Browse Source

Now v0.1.4. New Readme. Updated docs.

Thomas Buck 9 years ago
parent
commit
0e0c0947a7
78 changed files with 476 additions and 1146 deletions
  1. 1
    1
      CMakeLists.txt
  2. 7
    0
      ChangeLog.md
  3. 50
    125
      README.md
  4. 323
    255
      cmake/Doxyfile.in
  5. 1
    1
      include/Camera.h
  6. 1
    1
      include/Console.h
  7. 1
    1
      include/Entity.h
  8. 1
    1
      include/Game.h
  9. 1
    1
      include/Log.h
  10. 1
    1
      include/Mesh.h
  11. 2
    2
      include/Render.h
  12. 1
    1
      include/Room.h
  13. 1
    1
      include/RoomData.h
  14. 1
    1
      include/RoomMesh.h
  15. 1
    1
      include/RunTime.h
  16. 1
    1
      include/Script.h
  17. 1
    1
      include/SkeletalModel.h
  18. 1
    1
      include/SoundManager.h
  19. 1
    1
      include/Sprite.h
  20. 1
    1
      include/TextureManager.h
  21. 1
    1
      include/UI.h
  22. 1
    1
      include/World.h
  23. 1
    1
      include/commands/Command.h
  24. 1
    1
      include/commands/CommandBind.h
  25. 1
    1
      include/commands/CommandEngine.h
  26. 1
    1
      include/commands/CommandSet.h
  27. 0
    673
      include/games/TombRaider1.h
  28. 4
    4
      include/global.h
  29. 1
    1
      include/system/Font.h
  30. 1
    1
      include/system/FontImGui.h
  31. 1
    1
      include/system/FontTTF.h
  32. 1
    1
      include/system/Shader.h
  33. 1
    1
      include/system/Sound.h
  34. 1
    1
      include/system/SoundAL.h
  35. 1
    1
      include/system/Window.h
  36. 1
    1
      include/system/WindowGLFW.h
  37. 1
    1
      include/system/WindowSDL.h
  38. 1
    1
      include/utils/Folder.h
  39. 1
    1
      src/Camera.cpp
  40. 1
    1
      src/Console.cpp
  41. 1
    1
      src/Entity.cpp
  42. 1
    1
      src/Game.cpp
  43. 1
    1
      src/Log.cpp
  44. 1
    1
      src/Menu.cpp
  45. 1
    1
      src/Mesh.cpp
  46. 11
    8
      src/Render.cpp
  47. 1
    1
      src/Room.cpp
  48. 1
    1
      src/RoomData.cpp
  49. 1
    1
      src/RoomMesh.cpp
  50. 1
    1
      src/RunTime.cpp
  51. 1
    1
      src/Script.cpp
  52. 1
    1
      src/SkeletalModel.cpp
  53. 1
    1
      src/SoundManager.cpp
  54. 1
    1
      src/Sprite.cpp
  55. 2
    2
      src/TextureManager.cpp
  56. 2
    2
      src/UI.cpp
  57. 1
    1
      src/World.cpp
  58. 1
    1
      src/commands/CommandBind.cpp
  59. 1
    1
      src/commands/CommandEngine.cpp
  60. 1
    1
      src/commands/CommandSet.cpp
  61. 1
    1
      src/loader/LoaderTR1.cpp
  62. 2
    2
      src/loader/LoaderTR2.cpp
  63. 1
    1
      src/main.cpp
  64. 1
    1
      src/system/Font.cpp
  65. 1
    1
      src/system/FontImGui.cpp
  66. 3
    3
      src/system/FontTTF.cpp
  67. 2
    2
      src/system/Shader.cpp
  68. 1
    1
      src/system/Sound.cpp
  69. 1
    1
      src/system/SoundAL.cpp
  70. 1
    1
      src/system/Window.cpp
  71. 3
    3
      src/system/WindowGLFW.cpp
  72. 1
    1
      src/system/WindowSDL.cpp
  73. 1
    1
      src/utils/Folder.cpp
  74. 1
    1
      src/utils/FolderRecursive.cpp
  75. 1
    1
      test/Script.cpp
  76. 1
    1
      test/ScriptPayload.h
  77. 1
    1
      test/ScriptTest.h
  78. 1
    1
      test/binary.cpp

+ 1
- 1
CMakeLists.txt View File

@@ -4,7 +4,7 @@ project (OpenRaider)
4 4
 # Version Number
5 5
 set (OpenRaider_VERSION_MAJOR 0)
6 6
 set (OpenRaider_VERSION_MINOR 1)
7
-set (OpenRaider_VERSION_MICRO 3)
7
+set (OpenRaider_VERSION_MICRO 4)
8 8
 set (OpenRaider_VERSION_RELEASE -git)
9 9
 
10 10
 # Build Host

+ 7
- 0
ChangeLog.md View File

@@ -1,5 +1,12 @@
1 1
 # OpenRaider Developer Branch ChangeLog 
2 2
 
3
+## OpenRaider (0.1.4) xythobuz <xythobuz@xythobuz.de>
4
+
5
+    [ 20140313 ]
6
+    * Renderer now limits room list size
7
+    * Updated Doxyfile template to current Doxygen version
8
+    * Improved documentation
9
+
3 10
 ## OpenRaider (0.1.3) xythobuz <xythobuz@xythobuz.de>
4 11
 
5 12
     [ 20140312 ]

+ 50
- 125
README.md View File

@@ -1,162 +1,91 @@
1 1
 # OpenRaider
2 2
 
3
-[![Build Status](https://travis-ci.org/xythobuz/OpenRaider.svg?branch=loader)](https://travis-ci.org/xythobuz/OpenRaider)
3
+[![Build Status](https://travis-ci.org/xythobuz/OpenRaider.svg?branch=master)](https://travis-ci.org/xythobuz/OpenRaider)
4 4
 
5
-__This is the development branch of OpenRaider! Currently in the process of moving to OpenGL 3.3...__
5
+This project started as a fork of the [OpenRaider](http://openraider.sourceforge.net) Open Source implementation of the classic Tomb Raider Game Engine. The original project was abandoned in 2003. In the meantime, this OpenRaider has become a full rewrite of the original.
6 6
 
7
-This is a fork of the [OpenRaider](http://openraider.sourceforge.net) Open Source implementation of the classic Tomb Raider Game Engine. The original project was abandoned in 2003.
7
+OpenRaider currently supports TR1, TR2 and TR3 files, as well as custom maps based on these engines.
8 8
 
9
-This fork aims to get OpenRaider in a more usable state, maybe one day even being able to play the old Tomb Raider games flawlessly, while bringing the code to modern standards.
10
-
11
-Visit the IRC Channel `#OpenRaider` on `chat.freenode.net`. [Webchat](http://webchat.freenode.net/?channels=%23OpenRaider).
12
-
13
-It seems as if OpenRaider will currently only work on Little-Endian platforms. This is not nice and will hopefully be fixed in the future!
9
+Visit the IRC Channel `#OpenRaider` on `chat.freenode.net` ([Webchat](http://webchat.freenode.net/?channels=%23OpenRaider)).
14 10
 
15 11
 [![Flattr this git repo](http://api.flattr.com/button/flattr-badge-large.png)](https://flattr.com/submit/auto?user_id=xythobuz&url=https://github.com/xythobuz/OpenRaider&title=OpenRaider&language=&tags=github&category=software)
16 12
 
17
-## Installation
18
-
19
-You can get some not-so-recent Mac releases [on the GitHub page](https://github.com/xythobuz/OpenRaider/releases).
20
-
21
-The most recent OpenRaider version can be found on the [Arch Linux User Repos](https://aur.archlinux.org/packages/openraider-git/). Install it with your favorite aur-helper like this: `yaourt -S openraider-git`.
22
-
23
-## Configuration
24
-
25
-OpenRaider needs some configuration files, and level data and assets from custom levels or the Tomb Raider games.
26
-These are stored in `~/.OpenRaider`. Running `make setup` will create/copy the necessary files and directories.
27
-
28
-You still need to add level files in `~/.OpenRaider/paks/`.
29
-Dust off your old Tomb Raider CDs or grab some [custom levels](http://www.aspidetr.com/levels/yvel-woods-v1-5/) from the interwebs.
30
-
31
-## Documentation
32
-
33
-All previously included documentation was moved into the [OpenRaider Repo Wiki](https://github.com/xythobuz/OpenRaider/wiki/_pages).
34
-
35
-A more or less recent [Doxygen documentation](http://xythobuz.github.io/OpenRaider/) of OpenRaider should be on the Github Pages for OpenRaider.
36
-
37 13
 ## Dependencies
38 14
 
39
-Basically, OpenRaider depends on the following:
40
-
41
-* C++11 compiler
42
-* cmake (>= 2.8.8)
43
-* OpenGL (3.3 Core Profile compatible)
44
-* GLM (>= 0.9.6)
45
-* zlib
46
-* SDL2 or GLFW
47
-* OpenAL & ALUT (optional, needed for sound output)
48
-
49
-On Mac OS X 10.9 / 10.10 with [XCode](https://developer.apple.com/xcode/) and [MacPorts](http://www.macports.org) installed, the following should be enough to get all dependencies that are available as port:
50
-
51
-    sudo port install cmake zlib glm libsdl2
15
+* [C++11 compatible compiler](http://en.cppreference.com/w/cpp/compiler_support)
16
+* [OpenGL](https://www.opengl.org) (3.3 Core Profile compatible)
17
+* [cmake](http://www.cmake.org) (>= 2.8.8)
18
+* [GLM](http://glm.g-truc.net) (>= 0.9.6)
19
+* [SDL2](http://www.libsdl.org) or [GLFW](http://www.glfw.org)
20
+* [OpenAL](http://www.openal.org) & [ALUT](https://github.com/vancegroup/freealut) (optional, needed for sound output)
52 21
 
53
-A similar command for the package manager of your favorite Linux Distribution should do the trick.
22
+Mac OS X with XCode and [MacPorts](http://www.macports.org) installed (or replace `libsdl2` by `glfw`):
54 23
 
55
-cmake is also needed to build [freealut](https://github.com/vancegroup/freealut), which you'll need to enable sound output on Mac OS X.
56
-Get, compile and install freealut like this:
57
-
58
-    git clone git@github.com:vancegroup/freealut.git
59
-    mkdir build
60
-    cd build
61
-    cmake .. -DCMAKE_INSTALL_PREFIX:STRING="/usr/local" -DCMAKE_C_FLAGS:STRING="-O2"
62
-    make
63
-    sudo make install
64
-
65
-Linux Distributions will probably provide an ALUT library ready to install with their package manager, so you won't need to compile freealut.
66
-
67
-Sound support is optional, however. If cmake can’t find OpenAL and ALUT, Audio will be deactivated. If you want to explicitly deactivate it, call cmake with `-DENABLE_AUDIO=NO`.
68
-
69
-There is also a windowing implementation using GLFW. It will be used if GLFW is found instead of SDL2, or if you call cmake with `-DFORCE_GLFW=YES`. Be aware that your experience will not be as nice as with SDL2...
24
+    sudo port install cmake glm libsdl2
70 25
 
71 26
 ## Building
72 27
 
73
-Do a standard cmake out-of-source build to get a debug configuration and then run the resulting executable:
28
+The basic steps needed to build and run OpenRaider:
74 29
 
30
+    git clone https://github.com/xythobuz/OpenRaider.git
75 31
     mkdir build && cd build
76
-    cmake ..
32
+    cmake ../OpenRaider
77 33
     make run
78 34
 
79
-On Mac OS X, running `make install` will produce a (more or less) distributable OpenRaider.app bundle, which will be put into /Applications.
80
-
81
-On Linux, running `make install` will install OpenRaider to /usr/local/... (the executable in bin, the data files in share). You can change this path with `cmake -DCMAKE_INSTALL_PREFIX=”/some/where” ..`
82
-
83
-Run `make check` to build and run the unit tests.
84
-
85
-You can run a static analysis with cppcheck using `make cppcheck`, `make cppcheckFull` or `make cppcheckConfig`.
86
-
87
-A Doxygen API documentation can be created with `make doc`.
35
+If cmake can’t find OpenAL and ALUT, Sound support will be deactivated. If you want to explicitly deactivate it, call cmake with `-DENABLE_AUDIO=NO`.
88 36
 
89
-`make clean` should remove all intermediary files. `make run` will run the binary.
37
+GLFW will be used if it is found instead of SDL2, or if you call cmake with `-DFORCE_GLFW=YES`. Be aware that limited controller support is currently only included when building with SDL2.
90 38
 
91
-You can also generate working XCode Project files with `cmake -G Xcode ..`.
39
+Running `make install` on Linux will install OpenRaider to /usr/local/... (the executable in bin, the data files in share). You can change this path by passing `-DCMAKE_INSTALL_PREFIX=”/some/where”` to cmake.
92 40
 
93
-## Usage
41
+Running `make install` on Mac OS X will produce a distributable OpenRaider.app bundle that includes all linked shared libraries, so it can be run without installing any dependencies.
94 42
 
95
-### Configuration file
43
+Run `make check` to execute the included Unit Tests.
96 44
 
97
-OpenRaider will try to load `~/.OpenRaider/OpenRaider.ini` or, if it doesn't exist, `OpenRaider.ini` from the current directory.
45
+Run `make cppcheck`, `make cppcheckFull` or `make cppcheckConfig` to run a static analysis using cppcheck.
98 46
 
99
-Running `make setup` will create a minimal configuration in your home directory.
47
+Run `make format` to auto-indent and format all source files using astyle.
100 48
 
101
-The configuration file format is very simple:
102
-* Every line will be executed as in-game console command
103
-* The # character marks the beginning of a single-line comment
49
+Run `make doc` to create a doxygen documentation.
104 50
 
105
-### Level PAKs
106
-
107
-You can use paks from any classic Tomb Raider Game (1 - 5) and most user made paks for Tomb Raider. Tomb Raider 5 support is however still very limited.
108
-
109
-### Sound FXs
110
-
111
-TR2 and TR3 paks (both have file extension `.tr2`) don't have sound data contained in the pak itself, but instead
112
-they share a common SFX file (often MAIN.SFX) for each pak from a given Tomb Raider version.
113
-
114
-OpenRaider tries to load a `MAIN.SFX` from the same folder as the selected level file.
115
-
116
-### Default Key Bindings
51
+## Configuration
117 52
 
118
-| Key               | Action                |
119
-| -----------------:|:--------------------- |
120
-| &lt;Esc&gt;       | Toggle menu           |
121
-| q                 | Toggle debug windows  |
122
-| w                 | Move forward          |
123
-| s                 | Move back             |
124
-| a                 | Move left             |
125
-| d                 | Move right            |
126
-| &lt;space&gt;     | Jump                  |
127
-| &lt;left ctrl&gt; | crouch                |
128
-| Mouse             | Turn                  |
129
-| MouseBtn Left     | Shoot/Use             |
130
-| MouseBtn Right    | Holster/Equip weapons |
53
+OpenRaider is still somewhat depending on some configuration and data files. These can be stored in different locations, the most common one being `~/.OpenRaider`. Running `make setup` will create/copy the necessary files and directories and an example configuration.
131 54
 
132
-### Console/Config Commands
55
+Place the asset files of your Tomb Raider games in the pak folder created in `~./OpenRaider`. Don’t forget to copy at least the maps, the `TOMBPC.DAT` script (TR2/TR3 only) and the sound file `MAIN.SFX` (TR2/TR3 only).
133 56
 
134
-Every available command should be listed in the in-game help. Just type `help` in the OpenRaider console, which can be activated by default with the backquote key.
57
+Currently, you can load single level files, but the game script included with the Tomb Raider games will be read as well, if available. In the future, OpenRaider will hopefully be able to read disc images of the Tomb Raider games as well. Also, OpenRaider should run without a prepared config file in the future.
135 58
 
136
-### Tomb Raider Level Editor Font support
59
+## Configuration file
137 60
 
138
-OpenRaider can read Font.pc files used by the TRLE. If the fonts glyph positions match the TR4 defaults, only a Font.pc file is required. If the positions differ, you also need a [Leikkuri/Cutter](http://trep.trlevel.de/en/downloads.html) preset file (`.lps`).
61
+OpenRaider will try to load `~/.OpenRaider/OpenRaider.ini` or, if it doesn’t exist, `OpenRaider.ini` from the current working directory.
139 62
 
140
-TRLE Font support will automatically be built and used when selecting a font in your config file ending with `.pc`.
63
+Every line in this (text) file will be executed as an in-game console command. The # character marks the beginning of a comment until the next new-line.
141 64
 
142
-If a `.lps` is required, give it the same name as your font file.
65
+Use the in-game console help for more informations about available commands and their usage.
143 66
 
144
-I’ve made [a small writeup on my website](http://xythobuz.de/2014_06_14_trle_font.html) about this.
67
+## Default Key Bindings
145 68
 
146
-### Wireframe mode colors
69
+| Key                | Action                |
70
+| ------------------:|:--------------------- |
71
+| &lt;Esc&gt;        | Toggle menu           |
72
+| q                  | Toggle debug UI       |
73
+| &lt;back quote&gt; | Toggle console        |
74
+| w                  | Move forward          |
75
+| s                  | Move back             |
76
+| a                  | Move left             |
77
+| d                  | Move right            |
78
+| &lt;space&gt;      | Jump                  |
79
+| &lt;left ctrl&gt;  | crouch                |
80
+| Mouse              | Turn                  |
81
+| MouseBtn Left      | Shoot/Use             |
82
+| MouseBtn Right     | Holster/Equip weapons |
147 83
 
148
-* Red (thick) lines are portal outlines
149
-* Red (thin) lines are triangle room polygons
150
-* Black lines are quadralateral room polygons
151
-* White meshes are entities
152
-* Blue meshes are sprites
153
-* Yellow meshes are room models
154
-* Green lines with red endpoints are room bboxes
155
-* Pink dots are visibility checks
84
+If SDL2 is used, the first controller connected at the start of OpenRaider can be used as well, if its type is known to SDL2. The button-mapping is not yet changeable, however.
156 85
 
157 86
 ## License
158 87
 
159
-OpenRaider is based on code, specs, and algorithms from:
88
+The original OpenRaider is based on code, specs, and algorithms from:
160 89
 
161 90
 * GooseEgg/Freyja 3d Modelers by Mongoose
162 91
 * TR Rosetta Stone spec sheet by Anonymous
@@ -164,7 +93,7 @@ OpenRaider is based on code, specs, and algorithms from:
164 93
 
165 94
 All code should be GPLed, unless otherwise noted.
166 95
 
167
-Forked in December 2013 by xythobuz.
96
+Forked/Rewritten in December 2013 by Thomas Buck (xythobuz@xythobuz.de).
168 97
 
169 98
 The included example Font, [Droid Sans Mono](http://www.droidfonts.com/licensing/), was created by Steve Matteson and is licensed under the [Apache 2.0 License](http://www.apache.org/licenses/LICENSE-2.0).
170 99
 
@@ -181,11 +110,7 @@ There are some included cmake scripts:
181 110
 
182 111
 See the respective files in `cmake` for their licensing.
183 112
 
184
-* Copyright 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>, Iowa State University, Distributed under the Boost Software License.
185
-* Copyright 2003-2009 Kitware, Inc.
186
-* Eric Wing
187
-
188
-The [clibs/commander](https://github.com/clibs/commander) dependency is Copyright (c) 2012 TJ Holowaychuk (tj@vision-media.ca) and licensed under the [MIT License](http://opensource.org/licenses/MIT).
113
+The included [clibs/commander](https://github.com/clibs/commander) lib is Copyright (c) 2012 TJ Holowaychuk (tj@vision-media.ca) and licensed under the [MIT License](http://opensource.org/licenses/MIT).
189 114
 
190 115
 The included GUI lib, [imgui](https://github.com/ocornut/imgui/) is Copyright (c) 2014 Omar Cornut. See src/deps/imgui/LICENSE for more informations about the MIT license used. 
191 116
 

+ 323
- 255
cmake/Doxyfile.in
File diff suppressed because it is too large
View File


+ 1
- 1
include/Camera.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Camera.h
3
- * \brief Camera class
3
+ * \brief Camera, View Frustum
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Console.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Console.h
3
- * \brief Console class
3
+ * \brief Console Window
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Entity.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Entity.h
3
- * \brief World Entities
3
+ * \brief Things in the World
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Game.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Game.h
3
- * \brief Game abstraction
3
+ * \brief Gameplay Handler
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Log.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Log.h
3
- * \brief Log
3
+ * \brief Global Logging Utility
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Mesh.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Mesh.h
3
- * \brief OpenGL Mesh
3
+ * \brief Textured/Colored Mesh
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 2
- 2
include/Render.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Render.h
3
- * \brief OpenRaider Renderer class
3
+ * \brief World Renderer
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz
@@ -43,7 +43,7 @@ class Render {
43 43
     static bool getDisplayViewFrustum() { return displayViewFrustum; }
44 44
 
45 45
   private:
46
-    static void buildRoomList(int room = -2);
46
+    static void buildRoomList(int room = -2, int budget = 10);
47 47
 
48 48
     static RenderMode mode;
49 49
     static std::vector<Room*> roomList;

+ 1
- 1
include/Room.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Room.h
3
- * \brief World Room Mesh
3
+ * \brief Room in World
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/RoomData.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/RoomData.h
3
- * \brief World Room Mesh
3
+ * \brief Auxiliary Room classes
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/RoomMesh.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/RoomMesh.h
3
- * \brief World Room Mesh
3
+ * \brief Room Mesh Geometry
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/RunTime.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/RunTime.h
3
- * \brief run time configuration storage
3
+ * \brief Runtime Configuration Storage
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Script.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Script.h
3
- * \brief Game script loader
3
+ * \brief Tomb Raider 2/3 Script Loader
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/SkeletalModel.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/SkeletalModel.h
3
- * \brief This is the factored out skeletal model class
3
+ * \brief Moveable Mesh Geometry
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz

+ 1
- 1
include/SoundManager.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/SoundManager.h
3
- * \brief This is the audio manager Header
3
+ * \brief Sound Source Manager
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/Sprite.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/Sprite.h
3
- * \brief World Sprite
3
+ * \brief 2D Billboard Collection
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/TextureManager.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/TextureManager.h
3
- * \brief Texture registry
3
+ * \brief Texture Registry
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz

+ 1
- 1
include/UI.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/UI.h
3
- * \brief Abstract UI interface
3
+ * \brief UI/Event Manager
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/World.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/World.h
3
- * \brief The game world (model)
3
+ * \brief World Model
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz

+ 1
- 1
include/commands/Command.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/commands/Command.h
3
- * \brief Command interface
3
+ * \brief Commands
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/commands/CommandBind.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/commands/CommandBind.h
3
- * \brief Bind Command interface
3
+ * \brief Bind Command
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/commands/CommandEngine.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/commands/CommandEngine.h
3
- * \brief Engine Command interface
3
+ * \brief Engine Commands
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/commands/CommandSet.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/commands/CommandSet.h
3
- * \brief Set Command interface
3
+ * \brief Get/Set Commands
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 0
- 673
include/games/TombRaider1.h View File

@@ -1,673 +0,0 @@
1
-/*!
2
- * \file include/games/TombRaider1.h
3
- * \brief Tomb Raider 1 items and states.
4
- *
5
- * Based on TR Rosetta Stone
6
- *
7
- * \author Mongoose
8
- * \author xythobuz
9
- */
10
-#ifndef _TOMBRAIDER1_H_
11
-#define _TOMBRAIDER1_H_
12
-
13
-/*!
14
- * \brief Tomb Raider 1 items and states
15
- */
16
-class TombRaider1 {
17
-  public:
18
-
19
-    /*!
20
-     * \brief States of a Wolf (Item 7)
21
-     */
22
-    enum WolfStates {
23
-        WolfState_Walking       = 1,
24
-        WolfState_Running       = 2,
25
-        WolfState_Jumping       = 3,
26
-        WolfState_Stalking      = 5,
27
-        WolfState_JumpingAttack = 6,
28
-        WolfState_Attacking     = 7,
29
-        WolfState_Lying         = 8,  //!< Lying down
30
-        WolfState_Getting       = 9,  //!< Getting ready to strike
31
-        WolfState_RunningJump   = 10,
32
-        WolfState_Dying         = 11,
33
-        WolfState_Biting        = 12
34
-    };
35
-
36
-    /*!
37
-     * \brief States of a Bear (Item 8)
38
-     */
39
-    enum BearStates {
40
-        BearState_Walking       = 0, //!< Walking on all fours
41
-        BearState_Getting       = 1, //!< Getting back to all fours
42
-        BearState_WalkingHind   = 2, //!< Walking on hind legs
43
-        BearState_Running       = 3, //!< Running on all fours
44
-        BearState_Rearing       = 4, //!< Rearing up on hind legs
45
-        BearState_Growling      = 5, //!< ?
46
-        BearState_RunningAttack = 6, //!< Running and attacking
47
-        BearState_Standing      = 7, //!< Standing on hind legs
48
-        BearState_Biting        = 8,
49
-        BearState_Dying         = 9
50
-    };
51
-
52
-    /*!
53
-     * \brief States of a Bat (Item 9)
54
-     */
55
-    enum BatStates {
56
-        BatState_Starting = 1, //!< Starting to fly
57
-        BatState_Flying   = 2, //!< Flying straight
58
-        BatState_Biting   = 3,
59
-        BatState_Circling = 4,
60
-        BatState_Dying    = 5
61
-    };
62
-
63
-    /*!
64
-     * \brief States of a Crocodile on land (Item 10)
65
-     */
66
-    enum CrocodileLandStates {
67
-        CrocodileLandState_Stationary = 1,
68
-        CrocodileLandState_Walking1   = 2,
69
-        CrocodileLandState_Walking2   = 3,
70
-        CrocodileLandState_Turning    = 4,
71
-        CrocodileLandState_Biting     = 5,
72
-        CrocodileLandState_Dying      = 7
73
-    };
74
-
75
-    /*!
76
-     * \brief States of a Crocodile in water (Item 11)
77
-     */
78
-    enum CrocodileWaterStates {
79
-        CrocodileWaterState_Swimming = 1,
80
-        CrocodileWaterState_Biting   = 2,
81
-        CrocodileWaterState_Dying    = 3
82
-    };
83
-
84
-    /*!
85
-     * \brief States of a Lion (Male & Female) and a Panther (Items 12, 13, 14)
86
-     */
87
-    enum LionStates {
88
-        LionState_Standing = 1,
89
-        LionState_Walking  = 2,
90
-        LionState_Leaping  = 3,
91
-        LionState_LeapBite = 4,
92
-        LionState_Dying    = 5,
93
-        LionState_Biting1  = 6,
94
-        LionState_Biting2  = 7
95
-    };
96
-
97
-    /*!
98
-     * \brief States of a Gorilla (Item 15)
99
-     */
100
-    enum GorillaStates {
101
-        GorillaState_Standing = 1,  //!< Standing on all fours
102
-        GorillaState_Running  = 3,  //!< Running on all fours
103
-        GorillaState_Walking  = 4,  //!< Walking on legs (attacking?)
104
-        GorillaState_Dying    = 5,
105
-        GorillaState_Thumping = 6,  //!< Thumping on chest
106
-        GorillaState_Waving   = 7,  //!< Waving arms
107
-        GorillaState_TurningL = 8,  //!< Turning leftward?
108
-        GorillaState_TurningR = 9,  //!< Turning rightward?
109
-        GorillaState_Jumping  = 10, //!< Jumping up and waving arms
110
-        GorillaState_Climbing = 11
111
-    };
112
-
113
-    /*!
114
-     * \brief States of a Giant Rat on land (Item 16)
115
-     */
116
-    enum GiantRatLandStates {
117
-        GiantRatLandState_Standing  = 1,
118
-        GiantRatLandState_JumpBite  = 2,
119
-        GiantRatLandState_Running   = 3,
120
-        GiantRatLandState_Biting    = 4,
121
-        GiantRatLandState_Dying     = 5,
122
-        GiantRatLandState_RearingUp = 6
123
-    };
124
-
125
-    /*!
126
-     * \brief States of a Giant Rat in the water (Item 17)
127
-     */
128
-    enum GiantRatWaterStates {
129
-        GiantRatWaterState_Swimming = 1,
130
-        GiantRatWaterState_Biting   = 2,
131
-        GiantRatWaterState_Dying    = 3
132
-    };
133
-
134
-    /*!
135
-     * \brief States of a Tyrannosaur (Item 18)
136
-     */
137
-    enum TyrannosaurStates {
138
-        TyrannosaurState_Standing  = 1,
139
-        TyrannosaurState_Walking   = 2,
140
-        TyrannosaurState_Running   = 3,
141
-        TyrannosaurState_Dying     = 5,
142
-        TyrannosaurState_Bellowing = 6,
143
-        TyrannosaurState_Biting    = 7,
144
-        TyrannosaurState_Shaking   = 8  //!< Shaking Head and Spitting Out
145
-    };
146
-
147
-    /*!
148
-     * \brief States of a Raptor (Item 19)
149
-     */
150
-    enum RaptorStates {
151
-        RaptorState_Dying     = 0,
152
-        RaptorState_Standing  = 1,
153
-        RaptorState_Walking   = 2,
154
-        RaptorState_Running   = 3,
155
-        RaptorState_JumpBite  = 4,
156
-        RaptorState_Bellowing = 6,
157
-        RaptorState_RunBellow = 7,
158
-        RaptorState_Biting    = 8
159
-    };
160
-
161
-    /*!
162
-     * \brief States of a Winged Mutant (Item 20)
163
-     */
164
-    enum WingedMutantStates {
165
-        WingedMutantState_Crouching = 1,
166
-        WingedMutantState_Walking   = 2,
167
-        WingedMutantState_Running   = 3,
168
-        WingedMutantState_Biting    = 4,
169
-        WingedMutantState_Looking   = 6,
170
-        WingedMutantState_Jumping   = 7,
171
-        WingedMutantState_Clawing   = 8,
172
-        WingedMutantState_Aiming    = 9,  //!< Aiming Right-Hand Gun
173
-        WingedMutantState_AimFire   = 10, //!< Aiming and Firing Left-Hand Gun
174
-        WingedMutantState_Firing    = 11, //!< Firing Right-Hand Gun
175
-        WingedMutantState_Standing  = 12,
176
-        WingedMutantState_Flying    = 13
177
-    };
178
-
179
-    /*!
180
-     * \brief States of a Centaur Mutant (Item 23)
181
-     */
182
-    enum CentaurMutantStates {
183
-        CentaurMutantState_Standing  = 1,
184
-        CentaurMutantState_Firing    = 2,
185
-        CentaurMutantState_Galloping = 3,
186
-        CentaurMutantState_Aiming    = 4,
187
-        CentaurMutantState_Dying     = 5,
188
-        CentaurMutantState_Rearing   = 6  //!<  Rearing up
189
-    };
190
-
191
-    /*!
192
-     * \brief States of a Mummy (Item 24)
193
-     */
194
-    enum MummyStates {
195
-        MummyState_Standing = 1,
196
-        MummyState_Falling  = 2  //!< Falling forward
197
-    };
198
-
199
-    /*!
200
-     * \brief States of Larson (Item 27)
201
-     */
202
-    enum LarsonStates {
203
-        LarsonState_Walking1    = 0,
204
-        LarsonState_StandingGun = 1,
205
-        LarsonState_Walking2    = 2,
206
-        LarsonState_Running     = 3,
207
-        LarsonState_Aiming      = 4,
208
-        LarsonState_Injured     = 5, //!< Injured by gunshot / Dying
209
-        LarsonState_Standing    = 6,
210
-        LarsonState_Firing      = 7
211
-    };
212
-
213
-    /*!
214
-     * \brief States of Pierre (Item 28)
215
-     */
216
-    enum PierreStates {
217
-        PierreState_Standing   = 1,
218
-        PierreState_Walking    = 2,
219
-        PierreState_Running    = 3,
220
-        PierreState_Aiming     = 4,
221
-        PierreState_Dying      = 5,
222
-        PierreState_Holstering = 6,
223
-        PierreState_Firing     = 7
224
-    };
225
-
226
-    /*!
227
-     * \brief States of the Skateboard (Item 29)
228
-     */
229
-    enum SkateboardStates {
230
-        SkateboardState_BeingTurned = 0,
231
-        SkateboardState_Stationary1 = 1,
232
-        SkateboardState_Stationary2 = 2,
233
-        SkateboardState_Stationary3 = 3,
234
-        SkateboardState_Stationary4 = 4
235
-    };
236
-
237
-    /*!
238
-     * \brief States of the Skateboard Kid (Item 30)
239
-     */
240
-    enum SkateboardKidStates {
241
-        SkateboardKidState_Turning = 0, //!< Turning and Aiming?
242
-        SkateboardKidState_Firing1 = 1,
243
-        SkateboardKidState_Skating = 2,
244
-        SkateboardKidState_Aiming  = 3,
245
-        SkateboardKidState_Firing2 = 4,
246
-        SkateboardKidState_Dying   = 5
247
-    };
248
-
249
-    /*!
250
-     * \brief States of the Cowboy (Item 31)
251
-     */
252
-    enum CowboyStates {
253
-        CowboyState_Aiming1 = 1,
254
-        CowboyState_Walking = 2,
255
-        CowboyState_Running = 3,
256
-        CowboyState_Aiming2 = 4,
257
-        CowboyState_Dying   = 5,
258
-        CowboyState_Firing  = 6
259
-    };
260
-
261
-    /*!
262
-     * \brief States of Mr. T (Item 32)
263
-     */
264
-    enum MrTStates {
265
-        MrTState_Dying    = 0,
266
-        MrTState_Standing = 1,
267
-        MrTState_Walking  = 2,
268
-        MrTState_Running  = 3,
269
-        MrTState_Aiming   = 4,
270
-        MrTState_Firing   = 6
271
-    };
272
-
273
-    /*!
274
-     * \brief States of Winged Natla (Item 33)
275
-     */
276
-    enum WingedNatlaStates {
277
-        WingedNatlaState_Standing1 = 1,
278
-        WingedNatlaState_Flying    = 2,
279
-        WingedNatlaState_Running   = 3,
280
-        WingedNatlaState_Aiming    = 4, //!< Aiming and Firing
281
-        WingedNatlaState_Dying1    = 5, //!< "Dying" the first time
282
-        WingedNatlaState_Spinning  = 7, //!< Spinning around in air
283
-        WingedNatlaState_Standing2 = 8,
284
-        WingedNatlaState_Dying2    = 9  //!< Dying for real
285
-    };
286
-
287
-    /*!
288
-     * \brief States of the Giant Mutant (Item 34)
289
-     */
290
-    enum GiantMutantStates {
291
-        GiantMutantState_Dying         = 0,
292
-        GiantMutantState_Sitting       = 1, //!< Sitting on floor
293
-        GiantMutantState_Pulling       = 2, //!< Pulling self forward
294
-        GiantMutantState_SlappingRight = 4, //!< Slapping with right hand
295
-        GiantMutantState_SlappingBoth  = 5, //!< Slapping with both hands
296
-        GiantMutantState_MakingWave    = 6, //!< Making big wave with right hand
297
-        GiantMutantState_Dropping      = 8, //!< Dropping to floor after hatching
298
-        GiantMutantState_RaisingArms   = 9,
299
-        GiantMutantState_Shaking       = 11 //!< Shaking victim with right hand
300
-    };
301
-
302
-    /*!
303
-     * \brief States of a piece of Collapsible Floor (Item 35)
304
-     */
305
-    enum CollapsibleFloorStates {
306
-        CollapsibleFloorState_Stationary = 0,
307
-        CollapsibleFloorState_Shaking    = 1,
308
-        CollapsibleFloorState_Falling    = 2,
309
-        CollapsibleFloorState_Settling   = 3  //!< Settling down
310
-    };
311
-
312
-    /*!
313
-     * \brief States of a Swinging Blade (Item 36)
314
-     */
315
-    enum SwingingBladeStates {
316
-        SwingingBladeState_Stationary = 0,
317
-        SwingingBladeState_Swinging   = 2
318
-    };
319
-
320
-    /*!
321
-     * \brief States of a Boulder (Item 38)
322
-     */
323
-    enum BoulderStates {
324
-        BoulderState_Stationary = 0,
325
-        BoulderState_Rolling    = 1
326
-    };
327
-
328
-    /*!
329
-     * \brief States of a Dart Gun (Item 40)
330
-     */
331
-    enum DartGunStates {
332
-        DartGunState_Idle   = 0, //!< ?
333
-        DartGunState_Firing = 1  //!< ?
334
-    };
335
-
336
-    /*!
337
-     * \brief States of a Door opening upwards (Item 41)
338
-     */
339
-    enum DoorUpwardStates {
340
-        DoorUpwardState_Upward = 0,
341
-        DoorUpwardState_OnSide = 1
342
-    };
343
-
344
-    /*!
345
-     * \brief States of a Slamming Door (Item 42)
346
-     */
347
-    enum SlammingDoorStates {
348
-        SlammingDoorState_Open   = 0,
349
-        SlammingDoorState_Closed = 1
350
-    };
351
-
352
-    /*!
353
-     * \brief States of the Handle of Thors Hammer (Item 44)
354
-     */
355
-    enum ThorHammerHandleStates {
356
-        ThorHammerHandleState_Stationary = 0, //!< Stationary in up position
357
-        ThorHammerHandleState_Moving1    = 1, //!< Moving down a little and returning
358
-        ThorHammerHandleState_Moving2    = 2, //!< Moving down all the way
359
-        ThorHammerHandleState_Stopped    = 3  //!< Stopped at down position
360
-    };
361
-
362
-    /*!
363
-     * \brief States of the Block of Thors Hammer (Item 45)
364
-     */
365
-    enum ThorHammerBlockStates {
366
-        ThorHammerBlockState_Stationary = 0,
367
-        ThorHammerBlockState_Moving1    = 1, //!< Moving down a little and returning
368
-        ThorHammerBlockState_Moving2    = 2  //!< Moving down all the way
369
-    };
370
-
371
-    /*!
372
-     * \brief States of a Metal Rod (Item 47)
373
-     */
374
-    enum MetalRodStates {
375
-        MetalRodState_Stationary = 0,
376
-        MetalRodState_Moving     = 1
377
-    };
378
-
379
-    /*!
380
-     * \brief States of a Pushable Cubical (Item 48 - 51)
381
-     */
382
-    enum PushableStates {
383
-        PushableState_Stationary = 0,
384
-        PushableState_Pulled     = 1, //!< ?
385
-        PushableState_Pushed     = 2  //!< ?
386
-    };
387
-
388
-    /*!
389
-     * \brief States of a Movable Tall Block (Item 52)
390
-     */
391
-    enum MovableTallBlockStates {
392
-        MovableTallBlockState_Stationary     = 0,
393
-        MovableTallBlockState_MovingForward  = 1, //!< ?
394
-        MovableTallBlockState_MovingBackward = 2  //!< ?
395
-    };
396
-
397
-    /*!
398
-     * \brief States of Falling Pieces (Item 53)
399
-     */
400
-    enum FallingPiecesStates {
401
-        FallingPiecesState_Stationary = 0,
402
-        FallingPiecesState_Falling    = 1,
403
-        FallingPiecesState_Settling   = 2  //!< Settling down
404
-    };
405
-
406
-    /*!
407
-     * \brief States of a Switch (Item 55, 56)
408
-     */
409
-    enum SwitchStates {
410
-        SwitchState_Off = 0,
411
-        SwitchState_On  = 1  //!< States may be reversed
412
-    };
413
-
414
-    /*!
415
-     * \brief States of a Door (Item 57 - 66)
416
-     */
417
-    enum DoorStates {
418
-        DoorState_Closed = 0,
419
-        DoorState_Open   = 1
420
-    };
421
-
422
-    /*!
423
-     * \brief States of a Cog (Item 74 - 76)
424
-     */
425
-    enum CogStates {
426
-        CogState_Stationary = 0,
427
-        CogState_Turning    = 1
428
-    };
429
-
430
-    /*!
431
-     * \brief States of a Shack (Item 162)
432
-     */
433
-    enum ShackStates {
434
-        ShackState_StartingPosition = 0,
435
-        ShackState_DroppingFirst    = 1, //!< Dropping after first fuse
436
-        ShackState_DroppingSecond   = 2, //!< Dropping after second fuse
437
-        ShackState_DroppingThird    = 3, //!< Dropping to ground after third fuse
438
-        ShackState_OnGround         = 4
439
-    };
440
-
441
-    /*!
442
-     * \brief States of a Mutant Egg & Holder (Item 163 & 181)
443
-     */
444
-    enum MutantEggStates {
445
-        MutantEggState_Starting = 0,
446
-        MutantEggState_Hatching = 1  //!< Is the fragmenting hardcoded?
447
-    };
448
-
449
-    /*!
450
-     * \brief States of a Motorboat (Item 182)
451
-     */
452
-    enum MotorboatStates {
453
-        MotorboatState_StationaryInitial = 1,
454
-        MotorboatState_Moving            = 2,
455
-        MotorboatState_StationaryFinal   = 3
456
-    };
457
-
458
-    /*!
459
-     * \brief Items & IDs in Tomb Raider 1
460
-     */
461
-    enum Items {
462
-        Lara             = 0,
463
-        PistolAnimation  = 1,
464
-        ShotgunAnimation = 2,
465
-        MagnumAnimation  = 3,
466
-        LaraAlternate    = 4,  //!< Lara's home appearance, wounded, or turned to gold
467
-        UziAnimation     = 5,
468
-        LaraMutant       = 6,
469
-        Wolf             = 7,
470
-        Bear             = 8,
471
-        Bat              = 9,
472
-        CrocodileLand    = 10,
473
-        CrocodileWater   = 11,
474
-        LionMale         = 12,
475
-        LionFemale       = 13, //!< Same states as Male Lion
476
-        Panther          = 14, //!< Same states as Male and Female Lion
477
-        Gorilla          = 15,
478
-        GiantRatLand     = 16,
479
-        GiantRatWater    = 17,
480
-        Tyrannosaur      = 18,
481
-        Raptor           = 19,
482
-        WingedMutant     = 20, //!< Also winged mummy (unused)
483
-        LaraHips1        = 21,
484
-        LaraHips2        = 22,
485
-        CentaurMutant    = 23,
486
-        Mummy            = 24,
487
-
488
-        Larson           = 27,
489
-        Pierre           = 28,
490
-        Skateboard       = 29,
491
-        SkateboardKid    = 30,
492
-        Cowboy           = 31,
493
-        MrT              = 32,
494
-        WingedNatla      = 33, //!< Actually Natla with a winged mutant
495
-        GiantMutant      = 34,
496
-        CollapsibleFloor = 35,
497
-        SwingingBlade    = 36,
498
-        Spikes           = 37,
499
-        Boulder          = 38,
500
-        Dart             = 39,
501
-        DartGun          = 40,
502
-        DoorUpward       = 41,
503
-        SlammingDoor     = 42,
504
-        SwordOfDamocles1 = 43,
505
-        ThorHammerHandle = 44,
506
-        ThorHammerBlock  = 45,
507
-        HangingBall      = 46, //!< Hanging ball? Some kind of box?
508
-        MetalRod         = 47, //!< Metal rod? / Powered mining cart
509
-        PushableCubical1 = 48,
510
-        PushableCubical2 = 49,
511
-        PushableCubical3 = 50,
512
-        PushableCubical4 = 51,
513
-        MovableTallBlock = 52,
514
-        FallingPieces    = 53,
515
-        SwordOfDamocles2 = 54,
516
-        AboveWaterSwitch = 55,
517
-        UnderWaterSwitch = 56,
518
-        Door1            = 57,
519
-        Door2            = 58,
520
-        Door3            = 59,
521
-        Door4            = 60,
522
-        Door5            = 61,
523
-        Door6            = 62,
524
-        Door7            = 63,
525
-        Door8            = 64,
526
-        Trapdoor1        = 65, //!< Uses DoorStates
527
-        Trapdoor2        = 66, //!< Uses DoorStates
528
-
529
-        BridgeFlat       = 68,
530
-        BridgeSlope1     = 69,
531
-        BridgeSlope2     = 70,
532
-        PassportOpen     = 71, //!< Passport opening up
533
-        Compass          = 72,
534
-
535
-        Cogs1            = 74, //!< animated
536
-        Cogs2            = 75, //!< animated
537
-        Cogs3            = 76, //!< animated
538
-        CS_Lara          = 77, //!< Lara / Scion holder in Cut Scene
539
-        CS_Larson        = 78, //!< Larson / Natla / Scion holder in Cut Scene
540
-        CS_LarsonGun     = 79, //!< Larsons gun / Scion / Natla in Cut Scene
541
-        CS_Scion         = 80, //!< Scion in Cut Scene
542
-        PassportClosed   = 81, //!< Passport closed
543
-        N                = 82, //!< N-thingy, Playstation memory card?
544
-        SaveCrystal      = 83,
545
-        _Pistols         = 84,
546
-        _Shotgun         = 85,
547
-        _Magnums         = 86,
548
-        _Uzis            = 87,
549
-        _PistolAmmo      = 88, //!< ?
550
-        _ShotgunAmmo     = 89,
551
-        _MagnumAmmo      = 90,
552
-        _UziAmmo         = 91,
553
-
554
-        _SmallMedipack   = 93,
555
-        _LargeMedipack   = 94,
556
-        Sunglasses       = 95,
557
-        Cassette         = 96, // Cassette player and headphones
558
-        DirectionKeys    = 97,
559
-
560
-        Pistol           = 99,
561
-        Shotgun          = 100,
562
-        Magnum           = 101,
563
-        Uzi              = 102,
564
-        PistolAmmo       = 103, //!< ?
565
-        ShotgunAmmo      = 104,
566
-        MagnumAmmo       = 105,
567
-        UziAmmo          = 106,
568
-
569
-        SmallMedipack    = 108,
570
-        LargeMedipack    = 109,
571
-        _Puzzle1         = 110,
572
-        _Puzzle2         = 111,
573
-        _Puzzle3         = 112,
574
-        _Puzzle4         = 113,
575
-        Puzzle1          = 114,
576
-        Puzzle2          = 115,
577
-        Puzzle3          = 116,
578
-        Puzzle4          = 117,
579
-        Slot1Empty       = 118,
580
-        Slot2Empty       = 119,
581
-        Slot3Empty       = 120,
582
-        Slot4Empty       = 121,
583
-        Slot1Full        = 122,
584
-        Slot2Full        = 123,
585
-        Slot3Full        = 124,
586
-        Slot4Full        = 125,
587
-        _Pickup1         = 126,
588
-        Pickup1          = 127,
589
-        LaraHips3        = 128,
590
-        _Key1            = 129,
591
-        _Key2            = 130,
592
-        _Key3            = 131,
593
-        _Key4            = 132,
594
-        Key1             = 133,
595
-        Key2             = 134,
596
-        Key3             = 135,
597
-        Key4             = 136,
598
-        Lock1            = 137,
599
-        Lock2            = 138,
600
-        Lock3            = 139,
601
-        Lock4            = 140,
602
-
603
-        _ScionPiece      = 143,
604
-
605
-        CompleteScion    = 146,
606
-        ScionHolder      = 147,
607
-
608
-        ScionPiece       = 150,
609
-        _Flare           = 151, //!< Flare(?) / Explosion
610
-
611
-        _Splash          = 153,
612
-
613
-        _Bubbles1        = 155,
614
-        _Bubbles2        = 156,
615
-
616
-        _BloodSplatter   = 158,
617
-
618
-        _FlyingDisk      = 160,
619
-        CentaurStatue    = 161,
620
-        Shack            = 162, //!< Suspended from wire rope
621
-        MutantEggNormal  = 163, //!< Mutant Egg and Holder (Normal)
622
-        _BulletHit       = 164,
623
-        _Sparkle         = 165,
624
-        Gunflare1        = 166,
625
-
626
-        LaraHips4        = 169,
627
-        LaraHips5        = 170,
628
-
629
-        MutantBullet     = 172,
630
-        MutantGrenade    = 173,
631
-
632
-        _Splatter        = 176,
633
-        LaraHips6        = 177,
634
-        _Fire            = 178,
635
-        LaraHips7        = 179,
636
-        FlowingLava      = 180, //!< Flowing Atlantean Lava
637
-        MutantEggBig     = 181, //!< Mutant Egg and Holder (Big)
638
-        Motorboat        = 182,
639
-        LaraHips8        = 183,
640
-
641
-        ShrinkingWedge   = 189, //!< ?
642
-        _StandardSymbols = 190,
643
-        _Plant1          = 191,
644
-        _Plant2          = 192,
645
-        _Plant3          = 193,
646
-        _Plant4          = 194,
647
-        _Plant5          = 195,
648
-
649
-        _Bag1            = 200,
650
-
651
-        _Bag2            = 204,
652
-
653
-        Gunflare2        = 207,
654
-
655
-        _Rock1           = 212,
656
-        _Rock2           = 213,
657
-        _Rock3           = 214,
658
-        _Bag3            = 215,
659
-        _Pottery1        = 216,
660
-        _Pottery2        = 217,
661
-
662
-        _PaintedPot      = 231,
663
-
664
-        _IncaMummy       = 233,
665
-
666
-        _Pottery3        = 236,
667
-        _Pottery4        = 237,
668
-        _Pottery5        = 238,
669
-        _Pottery6        = 239
670
-    };
671
-};
672
-
673
-#endif

+ 4
- 4
include/global.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/global.h
3
- * \brief Global typedefs
3
+ * \brief Included everywhere
4 4
  *
5 5
  * \author xythobuz
6 6
  */
@@ -75,15 +75,15 @@ typedef enum {
75 75
 #include <GL/wglew.h>
76 76
 #pragma comment(lib, "glew32.lib")
77 77
 #else // _WIN32
78
-//! \todo gl3 header?
78
+//! \fixme gl3 header?
79 79
 #include <GL/gl.h>
80 80
 #include <GL/glext.h>
81 81
 #endif // _WIN32
82 82
 #endif // __APPLE__
83 83
 
84
-/*! \todo Is there a better way to handle this?
84
+/*! \fixme Is there a better way to handle this?
85 85
  * We wan't to use our own assert(). Unfortunately, glm includes
86
- * <cassert> in its headers. So we need to define NDEBUG here.
86
+ * cassert in its headers. So we need to define NDEBUG here.
87 87
  * To avoid a conflict, our flag is now called NODEBUG instead.
88 88
  */
89 89
 #define NDEBUG

+ 1
- 1
include/system/Font.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/Font.h
3
- * \brief Font interface
3
+ * \brief Font Interface
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/FontImGui.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/FontImGui.h
3
- * \brief Default Font implementation
3
+ * \brief Default Font Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/FontTTF.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/FontTTF.h
3
- * \brief TrueType Font implementation
3
+ * \brief TrueType Font Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/Shader.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/Shader.h
3
- * \brief OpenGL Shader implementation
3
+ * \brief OpenGL Shader Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/Sound.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/Sound.h
3
- * \brief This is the audio manager Header
3
+ * \brief Sound Interface
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/SoundAL.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/SoundAL.h
3
- * \brief This is the OpenAL audio manager Header
3
+ * \brief OpenAL Sound Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/Window.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/Window.h
3
- * \brief Windowing interface
3
+ * \brief Windowing Interface
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/WindowGLFW.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/WindowGLFW.h
3
- * \brief GLFW windowing implementation
3
+ * \brief GLFW Windowing Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/system/WindowSDL.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file include/system/WindowSDL.h
3
- * \brief SDL windowing implementation
3
+ * \brief SDL2 Windowing Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
include/utils/Folder.h View File

@@ -1,5 +1,5 @@
1 1
 /*!
2
- * \file include/utils/FileSystem.h
2
+ * \file include/utils/Folder.h
3 3
  * \brief Recursive file-system walking utilities
4 4
  *
5 5
  * \author xythobuz

+ 1
- 1
src/Camera.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Camera.cpp
3
- * \brief Camera class
3
+ * \brief Camera, View Frustum
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz

+ 1
- 1
src/Console.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Console.cpp
3
- * \brief Console class
3
+ * \brief Console Window
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/Entity.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Entity.cpp
3
- * \brief World Entities
3
+ * \brief Things in the World
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/Game.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Game.cpp
3
- * \brief Game abstraction
3
+ * \brief Gameplay Handler
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/Log.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Log.cpp
3
- * \brief Log
3
+ * \brief Global Logging Utility
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/Menu.cpp View File

@@ -78,7 +78,7 @@ void Menu::shutdown() {
78 78
 
79 79
     scripts.clear();
80 80
     paths.clear();
81
-    images.clear(); //! \TODO free texture slots
81
+    images.clear(); //! \fixme free texture slots
82 82
 }
83 83
 
84 84
 void Menu::display() {

+ 1
- 1
src/Mesh.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Mesh.cpp
3
- * \brief OpenGL Mesh
3
+ * \brief Textured/Colored Mesh
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 11
- 8
src/Render.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Render.cpp
3
- * \brief OpenRaider Renderer class
3
+ * \brief World Renderer
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz
@@ -47,8 +47,8 @@ void Render::display() {
47 47
 
48 48
     if (Camera::update()) {
49 49
         int r = Camera::getRoom();
50
+        clearRoomList();
50 51
         if (r < 0) {
51
-            clearRoomList();
52 52
             buildRoomList();
53 53
         } else {
54 54
             buildRoomList(r);
@@ -78,16 +78,16 @@ void Render::display() {
78 78
     }
79 79
 }
80 80
 
81
-void Render::buildRoomList(int room) {
81
+void Render::buildRoomList(int room, int budget) {
82 82
     if (room < -1) {
83 83
         // Check if the camera currently is in a room...
84 84
         for (int i = 0; i < getWorld().sizeRoom(); i++) {
85 85
             if (getWorld().getRoom(i).getBoundingBox().inBox(Camera::getPosition())) {
86
-                buildRoomList(i);
86
+                buildRoomList(i, budget);
87 87
                 return;
88 88
             }
89 89
         }
90
-        buildRoomList(-1);
90
+        buildRoomList(-1, budget);
91 91
     } else if (room == -1) {
92 92
         // Check visibility for all rooms!
93 93
         for (int i = 0; i < getWorld().sizeRoom(); i++) {
@@ -96,7 +96,7 @@ void Render::buildRoomList(int room) {
96 96
             }
97 97
         }
98 98
     } else {
99
-        // Check visibility of room and connected rooms, recursively?
99
+        // Check visibility of room and connected rooms, recursively
100 100
         if (Camera::boxInFrustum(getWorld().getRoom(room).getBoundingBox())) {
101 101
             roomList.push_back(&getWorld().getRoom(room));
102 102
             for (int i = 0; i < getWorld().getRoom(room).sizePortals(); i++) {
@@ -108,8 +108,11 @@ void Render::buildRoomList(int room) {
108 108
                         break;
109 109
                     }
110 110
                 }
111
-                if (!found)
112
-                    buildRoomList(r);
111
+                if (!found) {
112
+                    if (budget > 0) {
113
+                        buildRoomList(r, --budget);
114
+                    }
115
+                }
113 116
             }
114 117
         }
115 118
     }

+ 1
- 1
src/Room.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Room.cpp
3
- * \brief World Room Mesh
3
+ * \brief Room in World
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/RoomData.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/RoomData.cpp
3
- * \brief World Room Mesh
3
+ * \brief Auxiliary Room classes
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/RoomMesh.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/RoomMesh.cpp
3
- * \brief World Room Mesh
3
+ * \brief Room Mesh Geometry
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/RunTime.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/RunTime.cpp
3
- * \brief run time configuration storage
3
+ * \brief Runtime Configuration Storage
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/Script.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Script.cpp
3
- * \brief Game script loader
3
+ * \brief Tomb Raider 2/3 Script Loader
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/SkeletalModel.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/SkeletalModel.cpp
3
- * \brief This is the factored out skeletal model class
3
+ * \brief Moveable Mesh Geometry
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz

+ 1
- 1
src/SoundManager.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/SoundManager.cpp
3
- * \brief This is the audio manager Implementation
3
+ * \brief Sound Source Manager
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/Sprite.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/Sprite.cpp
3
- * \brief World Sprite
3
+ * \brief 2D Billboard Collection
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 2
- 2
src/TextureManager.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/TextureManager.cpp
3
- * \brief Texture registry
3
+ * \brief Texture Registry
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz
@@ -210,7 +210,7 @@ int TextureManager::numTextures(TextureStorage s) {
210 210
 
211 211
 void TextureManager::bindTextureId(unsigned int n, TextureStorage s, unsigned int unit) {
212 212
     assertLessThan(n, getIds(s).size());
213
-    assertLessThan(unit, 80); //! \todo Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
213
+    assertLessThan(unit, 80); //! \fixme Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
214 214
 
215 215
     glActiveTexture(GL_TEXTURE0 + unit);
216 216
     glBindTexture(GL_TEXTURE_2D, getIds(s).at(n));

+ 2
- 2
src/UI.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/UI.cpp
3
- * \brief UI interface manager
3
+ * \brief UI/Event Manager
4 4
  *
5 5
  * \author xythobuz
6 6
  */
@@ -83,7 +83,7 @@ int UI::initialize() {
83 83
     io.ImeSetInputScreenPosFn = Window::inputPositionCallback;
84 84
 
85 85
     // Load font texture
86
-    //! \TODO allow loading other TTF fonts
86
+    //! \fixme allow loading other TTF fonts
87 87
     unsigned char* pixels;
88 88
     int width, height;
89 89
     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);

+ 1
- 1
src/World.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/World.cpp
3
- * \brief The game world (model)
3
+ * \brief World Model
4 4
  *
5 5
  * \author Mongoose
6 6
  */

+ 1
- 1
src/commands/CommandBind.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/commands/CommandBind.cpp
3
- * \brief Bind command
3
+ * \brief Bind Command
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/commands/CommandEngine.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/commands/CommandEngine.cpp
3
- * \brief Engine commands
3
+ * \brief Engine Commands
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/commands/CommandSet.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/commands/CommandSet.cpp
3
- * \brief Set command
3
+ * \brief Get/Set Commands
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/loader/LoaderTR1.cpp View File

@@ -127,7 +127,7 @@ void LoaderTR1::loadRoomStaticMeshes(std::vector<StaticModel*>& staticModels) {
127 127
         uint16_t rotation = file.readU16();
128 128
 
129 129
         // Constant lighting, 0xFFFF means use mesh lighting
130
-        //! \todo Use static mesh lighting information
130
+        //! \fixme Use static mesh lighting information
131 131
         uint16_t intensity1 = file.readU16();
132 132
 
133 133
         // Which StaticMesh item to draw

+ 2
- 2
src/loader/LoaderTR2.cpp View File

@@ -223,7 +223,7 @@ void LoaderTR2::loadRoomStaticMeshes(std::vector<StaticModel*>& staticModels) {
223 223
         uint16_t rotation = file.readU16();
224 224
 
225 225
         // Constant lighting, 0xFFFF means use mesh lighting
226
-        //! \todo Use static mesh lighting information
226
+        //! \fixme Use static mesh lighting information
227 227
         uint16_t intensity1 = file.readU16();
228 228
         uint16_t intensity2 = file.readU16();
229 229
 
@@ -381,7 +381,7 @@ void LoaderTR2::loadRooms() {
381 381
             int16_t yCorner4 = file.read16();
382 382
             int16_t zCorner4 = file.read16();
383 383
 
384
-            //! \fixme TODO translate vertices by room offset!
384
+            // TODO translate vertices by room offset!
385 385
 
386 386
             portals.push_back(new Portal(adjoiningRoom,
387 387
                                          glm::vec3(xNormal, yNormal, zNormal),

+ 1
- 1
src/main.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/main.cpp
3
- * \brief Where main() is
3
+ * \brief Main Entry Point
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/system/Font.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/Font.cpp
3
- * \brief Font implementation
3
+ * \brief Font Interface
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/system/FontImGui.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/FontImGui.cpp
3
- * \brief Default Font implementation
3
+ * \brief Default Font Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 3
- 3
src/system/FontTTF.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/FontTTF.cpp
3
- * \brief TrueType Font implementation
3
+ * \brief TrueType Font Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */
@@ -34,7 +34,7 @@ FontMapTTF::~FontMapTTF() {
34 34
     }
35 35
 
36 36
     if (texture > -1) {
37
-        //! \todo _Free_ the TextureManager buffer slot
37
+        //! \fixme Free the TextureManager buffer slot
38 38
     }
39 39
 }
40 40
 
@@ -267,7 +267,7 @@ int FontTTF::charIsMapped(int c) {
267 267
 
268 268
 int FontTTF::getQuad(int c, float* xpos, float* ypos, stbtt_aligned_quad* quad) {
269 269
     if (c < 0) {
270
-        //! \todo This has nothing to do with proper UTF8 support...
270
+        //! \fixme This has nothing to do with proper UTF8 support...
271 271
         c += 128;
272 272
     }
273 273
 

+ 2
- 2
src/system/Shader.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/Shader.cpp
3
- * \brief OpenGL Shader implementation
3
+ * \brief OpenGL Shader Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */
@@ -78,7 +78,7 @@ ShaderTexture::~ShaderTexture() {
78 78
     glDeleteRenderbuffers(1, &depth);
79 79
     glDeleteFramebuffers(1,  &framebuffer);
80 80
 
81
-    //! \TODO free texture slot
81
+    //! \fixme free texture slot
82 82
 }
83 83
 
84 84
 void ShaderTexture::clear() {

+ 1
- 1
src/system/Sound.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/Sound.cpp
3
- * \brief This is the audio manager Implementation
3
+ * \brief Sound Interface
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/system/SoundAL.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/SoundAL.cpp
3
- * \brief This is the OpenAL audio manager Implementation
3
+ * \brief OpenAL Sound Implementation
4 4
  *
5 5
  * \author Mongoose
6 6
  * \author xythobuz

+ 1
- 1
src/system/Window.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/Window.cpp
3
- * \brief windowing implementation
3
+ * \brief Windowing Interface
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 3
- 3
src/system/WindowGLFW.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/WindowGLFW.cpp
3
- * \brief GLFW windowing implementation
3
+ * \brief GLFW Windowing Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */
@@ -93,7 +93,7 @@ void WindowGLFW::setSize(glm::i32vec2 s) {
93 93
 
94 94
 void WindowGLFW::setFullscreen(bool f) {
95 95
     fullscreen = f;
96
-    //! \todo GLFW does not support toggling fullscreen?!
96
+    //! \fixme GLFW does not support toggling fullscreen?!
97 97
 }
98 98
 
99 99
 void WindowGLFW::setMousegrab(bool g) {
@@ -166,7 +166,7 @@ void WindowGLFW::keyCallback(GLFWwindow* w, int key, int scancode, int action, i
166 166
     }
167 167
 
168 168
     if (textinput && (action != GLFW_RELEASE)) {
169
-        //! \todo GLFW does not support UTF8 text input?!
169
+        //! \fixme GLFW does not support UTF8 text input?!
170 170
         if ((key >= '0') && (key <= '9')) {
171 171
             char s[2] = { (char)key, '\0' };
172 172
             UI::handleText(s, false);

+ 1
- 1
src/system/WindowSDL.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/system/WindowSDL.cpp
3
- * \brief SDL windowing implementation
3
+ * \brief SDL2 Windowing Implementation
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/utils/Folder.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file src/utils/Folder.cpp
3
- * \brief Recursive file-system walking utilities
3
+ * \brief File-system walking utilities
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
src/utils/FolderRecursive.cpp View File

@@ -1,5 +1,5 @@
1 1
 /*!
2
- * \file src/utils/Folder.cpp
2
+ * \file src/utils/FolderRecursive.cpp
3 3
  * \brief Recursive file-system walking utilities
4 4
  *
5 5
  * \author xythobuz

+ 1
- 1
test/Script.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file test/Script.cpp
3
- * \brief Game script loader unit test
3
+ * \brief Tomb Raider Script Loader Unit Test
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
test/ScriptPayload.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file test/ScriptPayload.h
3
- * \brief Game script loader unit test payload
3
+ * \brief Tomb Raider Script Loader Unit Test Payload
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
test/ScriptTest.h View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file test/ScriptTest.h
3
- * \brief Game script loader unit test payload
3
+ * \brief Tomb Raider Script Loader Unit Test Header
4 4
  *
5 5
  * \author xythobuz
6 6
  */

+ 1
- 1
test/binary.cpp View File

@@ -1,6 +1,6 @@
1 1
 /*!
2 2
  * \file test/binary.cpp
3
- * \brief Binary Unit Test
3
+ * \brief Binary File Reading Unit Test
4 4
  *
5 5
  * \author xythobuz
6 6
  */

Loading…
Cancel
Save