2005-01-17 10:57:15 +00:00
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/* Copyright (C) 1994-1998 Revolution Software Ltd.
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2006-01-18 17:39:49 +00:00
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* Copyright (C) 2003-2006 The ScummVM project
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2003-07-28 01:44:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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2005-10-18 01:30:26 +00:00
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2003-07-28 01:44:38 +00:00
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*
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* $Header$
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*/
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#ifndef _SWORD2
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#define _SWORD2
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2004-06-10 06:41:08 +00:00
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// Enable this to make it possible to clear the mouse cursor luggage by
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// right-clicking. The original didn't do this, but it feels natural to me.
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// However, I'm afraid that it'll interfer badly with parts of the game, so
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// for now I'll keep it disabled.
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#define RIGHT_CLICK_CLEARS_LUGGAGE 0
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2003-10-04 08:07:03 +00:00
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#include "base/engine.h"
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2004-02-05 14:19:07 +00:00
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2005-01-10 22:06:49 +00:00
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#include "common/util.h"
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2004-12-27 22:08:20 +00:00
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2003-11-01 16:55:20 +00:00
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#include "sword2/build_display.h"
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2004-02-05 14:19:07 +00:00
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#include "sword2/header.h"
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2003-11-02 15:58:45 +00:00
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#include "sword2/icons.h"
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#include "sword2/object.h"
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2003-11-03 07:47:42 +00:00
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#include "sword2/save_rest.h"
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2003-07-28 01:44:38 +00:00
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Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
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#define MAX_starts 100
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#define MAX_description 100
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2003-11-10 01:04:12 +00:00
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class GameDetector;
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2005-01-10 22:06:49 +00:00
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class OSystem;
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2003-11-10 01:04:12 +00:00
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namespace Sword2 {
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2003-10-28 17:07:25 +00:00
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enum {
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GF_DEMO = 1 << 0
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2003-10-04 00:52:27 +00:00
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};
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2004-11-14 15:00:01 +00:00
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class MemoryManager;
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2004-02-05 14:19:07 +00:00
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class ResourceManager;
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class Sound;
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2005-02-19 14:02:16 +00:00
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class Screen;
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class Mouse;
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2004-02-05 14:19:07 +00:00
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class Logic;
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class FontRenderer;
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class Gui;
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class Debugger;
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2004-05-09 13:32:04 +00:00
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enum {
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RD_LEFTBUTTONDOWN = 0x01,
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RD_LEFTBUTTONUP = 0x02,
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RD_RIGHTBUTTONDOWN = 0x04,
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RD_RIGHTBUTTONUP = 0x08,
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RD_WHEELUP = 0x10,
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RD_WHEELDOWN = 0x20,
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RD_KEYDOWN = 0x40,
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RD_MOUSEMOVE = 0x80
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};
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struct MouseEvent {
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bool pending;
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uint16 buttons;
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};
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struct KeyboardEvent {
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bool pending;
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2005-05-31 12:53:55 +00:00
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uint32 repeat;
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2004-05-09 13:32:04 +00:00
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uint16 ascii;
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int keycode;
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int modifiers;
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};
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2005-02-22 07:37:50 +00:00
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struct StartUp {
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char description[MAX_description];
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// id of screen manager object
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uint32 start_res_id;
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// Tell the manager which startup you want (if there are more than 1)
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// (i.e more than 1 entrance to a screen and/or separate game boots)
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uint32 key;
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};
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2003-10-04 01:09:29 +00:00
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class Sword2Engine : public Engine {
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2003-10-12 14:40:04 +00:00
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private:
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2005-07-09 13:21:21 +00:00
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uint32 _inputEventFilter;
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2004-05-09 13:32:04 +00:00
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// The event "buffers"
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MouseEvent _mouseEvent;
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KeyboardEvent _keyboardEvent;
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2003-10-12 14:40:04 +00:00
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uint32 _bootParam;
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int32 _saveSlot;
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2004-11-15 08:22:16 +00:00
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void getPlayerStructures();
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void putPlayerStructures();
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2003-11-03 07:47:42 +00:00
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2004-04-23 07:02:11 +00:00
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uint32 saveData(uint16 slotNo, byte *buffer, uint32 bufferSize);
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uint32 restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize);
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2003-11-03 07:47:42 +00:00
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2004-04-23 07:02:11 +00:00
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uint32 calcChecksum(byte *buffer, uint32 size);
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2003-11-03 07:47:42 +00:00
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2004-11-15 08:22:16 +00:00
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void pauseGame();
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void unpauseGame();
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2003-11-08 15:47:51 +00:00
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Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
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uint32 _totalStartups;
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uint32 _totalScreenManagers;
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uint32 _startRes;
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2005-02-20 15:38:48 +00:00
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bool _useSubtitles;
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Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
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StartUp _startList[MAX_starts];
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2003-09-17 21:06:16 +00:00
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public:
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2003-10-04 01:09:29 +00:00
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Sword2Engine(GameDetector *detector, OSystem *syst);
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2003-10-12 14:40:04 +00:00
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~Sword2Engine();
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2004-11-23 00:03:25 +00:00
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int go();
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2004-11-24 00:14:21 +00:00
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int init(GameDetector &detector);
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2004-11-15 08:22:16 +00:00
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2005-02-20 15:38:48 +00:00
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void registerDefaultSettings();
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void readSettings();
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void writeSettings();
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2004-11-15 08:22:16 +00:00
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void setupPersistentResources();
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2004-01-08 13:03:50 +00:00
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2005-02-20 15:38:48 +00:00
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bool getSubtitles() { return _useSubtitles; }
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void setSubtitles(bool b) { _useSubtitles = b; }
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2004-01-08 13:03:50 +00:00
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bool _quit;
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2003-09-17 21:06:16 +00:00
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uint32 _features;
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2004-11-15 08:22:16 +00:00
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Common::String _targetName; // target name for saves
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2003-10-26 15:42:49 +00:00
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2003-11-16 14:18:29 +00:00
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MemoryManager *_memory;
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ResourceManager *_resman;
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2003-10-04 01:09:29 +00:00
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Sound *_sound;
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2005-02-19 14:02:16 +00:00
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Screen *_screen;
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Mouse *_mouse;
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2003-11-15 09:38:00 +00:00
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Logic *_logic;
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2003-11-16 14:18:29 +00:00
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FontRenderer *_fontRenderer;
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2003-10-26 15:42:49 +00:00
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Debugger *_debugger;
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2003-10-08 18:02:53 +00:00
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Common::RandomSource _rnd;
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2003-09-20 18:33:24 +00:00
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2003-10-11 12:26:53 +00:00
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uint32 _speechFontId;
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uint32 _controlsFontId;
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uint32 _redFontId;
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2005-07-09 13:21:21 +00:00
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uint32 setInputEventFilter(uint32 filter);
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2004-05-09 13:32:04 +00:00
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2005-07-09 13:21:21 +00:00
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void clearInputEvents();
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void parseInputEvents();
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2004-05-09 13:32:04 +00:00
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2004-11-15 08:22:16 +00:00
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bool checkForMouseEvents();
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MouseEvent *mouseEvent();
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KeyboardEvent *keyboardEvent();
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2004-05-09 13:32:04 +00:00
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2003-11-02 15:58:45 +00:00
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bool _wantSfxDebug;
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int32 _gameCycle;
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2004-11-16 09:15:25 +00:00
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#ifdef SWORD2_DEBUG
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2003-11-02 15:58:45 +00:00
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bool _renderSkip;
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2004-11-16 09:15:25 +00:00
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bool _stepOneCycle;
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#endif
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2003-11-02 15:58:45 +00:00
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2004-06-10 06:41:08 +00:00
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#if RIGHT_CLICK_CLEARS_LUGGAGE
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2004-11-15 08:22:16 +00:00
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bool heldIsInInventory();
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2004-06-10 06:41:08 +00:00
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#endif
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2004-04-23 07:02:11 +00:00
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byte *fetchPalette(byte *screenFile);
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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byte *fetchScreenHeader(byte *screenFile);
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byte *fetchLayerHeader(byte *screenFile, uint16 layerNo);
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2004-04-23 07:02:11 +00:00
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byte *fetchShadingMask(byte *screenFile);
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Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
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byte *fetchAnimHeader(byte *animFile);
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byte *fetchCdtEntry(byte *animFile, uint16 frameNo);
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byte *fetchFrameHeader(byte *animFile, uint16 frameNo);
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byte *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
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byte *fetchBackgroundLayer(byte *screenFile);
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byte *fetchForegroundParallaxLayer(byte *screenFile, int layer);
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2004-04-23 07:02:11 +00:00
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byte *fetchTextLine(byte *file, uint32 text_line);
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bool checkTextLine(byte *file, uint32 text_line);
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byte *fetchPaletteMatchTable(byte *screenFile);
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2003-11-03 07:47:42 +00:00
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2004-04-23 07:02:11 +00:00
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uint32 saveGame(uint16 slotNo, byte *description);
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2003-11-03 07:47:42 +00:00
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uint32 restoreGame(uint16 slotNo);
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2004-04-23 07:02:11 +00:00
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uint32 getSaveDescription(uint16 slotNo, byte *description);
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2004-11-15 08:22:16 +00:00
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bool saveExists();
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2003-11-03 07:47:42 +00:00
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bool saveExists(uint16 slotNo);
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2004-04-23 07:02:11 +00:00
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uint32 restoreFromBuffer(byte *buffer, uint32 size);
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2004-11-15 08:22:16 +00:00
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uint32 findBufferSize();
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2003-11-03 07:47:42 +00:00
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2003-11-08 15:47:51 +00:00
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bool _gamePaused;
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bool _graphicsLevelFudged;
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2004-11-15 08:22:16 +00:00
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void startGame();
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void gameCycle();
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void closeGame();
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2005-02-20 15:38:48 +00:00
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void restartGame();
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2003-11-08 15:47:51 +00:00
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2003-11-11 10:30:25 +00:00
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void sleepUntil(uint32 time);
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2003-11-08 15:47:51 +00:00
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2003-09-17 21:06:16 +00:00
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void errorString(const char *buf_input, char *buf_output);
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2004-11-15 08:22:16 +00:00
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void initialiseFontResourceFlags();
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2003-10-11 12:26:53 +00:00
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void initialiseFontResourceFlags(uint8 language);
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2005-01-10 22:06:49 +00:00
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Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
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bool initStartMenu();
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void registerStartPoint(int32 key, char *name);
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2005-02-22 07:37:50 +00:00
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uint32 getNumStarts() { return _totalStartups; }
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uint32 getNumScreenManagers() { return _totalScreenManagers; }
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StartUp *getStartList() { return _startList; }
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void runStart(int start);
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2005-01-10 22:06:49 +00:00
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// Convenience alias for OSystem::getMillis().
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// This is a bit hackish, of course :-).
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uint32 getMillis();
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2003-07-28 01:44:38 +00:00
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};
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2003-10-04 00:52:27 +00:00
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} // End of namespace Sword2
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2003-07-28 01:44:38 +00:00
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#endif
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