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3c70f5a85c
or presses a button. This is how displayMsg() was always used, so the only difference is that the code to check for events is no longer outside the function. In the process, it turned out that removeMsg() was probably unnecessary so I have removed it. May cause regressions, but we can deal with them later. svn-id: r13953
412 lines
10 KiB
C++
412 lines
10 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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// 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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#include "base/engine.h"
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#include "common/util.h"
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#include "sword2/driver/driver96.h"
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#include "sword2/build_display.h"
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#include "sword2/header.h"
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#include "sword2/icons.h"
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#include "sword2/layers.h"
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#include "sword2/memory.h"
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#include "sword2/mouse.h"
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#include "sword2/object.h"
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#include "sword2/save_rest.h"
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#include "sword2/sound.h"
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class GameDetector;
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namespace Sword2 {
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enum {
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GF_DEMO = 1 << 0
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};
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class ResourceManager;
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class Sound;
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class Graphics;
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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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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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uint16 ascii;
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int keycode;
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int modifiers;
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};
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class Sword2Engine : public Engine {
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private:
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uint32 _eventFilter;
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// The event "buffers"
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MouseEvent _mouseEvent;
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KeyboardEvent _keyboardEvent;
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uint32 _bootParam;
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int32 _saveSlot;
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// structure filled out by each object to register its graphic printing
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// requrements
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struct BuildUnit {
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int16 x;
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int16 y;
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uint16 scaled_width;
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uint16 scaled_height;
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int16 sort_y;
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uint32 anim_resource;
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uint16 anim_pc;
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// Denotes a scaling sprite at print time - and holds the
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// scaling value for the shrink routine
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uint16 scale;
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// Non-zero means this item is a layer - retrieve from
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// background layer and send to special renderer
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uint16 layer_number;
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// True means we want this frame to be affected by the shading
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// mask
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bool shadingFlag;
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};
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BuildUnit _bgp0List[MAX_bgp0_sprites];
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BuildUnit _bgp1List[MAX_bgp1_sprites];
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BuildUnit _backList[MAX_back_sprites];
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BuildUnit _sortList[MAX_sort_sprites];
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BuildUnit _foreList[MAX_fore_sprites];
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BuildUnit _fgp0List[MAX_fgp0_sprites];
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BuildUnit _fgp1List[MAX_fgp1_sprites];
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// Holds the order of the sort list, i.e. the list stays static and we
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// sort this array.
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uint16 _sortOrder[MAX_sort_sprites];
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// Last palette used - so that we can restore the correct one after a
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// pause (which dims the screen) and it's not always the main screen
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// palette that we want, eg. during the eclipse
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// This flag gets set in startNewPalette() and setFullPalette()
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uint32 _lastPaletteRes;
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void drawBackPar0Frames(void);
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void drawBackPar1Frames(void);
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void drawBackFrames(void);
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void drawSortFrames(byte *file);
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void drawForeFrames(void);
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void drawForePar0Frames(void);
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void drawForePar1Frames(void);
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void startNewPalette(void);
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void processLayer(byte *file, uint32 layer_number);
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void processImage(BuildUnit *build_unit);
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void getPlayerStructures(void);
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void putPlayerStructures(void);
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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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uint32 calcChecksum(byte *buffer, uint32 size);
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void pauseGame(void);
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void unpauseGame(void);
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MenuObject _tempList[TOTAL_engine_pockets];
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uint32 _totalTemp;
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MenuObject _masterMenuList[TOTAL_engine_pockets];
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uint32 _totalMasters;
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public:
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Sword2Engine(GameDetector *detector, OSystem *syst);
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~Sword2Engine();
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void go(void);
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int32 initialiseGame(void);
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bool _quit;
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uint32 _features;
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char *_targetName; // target name for saves
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MemoryManager *_memory;
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ResourceManager *_resman;
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Sound *_sound;
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Graphics *_graphics;
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Logic *_logic;
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FontRenderer *_fontRenderer;
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Gui *_gui;
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Debugger *_debugger;
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Common::RandomSource _rnd;
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uint32 _speechFontId;
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uint32 _controlsFontId;
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uint32 _redFontId;
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int16 _mouseX;
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int16 _mouseY;
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uint32 setEventFilter(uint32 filter);
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void parseEvents(void);
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bool checkForMouseEvents(void);
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MouseEvent *mouseEvent(void);
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KeyboardEvent *keyboardEvent(void);
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void resetRenderLists(void);
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void buildDisplay(void);
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void displayMsg(byte *text, int time);
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void setFullPalette(int32 palRes);
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int32 registerFrame(int32 *params);
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void registerFrame(int32 *params, BuildUnit *build_unit);
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// The debugger wants to access these
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uint32 _curBgp0;
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uint32 _curBgp1;
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uint32 _curBack;
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uint32 _curSort;
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uint32 _curFore;
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uint32 _curFgp0;
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uint32 _curFgp1;
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// Debugging stuff
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uint32 _largestLayerArea;
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uint32 _largestSpriteArea;
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char _largestLayerInfo[128];
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char _largestSpriteInfo[128];
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// 'frames per second' counting stuff
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uint32 _fps;
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uint32 _cycleTime;
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uint32 _frameCount;
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bool _wantSfxDebug;
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int32 _gameCycle;
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bool _renderSkip;
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int32 initBackground(int32 res, int32 new_palette);
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#if RIGHT_CLICK_CLEARS_LUGGAGE
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bool heldIsInInventory(void);
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#endif
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int menuClick(int menu_items);
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void addMenuObject(MenuObject *obj);
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void buildMenu(void);
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void buildSystemMenu(void);
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// _thisScreen describes the current back buffer and its in-game scroll
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// positions, etc.
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ScreenInfo _thisScreen;
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uint32 _curMouse;
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MouseUnit _mouseList[TOTAL_mouse_list];
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// Set by checkMouseList()
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uint32 _mouseTouching;
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uint32 _oldMouseTouching;
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uint32 _menuSelectedPos;
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// If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor
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// area (or hidden hot-zone)
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uint32 _mousePointerRes;
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uint32 _mouseMode;
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bool _examiningMenuIcon;
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bool _mouseStatus; // Human 0 on/1 off
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bool _mouseModeLocked; // 0 not !0 mode cannot be changed from
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// normal mouse to top menu (i.e. when
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// carrying big objects)
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uint32 _realLuggageItem; // Last minute for pause mode
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uint32 _currentLuggageResource;
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uint32 _oldButton; // For the re-click stuff - must be
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// the same button you see
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uint32 _buttonClick;
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uint32 _pointerTextBlocNo;
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uint32 _playerActivityDelay; // Player activity delay counter
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void resetMouseList(void);
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void normalMouse(void);
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void menuMouse(void);
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void dragMouse(void);
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void systemMenuMouse(void);
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void mouseOnOff(void);
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uint32 checkMouseList(void);
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void mouseEngine(void);
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void setMouse(uint32 res);
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void setLuggage(uint32 res);
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void clearPointerText(void);
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void createPointerText(uint32 text_id, uint32 pointer_res);
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void monitorPlayerActivity(void);
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void noHuman(void);
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void registerMouse(ObjectMouse *ob_mouse);
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byte *fetchPalette(byte *screenFile);
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ScreenHeader *fetchScreenHeader(byte *screenFile);
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LayerHeader *fetchLayerHeader(byte *screenFile, uint16 layerNo);
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byte *fetchShadingMask(byte *screenFile);
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AnimHeader *fetchAnimHeader(byte *animFile);
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CdtEntry *fetchCdtEntry(byte *animFile, uint16 frameNo);
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FrameHeader *fetchFrameHeader(byte *animFile, uint16 frameNo);
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Parallax *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
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Parallax *fetchBackgroundLayer(byte *screenFile);
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Parallax *fetchForegroundParallaxLayer(byte *screenFile, int layer);
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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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byte *fetchObjectName(int32 resourceId, byte *buf);
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// savegame file header
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct SaveGameHeader {
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// sum of all bytes in file, excluding this uint32
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uint32 checksum;
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// player's description of savegame
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char description[SAVE_DESCRIPTION_LEN];
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uint32 varLength; // length of global variables resource
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uint32 screenId; // resource id of screen file
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uint32 runListId; // resource id of run list
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uint32 feet_x; // copy of _thisScreen.feet_x
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uint32 feet_y; // copy of _thisScreen.feet_y
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uint32 music_id; // copy of 'looping_music_id'
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ObjectHub player_hub; // copy of player object's object_hub structure
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ObjectLogic logic; // copy of player character logic structure
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ObjectGraphic graphic; // copy of player character graphic structure
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ObjectMega mega; // copy of player character mega structure
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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SaveGameHeader _saveGameHeader;
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uint32 saveGame(uint16 slotNo, byte *description);
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uint32 restoreGame(uint16 slotNo);
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uint32 getSaveDescription(uint16 slotNo, byte *description);
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bool saveExists(void);
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bool saveExists(uint16 slotNo);
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void fillSaveBuffer(byte *buffer, uint32 size, byte *desc);
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uint32 restoreFromBuffer(byte *buffer, uint32 size);
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uint32 findBufferSize(void);
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uint8 _scrollFraction;
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void setScrolling(void);
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// used to store id of tunes that loop, for save & restore
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uint32 _loopingMusicId;
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// to be called during system initialisation
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void initFxQueue(void);
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// to be called from the main loop, once per cycle
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void processFxQueue(void);
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// stops all fx & clears the queue - eg. when leaving a location
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void clearFxQueue(void);
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void pauseAllSound(void);
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void unpauseAllSound(void);
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void killMusic(void);
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void triggerFx(uint8 j);
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bool _gamePaused;
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bool _graphicsLevelFudged;
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bool _stepOneCycle; // for use while game paused
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void startGame(void);
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void gameCycle(void);
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void closeGame(void);
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void sleepUntil(uint32 time);
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void errorString(const char *buf_input, char *buf_output);
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void initialiseFontResourceFlags(void);
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void initialiseFontResourceFlags(uint8 language);
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};
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extern Sword2Engine *g_sword2;
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} // End of namespace Sword2
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#endif
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