scummvm/sword2/sword2.h

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/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _SWORD2
#define _SWORD2
#include "base/engine.h"
#include "sword2/driver/driver96.h"
#include "sword2/driver/d_sound.h"
#include "sword2/driver/d_draw.h"
#include "sword2/build_display.h"
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#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/icons.h"
#include "sword2/layers.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
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#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/resman.h"
#include "sword2/save_rest.h"
#include "sword2/sound.h"
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class GameDetector;
namespace Sword2 {
enum {
GF_DEMO = 1 << 0
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};
class Sword2Engine : public Engine {
private:
uint32 _bootParam;
int32 _saveSlot;
// structure filled out by each object to register its graphic printing
// requrements
struct BuildUnit {
int16 x;
int16 y;
uint16 scaled_width;
uint16 scaled_height;
int16 sort_y;
uint32 anim_resource;
uint16 anim_pc;
// Denotes a scaling sprite at print time - and holds the
// scaling value for the shrink routine
uint16 scale;
// Non-zero means this item is a layer - retrieve from
// background layer and send to special renderer
uint16 layer_number;
// True means we want this frame to be affected by the shading
// mask
bool shadingFlag;
};
BuildUnit _bgp0List[MAX_bgp0_sprites];
BuildUnit _bgp1List[MAX_bgp1_sprites];
BuildUnit _backList[MAX_back_sprites];
BuildUnit _sortList[MAX_sort_sprites];
BuildUnit _foreList[MAX_fore_sprites];
BuildUnit _fgp0List[MAX_fgp0_sprites];
BuildUnit _fgp1List[MAX_fgp1_sprites];
// Holds the order of the sort list, i.e. the list stays static and we
// sort this array.
uint16 _sortOrder[MAX_sort_sprites];
// Last palette used - so that we can restore the correct one after a
// pause (which dims the screen) and it's not always the main screen
// palette that we want, eg. during the eclipse
// This flag gets set in startNewPalette() and setFullPalette()
uint32 _lastPaletteRes;
void sendBackPar0Frames(void);
void sendBackPar1Frames(void);
void sendBackFrames(void);
void sendSortFrames(void);
void sendForeFrames(void);
void sendForePar0Frames(void);
void sendForePar1Frames(void);
void sortTheSortList(void);
void startNewPalette(void);
void processLayer(uint32 layer_number);
void getPlayerStructures(void);
void putPlayerStructures(void);
uint32 saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
uint32 restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
uint32 calcChecksum(uint8 *buffer, uint32 size);
void pauseGame(void);
void unpauseGame(void);
public:
Sword2Engine(GameDetector *detector, OSystem *syst);
~Sword2Engine();
void go(void);
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int32 initialiseGame(void);
bool _quit;
uint32 _features;
char *_targetName; // target name for saves
MemoryManager *_memory;
ResourceManager *_resman;
Input *_input;
Sound *_sound;
Graphics *_graphics;
Logic *_logic;
FontRenderer *_fontRenderer;
Gui *_gui;
Debugger *_debugger;
Common::RandomSource _rnd;
uint32 _speechFontId;
uint32 _controlsFontId;
uint32 _redFontId;
void resetRenderLists(void);
void buildDisplay(void);
void processImage(BuildUnit *build_unit);
void displayMsg(uint8 *text, int time);
void removeMsg(void);
void setFullPalette(int32 palRes);
int32 registerFrame(int32 *params);
void registerFrame(int32 *params, BuildUnit *build_unit);
// The debugger wants to access these
uint32 _curBgp0;
uint32 _curBgp1;
uint32 _curBack;
uint32 _curSort;
uint32 _curFore;
uint32 _curFgp0;
uint32 _curFgp1;
// Debugging stuff
uint32 _largestLayerArea;
uint32 _largestSpriteArea;
char _largestLayerInfo[128];
char _largestSpriteInfo[128];
// 'frames per second' counting stuff
uint32 _fps;
uint32 _cycleTime;
uint32 _frameCount;
bool _wantSfxDebug;
bool _grabbingSequences;
int32 _gameCycle;
bool _renderSkip;
int32 initBackground(int32 res, int32 new_palette);
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// Set by fnPassMega()
ObjectMega _engineMega;
MenuObject _tempList[TOTAL_engine_pockets];
uint32 _totalTemp;
MenuObject _masterMenuList[TOTAL_engine_pockets];
uint32 _totalMasters;
int menuClick(int menu_items);
void buildMenu(void);
void buildSystemMenu(void);
// _thisScreen describes the current back buffer and its in-game scroll
// positions, etc.
ScreenInfo _thisScreen;
void setUpBackgroundLayers(void);
uint32 _curMouse;
MouseUnit _mouseList[TOTAL_mouse_list];
// Set by checkMouseList()
uint32 _mouseTouching;
uint32 _oldMouseTouching;
uint32 _menuSelectedPos;
// If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor
// area (or hidden hot-zone)
uint32 _mousePointerRes;
uint32 _mouseMode;
bool _examiningMenuIcon;
bool _mouseStatus; // Human 0 on/1 off
bool _mouseModeLocked; // 0 not !0 mode cannot be changed from
// normal mouse to top menu (i.e. when
// carrying big objects)
uint32 _realLuggageItem; // Last minute for pause mode
uint32 _currentLuggageResource;
uint32 _oldButton; // For the re-click stuff - must be
// the same button you see
uint32 _buttonClick;
uint32 _pointerTextBlocNo;
uint32 _playerActivityDelay; // Player activity delay counter
void resetMouseList(void);
void normalMouse(void);
void menuMouse(void);
void dragMouse(void);
void systemMenuMouse(void);
void mouseOnOff(void);
uint32 checkMouseList(void);
void mouseEngine(void);
void setMouse(uint32 res);
void setLuggage(uint32 res);
void clearPointerText(void);
void createPointerText(uint32 text_id, uint32 pointer_res);
void monitorPlayerActivity(void);
void noHuman(void);
void registerMouse(ObjectMouse *ob_mouse);
uint8 *fetchPalette(uint8 *screenFile);
ScreenHeader *fetchScreenHeader(uint8 *screenFile);
LayerHeader *fetchLayerHeader(uint8 *screenFile, uint16 layerNo);
uint8 *fetchShadingMask(uint8 *screenFile);
AnimHeader *fetchAnimHeader(uint8 *animFile);
CdtEntry *fetchCdtEntry(uint8 *animFile, uint16 frameNo);
FrameHeader *fetchFrameHeader(uint8 *animFile, uint16 frameNo);
Parallax *fetchBackgroundParallaxLayer(uint8 *screenFile, int layer);
Parallax *fetchBackgroundLayer(uint8 *screenFile);
Parallax *fetchForegroundParallaxLayer(uint8 *screenFile, int layer);
uint8 *fetchTextLine(uint8 *file, uint32 text_line);
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bool checkTextLine(uint8 *file, uint32 text_line);
uint8 *fetchPaletteMatchTable(uint8 *screenFile);
uint8 *fetchObjectName(int32 resourceId);
// savegame file header
struct SaveGameHeader {
// sum of all bytes in file, excluding this uint32
uint32 checksum;
// player's description of savegame
char description[SAVE_DESCRIPTION_LEN];
uint32 varLength; // length of global variables resource
uint32 screenId; // resource id of screen file
uint32 runListId; // resource id of run list
uint32 feet_x; // copy of _thisScreen.feet_x
uint32 feet_y; // copy of _thisScreen.feet_y
uint32 music_id; // copy of 'looping_music_id'
ObjectHub player_hub; // copy of player object's object_hub structure
ObjectLogic logic; // copy of player character logic structure
// copy of player character graphic structure
ObjectGraphic graphic;
// copy of player character mega structure
ObjectMega mega;
};
SaveGameHeader _saveGameHeader;
uint32 saveGame(uint16 slotNo, uint8 *description);
uint32 restoreGame(uint16 slotNo);
uint32 getSaveDescription(uint16 slotNo, uint8 *description);
bool saveExists(uint16 slotNo);
void fillSaveBuffer(Memory *buffer, uint32 size, uint8 *desc);
uint32 restoreFromBuffer(Memory *buffer, uint32 size);
uint32 findBufferSize(void);
uint8 _scrollFraction;
void setScrolling(void);
struct FxQueueEntry {
uint32 resource; // resource id of sample
uint32 fetchId; // Id of resource in PSX CD queue. :)
uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
uint8 volume; // 0..16
int8 pan; // -16..16
uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
};
FxQueueEntry _fxQueue[FXQ_LENGTH];
// used to store id of tunes that loop, for save & restore
uint32 _loopingMusicId;
// to be called during system initialisation
void initFxQueue(void);
// to be called from the main loop, once per cycle
void processFxQueue(void);
// stops all fx & clears the queue - eg. when leaving a location
void clearFxQueue(void);
void pauseAllSound(void);
void unpauseAllSound(void);
void killMusic(void);
void triggerFx(uint8 j);
bool _gamePaused;
bool _graphicsLevelFudged;
bool _stepOneCycle; // for use while game paused
void startGame(void);
void gameCycle(void);
void closeGame(void);
void sleepUntil(uint32 time);
void errorString(const char *buf_input, char *buf_output);
void initialiseFontResourceFlags(void);
void initialiseFontResourceFlags(uint8 language);
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};
extern Sword2Engine *g_sword2;
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} // End of namespace Sword2
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#endif