 0) {return putLuaArguments(L, "i", obj->offset_y );} ! if (strcmp(index, "offset_z" ) == 0) {return putLuaArguments(L, "i", obj->offset_z );} ! if (strcmp(index, "draw_mode") == 0) {return putLuaArguments(L, "i", obj->drawMode );} ! if (strcmp(index, "alpha" ) == 0) {return putLuaArguments(L, "i", obj->alpha );} ! if (strcmp(index, "dir" ) == 0) {return putLuaArguments(L, "i", obj->dir );} ! if (strcmp(index, "tick_time") == 0) {return putLuaArguments(L, "i", obj->tick );} ! if (strcmp(index, "obstacle" ) == 0) {return putLuaArguments(L, "i", obj->obstacle );} ! if (strcmp(index, "bitmap" ) == 0) {return putLuaArguments(L, "b", obj->bitmap );} ! if (strcmp(index, "map" ) == 0) {return putLuaArguments(L, "m", obj->getMap() );} ! if (strcmp(index, "id" ) == 0) {return putLuaArguments(L, "i", obj->id );} ! if (strcmp(index, "in_air" ) == 0) {return putLuaArguments(L, "i", obj->in_air );} // None of the above, so deal with the value normally --- 1034,1073 ---- } ! if (strcmp(index, "speed") == 0) { ! return putLuaArguments(L, "d", obj->speed);} ! if (strcmp(index, "walking") == 0) { ! return putLuaArguments(L, "d", obj->walking);} ! if (strcmp(index, "x") == 0) { ! return putLuaArguments(L, "d", obj->x);} ! if (strcmp(index, "y") == 0) { ! return putLuaArguments(L, "d", obj->y);} ! if (strcmp(index, "w") == 0) { ! return putLuaArguments(L, "d", obj->w);} ! if (strcmp(index, "h") == 0) { ! return putLuaArguments(L, "d", obj->h);} ! if (strcmp(index, "offset_x") == 0) { ! return putLuaArguments(L, "i", obj->offset_x);} ! if (strcmp(index, "offset_y") == 0) { ! return putLuaArguments(L, "i", obj->offset_y);} ! if (strcmp(index, "offset_z") == 0) { ! return putLuaArguments(L, "i", obj->offset_z);} ! if (strcmp(index, "draw_mode") == 0) { ! return putLuaArguments(L, "i", obj->drawMode);} ! if (strcmp(index, "alpha") == 0) { ! return putLuaArguments(L, "i", obj->alpha);} ! if (strcmp(index, "dir") == 0) { ! return putLuaArguments(L, "i", obj->dir);} ! if (strcmp(index, "tick_time") == 0) { ! return putLuaArguments(L, "i", obj->tick);} ! if (strcmp(index, "obstacle") == 0) { ! return putLuaArguments(L, "i", obj->obstacle);} ! if (strcmp(index, "bitmap") == 0) { ! return putLuaArguments(L, "b", obj->bitmap);} ! if (strcmp(index, "map") == 0) { ! return putLuaArguments(L, "m", obj->getMap());} ! if (strcmp(index, "id") == 0) { ! return putLuaArguments(L, "i", obj->id);} ! if (strcmp(index, "in_air") == 0) { ! return putLuaArguments(L, "i", obj->in_air);} // None of the above, so deal with the value normally *************** *** 1081,1085 **** } else if (strcmp(index, "dir") == 0) { ! obj->dir = (int)lua_tonumber(L, -1); } else if (strcmp(index, "tick_time") == 0) { --- 1162,1166 ---- } else if (strcmp(index, "dir") == 0) { ! obj->setDir((int)lua_tonumber(L, -1)); } else if (strcmp(index, "tick_time") == 0) { --- NEW FILE: engine.h --- (This appears to be a binary file; contents omitted.) Index: rpg.cpp =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/rpg.cpp,v retrieving revision 1.11 retrieving revision 1.12 diff -C2 -d -r1.11 -r1.12 *** rpg.cpp 25 Apr 2004 16:39:52 -0000 1.11 --- rpg.cpp 23 Oct 2004 11:54:18 -0000 1.12 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 14,19 **** #include "sound.h" #include "shared/tiled_map.h" - #include "shared/engine.h" #include "shared/module.h" #include "script.h" #include "canvas.h" --- 14,19 ---- #include "sound.h" #include "shared/tiled_map.h" #include "shared/module.h" + #include "engine.h" #include "script.h" #include "canvas.h" *************** *** 36,39 **** --- 36,40 ---- bool game_end = false; + bool exclusive_mode = false; bool bVSync = false; bool bDoubleSize = false; *************** *** 43,46 **** --- 44,48 ---- FONT* engine_font = NULL; int gameClassInstance = 0; + list<TiledMap*> maps; int lps = 100; *************** *** 53,57 **** BITMAP *buffer; ! void main() { init_engine(); --- 55,59 ---- BITMAP *buffer; ! int main() { init_engine(); *************** *** 70,73 **** --- 72,77 ---- exit_program(); + + return 0; } END_OF_MAIN(); *************** *** 84,90 **** set_display_switch_mode(SWITCH_BACKAMNESIA); - //register_datafile_object( - // DAT_MAPDATA, load_tiledmapdata, destroy_tiledmapdata); - set_config_file("rpg.cfg"); --- 88,91 ---- Index: rpg.h =================================================================== RCS file: /cvsroot/moeng/BBRpg/src/rpg.h,v retrieving revision 1.6 retrieving revision 1.7 diff -C2 -d -r1.6 -r1.7 *** rpg.h 13 Apr 2004 12:26:08 -0000 1.6 --- rpg.h 23 Oct 2004 11:54:18 -0000 1.7 *************** *** 2,6 **** The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify --- 2,6 ---- The Moonlight Engine - An extendable, portable, RPG-focused game engine. Project Home: http://moeng.sourceforge.net/ ! Copyright (C) 2003, 2004 Bjørn Lindeijer This program is free software; you can redistribute it and/or modify *************** *** 14,18 **** #include "shared/tiled_map.h" - #include "shared/engine.h" #include "shared/console.h" #include "shared/module.h" --- 14,17 ---- *************** *** 31,40 **** extern DATAFILE *interface_graphics; - extern Module *module; extern int gameClassInstance; extern TileType *selectedTile; extern bool game_end; void init_engine(); --- 30,40 ---- extern DATAFILE *interface_graphics; extern int gameClassInstance; extern TileType *selectedTile; + extern list<TiledMap*> maps; extern bool game_end; + extern bool exclusive_mode; void init_engine(); --- NEW FILE: engine.cpp --- (This appears to be a binary file; contents omitted.) |