diff --git a/include/ZE_Defines.h b/include/ZE_Defines.h
index 4730c7c..bededf9 100644
--- a/include/ZE_Defines.h
+++ b/include/ZE_Defines.h
@@ -1,41 +1,41 @@
-/*******************************************************************************
- This file is Part of the ZEngine Library for 2D game development.
- Copyright (C) 2002, 2003 James Turk
-
- Licensed under a BSD-style license.
-
- The maintainer of this library is James Turk (james@conceptofzero.net)
- and the home of this Library is http://www.zengine.sourceforge.net
-*******************************************************************************/
-
-/*!
- \file ZE_Defines.h
- \brief Define file for ZEngine where all #define statements to control compilation options are placed.
-
- Definition file, holds #define statements describing optional features of ZEngine.
-
$Id: ZE_Defines.h,v 1.24 2003/10/03 22:03:29 cozman Exp $
- \author James Turk
-**/
-
-#ifndef __ze_defines_h__
-#define __ze_defines_h__
-
-//Defines- undefine any of these if you dont have the indicated SDL extension//
-
-//! OpenGL 2D Rendering Target.
-#define ZE_OGL (1)
-//! SDL Rendering Target.
-#define ZE_SDL (2)
-//! Define the graphics backend for ZEngine to use. (Options are ZE_OGL,ZE_SDL,ZE_D3D)
-#define GFX_BACKEND (ZE_OGL)
-
-//! Define to include font support.
-#define USE_SDL_TTF
-//! Define to include non-bmp image file support.
-#define USE_SDL_IMAGE
-//! Define to include sound support.
-#define USE_SDL_MIXER
-//! Define to use depreciated code that has not been entirely removed.
-//#define DEPRECIATED
-
-#endif //__ze_defines_h__
+/*******************************************************************************
+ This file is Part of the ZEngine Library for 2D game development.
+ Copyright (C) 2002, 2003 James Turk
+
+ Licensed under a BSD-style license.
+
+ The maintainer of this library is James Turk (james@conceptofzero.net)
+ and the home of this Library is http://www.zengine.sourceforge.net
+*******************************************************************************/
+
+/*!
+ \file ZE_Defines.h
+ \brief Define file for ZEngine where all #define statements to control compilation options are placed.
+
+ Definition file, holds #define statements describing optional features of ZEngine.
+
$Id: ZE_Defines.h,v 1.25 2003/11/23 19:31:24 cozman Exp $
+ \author James Turk
+**/
+
+#ifndef __ze_defines_h__
+#define __ze_defines_h__
+
+//Defines- undefine any of these if you dont have the indicated SDL extension//
+
+//! OpenGL 2D Rendering Target.
+#define ZE_OGL (1)
+//! SDL Rendering Target.
+#define ZE_SDL (2)
+//! Define the graphics backend for ZEngine to use. (Options are ZE_OGL,ZE_SDL,ZE_D3D)
+#define GFX_BACKEND (ZE_OGL)
+
+//! Define to include font support.
+#define USE_SDL_TTF
+//! Define to include non-bmp image file support.
+#define USE_SDL_IMAGE
+//! Define to include sound support.
+#define USE_SDL_MIXER
+//! Define to use depreciated code that has not been entirely removed.
+//#define DEPRECIATED
+
+#endif //__ze_defines_h__
diff --git a/include/ZE_ZSound.h b/include/ZE_ZSound.h
index 3b994be..8c3c965 100644
--- a/include/ZE_ZSound.h
+++ b/include/ZE_ZSound.h
@@ -1,185 +1,185 @@
-/*******************************************************************************
- This file is Part of the ZEngine Library for 2D game development.
- Copyright (C) 2002, 2003 James Turk
-
- Licensed under a BSD-style license.
-
- The maintainer of this library is James Turk (james@conceptofzero.net)
- and the home of this Library is http://www.zengine.sourceforge.net
-*******************************************************************************/
-
-/*!
- \file ZE_ZSound.h
- \brief Definition file for ZSound.
-
- Definition file for ZSound, the Sound Effect wrapper for ZEngine.
-
$Id: ZE_ZSound.h,v 1.10 2003/09/24 01:49:52 cozman Exp $
- \author James Turk
-**/
-
-#ifndef __ze_zsound_h__
-#define __ze_zsound_h__
-
-#include "ZE_ZEngine.h"
-
-#ifdef USE_SDL_MIXER
-
-namespace ZE
-{
-
-/*!
- \brief ZSound class for playing sound effects. (WAV)
-
- ZSound music class, class wraps common features for SDL_Mixer's Mix_Chunk. Inherited from ZObject.
-**/
-class ZSound
-{
- protected:
- //! Pointer to ZEngine Object
- ZEngine* rEngine;
- //! Pointer to music data.
- Mix_Chunk* rSound;
- //! Channel ID Number from SDL_Mixer.
- int rChannelID;
-
- public:
- //! Static Variable For Infinite loop of sound. (Defined as -1)
- static const int LoopInfinite;
-
- ///////////////////////
- //Opening and Closing//
- ///////////////////////
-
- /*!
- \brief Default Constructor.
-
- Default Constructor, does nothing.
- **/
- ZSound();
-
- /*!
- \brief Constructor that opens a sound effect file.
-
- Constructor simply calls ZSound::Open() with same filename. (WAV,MOD,MID,OGG)
- \param filename Sound effect to open.
- **/
- ZSound(std::string filename);
-
- /*!
- \brief Destructor, frees memory.
-
- Destructor calls ZSound::Release().
- **/
- virtual ~ZSound();
-
- /*!
- \brief Opens a sound effect file.
-
- Open a music file to be used.
- \param filename Music to open.
- **/
- void Open(std::string filename);
-
- /*!
- \brief Opens a sound effect file from within a zip archive.
-
- Open a sound effect file from within a zip archive using zlib and SDL_RWops.
- \param zipname Zip file to open sound effect from.
- \param filename File to open as new sound effect.
- **/
- void OpenFromZip(std::string zipname, std::string filename);
-
- /*!
- \brief Release sound effect.
-
- Release memory held by sample data.
- **/
- void Release();
-
- /////////////////
- //Play Controls//
- /////////////////
-
- /*!
- \brief Play currently loaded sound effect.
-
- Play sound effect, looping loopNum times. (use ZSound::LoopInfinite to loop forever.)
- If fade is not zero (which it defaults to) music will fade in over specified number of milliseconds.
- \param loopNum Number of times to loop song, defaults to zero.
- \param fadeTime Milliseconds to fade to full volume, defaults to zero for no fade.
- **/
- void Play(int loopNum=0, int fadeTime=0);
-
- /*!
- \brief Pause sound.
-
- Pause currently playing sound.
- **/
- void Pause() const;
-
- /*!
- \brief Unpause sound.
-
- Unpause currently playing sound.
- **/
- void Unpause() const;
-
- /*!
- \brief Stop sound.
-
- Stop currently playing sound, if fadeTime is not zero, fade out over specified time.
- \param fadeTime Milliseconds to fade out over, defaults to zero for immediate stop.
- **/
- void Stop(int fadeTime=0) const;
-
- /*!
- \brief Change Volume.
-
- Change volume of currently playing sample.
- \param volume Volume to change to, can be in a range from 0 to 128.
- **/
- void SetVolume(int volume);
-
- /////////////
- //Accessors//
- /////////////
-
- /*!
- \brief Check if file is loaded.
-
- Check if file is loaded and pointer to data is non-NULL.
- \return Loaded or Unloaded state of data.
- **/
- bool IsLoaded() const;
-
- /*!
- \brief Check if sound is Playing.
-
- Check if sound is playing, specifically if it is not stopped. (Paused state should be checked for by IsPaused)
- \return Playing / Not Playing State of sound.
- **/
- bool IsPlaying() const;
-
- /*!
- \brief Check if sound is Paused.
-
- Check if sound is "playing" but currently paused.
- \return Paused / Not Paused State of Sound.
- **/
- bool IsPaused() const;
-
- /*!
- \brief Find Current Volume of Sound Channel.
-
- Get current volume of sound channel represented as a value from 0-128.
- \return Volume of sound channel, 0-128.
- **/
- int Volume() const;
-};
-
-
-}
-
-#endif //USE_SDL_MIXER
-
-#endif //__ze_zsound_h__
+/*******************************************************************************
+ This file is Part of the ZEngine Library for 2D game development.
+ Copyright (C) 2002, 2003 James Turk
+
+ Licensed under a BSD-style license.
+
+ The maintainer of this library is James Turk (james@conceptofzero.net)
+ and the home of this Library is http://www.zengine.sourceforge.net
+*******************************************************************************/
+
+/*!
+ \file ZE_ZSound.h
+ \brief Definition file for ZSound.
+
+ Definition file for ZSound, the Sound Effect wrapper for ZEngine.
+
$Id: ZE_ZSound.h,v 1.11 2003/11/23 19:27:41 cozman Exp $
+ \author James Turk
+**/
+
+#ifndef __ze_zsound_h__
+#define __ze_zsound_h__
+
+#include "ZE_ZEngine.h"
+
+#ifdef USE_SDL_MIXER
+
+namespace ZE
+{
+
+/*!
+ \brief ZSound class for playing sound effects. (WAV)
+
+ ZSound music class, class wraps common features for SDL_Mixer's Mix_Chunk. Inherited from ZObject.
+**/
+class ZSound
+{
+ protected:
+ //! Pointer to ZEngine Object
+ ZEngine* rEngine;
+ //! Pointer to music data.
+ Mix_Chunk* rSound;
+ //! Channel ID Number from SDL_Mixer.
+ int rChannelID;
+
+ public:
+ //! Static Variable For Infinite loop of sound. (Defined as -1)
+ static const int LoopInfinite;
+
+ ///////////////////////
+ //Opening and Closing//
+ ///////////////////////
+
+ /*!
+ \brief Default Constructor.
+
+ Default Constructor, does nothing.
+ **/
+ ZSound();
+
+ /*!
+ \brief Constructor that opens a sound effect file.
+
+ Constructor simply calls ZSound::Open() with same filename. (WAV,MOD,MID,OGG)
+ \param filename Sound effect to open.
+ **/
+ ZSound(std::string filename);
+
+ /*!
+ \brief Destructor, frees memory.
+
+ Destructor calls ZSound::Release().
+ **/
+ virtual ~ZSound();
+
+ /*!
+ \brief Opens a sound effect file.
+
+ Open a music file to be used.
+ \param filename Music to open.
+ **/
+ void Open(std::string filename);
+
+ /*!
+ \brief Opens a sound effect file from within a zip archive.
+
+ Open a sound effect file from within a zip archive using zlib and SDL_RWops.
+ \param zipname Zip file to open sound effect from.
+ \param filename File to open as new sound effect.
+ **/
+ void OpenFromZip(std::string zipname, std::string filename);
+
+ /*!
+ \brief Release sound effect.
+
+ Release memory held by sample data.
+ **/
+ void Release();
+
+ /////////////////
+ //Play Controls//
+ /////////////////
+
+ /*!
+ \brief Play currently loaded sound effect.
+
+ Play sound effect, looping loopNum times. (use ZSound::LoopInfinite to loop forever.)
+ If fade is not zero (which it defaults to) music will fade in over specified number of milliseconds.
+ \param loopNum Number of times to loop song, defaults to zero.
+ \param fadeTime Milliseconds to fade to full volume, defaults to zero for no fade.
+ **/
+ void Play(int loopNum=0, int fadeTime=0);
+
+ /*!
+ \brief Pause sound.
+
+ Pause currently playing sound.
+ **/
+ void Pause() const;
+
+ /*!
+ \brief Unpause sound.
+
+ Unpause currently playing sound.
+ **/
+ void Unpause() const;
+
+ /*!
+ \brief Stop sound.
+
+ Stop currently playing sound, if fadeTime is not zero, fade out over specified time.
+ \param fadeTime Milliseconds to fade out over, defaults to zero for immediate stop.
+ **/
+ void Stop(int fadeTime=0) const;
+
+ /*!
+ \brief Change Volume.
+
+ Change volume of currently playing sample.
+ \param volume Volume to change to, can be in a range from 0 to 128.
+ **/
+ void SetVolume(int volume);
+
+ /////////////
+ //Accessors//
+ /////////////
+
+ /*!
+ \brief Check if file is loaded.
+
+ Check if file is loaded and pointer to data is non-NULL.
+ \return Loaded or Unloaded state of data.
+ **/
+ bool IsLoaded() const;
+
+ /*!
+ \brief Check if sound is Playing.
+
+ Check if sound is playing, specifically if it is not stopped. (Paused state should be checked for by IsPaused)
+ \return Playing / Not Playing State of sound.
+ **/
+ bool IsPlaying() const;
+
+ /*!
+ \brief Check if sound is Paused.
+
+ Check if sound is "playing" but currently paused.
+ \return Paused / Not Paused State of Sound.
+ **/
+ bool IsPaused() const;
+
+ /*!
+ \brief Find Current Volume of Sound Channel.
+
+ Get current volume of sound channel represented as a value from 0-128.
+ \return Volume of sound channel, 0-128.
+ **/
+ int Volume() const;
+};
+
+
+}
+
+#endif //USE_SDL_MIXER
+
+#endif //__ze_zsound_h__
diff --git a/include/ZEngine.h b/include/ZEngine.h
index 869915e..d00f2d4 100644
--- a/include/ZEngine.h
+++ b/include/ZEngine.h
@@ -1,70 +1,71 @@
-/*!
- \file ZEngine.h
- \brief Header file for ZEngine.
-
- Public header file for ZEngine, this is the file that programs that wish to utilize ZEngine should include.
-
$Id: ZEngine.h,v 1.35 2003/10/20 00:11:58 cozman Exp $
- \author James Turk
-**/
-
-/*!
- \mainpage ZEngine Documentation
-
- \author James Turk
- \version 0.8.5
- \date October 5th, 2003
-
- \section ZEngine About ZEngine
-
- -ZEngine is designed to provide a powerful yet easy to use 2D game engine in a well designed
- Object Oriented manner, and uses cross platform libraries such as SDL and OpenGL. (ZEngine can use SDL_ttf,SDL_image,
- and SDL_mixer all of which are cross platform as well as Open Source.)
- -It is licensed under a BSD-style license, and anyone is free to suggest or implement changes
- to be added to the Engine, as well as modify the engine to their own needs or use it however they like.
- -ZEngine now uses OpenGL rather than SDL to do 2D drawing, thus increasing the uses of the engine
- and making the engine much faster in all test cases, and the engine was tested for memory leaks with MSVC and is known
- to have no leaks.
- -The ZEngine website : http://zengine.sourceforge.net/.
- -The ZEngine tutorials : http://zengine.sourceforge.net/tutorials/.
-
- \section Licensing Licensing
-
-
This file is Part of the ZEngine Library for 2D game development. - Copyright (C) 2002, 2003 James Turk - - Licensed under a BSD-style license. - - The maintainer of this library is James Turk (james@conceptofzero.net) - and the home of this Library is http://zengine.sourceforge.net -- \section Authors Contributing Authors -
This file is Part of the ZEngine Library for 2D game development. + Copyright (C) 2002, 2003 James Turk + + Licensed under a BSD-style license. + + The maintainer of this library is James Turk (james@conceptofzero.net) + and the home of this Library is http://zengine.sourceforge.net ++ \section Authors Contributing Authors +