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85b780baf1
frames before a sound effect is triggered. This is not dependent on _gameSpeed. svn-id: r24971
238 lines
5.3 KiB
C++
238 lines
5.3 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#ifndef SWORD2_H
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#define SWORD2_H
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#define FRAMES_PER_SECOND 12
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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 "engines/engine.h"
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#include "common/util.h"
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#define MAX_starts 100
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#define MAX_description 100
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class OSystem;
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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 MemoryManager;
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class ResourceManager;
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class Sound;
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class Screen;
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class Mouse;
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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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uint32 repeat;
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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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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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class Sword2Engine : public Engine {
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private:
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uint32 _inputEventFilter;
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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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void getPlayerStructures();
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void putPlayerStructures();
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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();
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void unpauseGame();
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uint32 _totalStartups;
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uint32 _totalScreenManagers;
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uint32 _startRes;
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bool _useSubtitles;
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int _gameSpeed;
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StartUp _startList[MAX_starts];
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public:
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Sword2Engine(OSystem *syst);
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~Sword2Engine();
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int go();
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int init();
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int getFramesPerSecond();
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void registerDefaultSettings();
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void readSettings();
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void writeSettings();
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void setupPersistentResources();
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bool getSubtitles() { return _useSubtitles; }
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void setSubtitles(bool b) { _useSubtitles = b; }
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bool _quit;
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uint32 _features;
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MemoryManager *_memory;
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ResourceManager *_resman;
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Sound *_sound;
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Screen *_screen;
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Mouse *_mouse;
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Logic *_logic;
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FontRenderer *_fontRenderer;
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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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uint32 setInputEventFilter(uint32 filter);
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void parseInputEvents();
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bool checkForMouseEvents();
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MouseEvent *mouseEvent();
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KeyboardEvent *keyboardEvent();
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bool _wantSfxDebug;
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int32 _gameCycle;
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#ifdef SWORD2_DEBUG
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bool _renderSkip;
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bool _stepOneCycle;
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#endif
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#if RIGHT_CLICK_CLEARS_LUGGAGE
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bool heldIsInInventory();
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#endif
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byte *fetchPalette(byte *screenFile);
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byte *fetchScreenHeader(byte *screenFile);
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byte *fetchLayerHeader(byte *screenFile, uint16 layerNo);
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byte *fetchShadingMask(byte *screenFile);
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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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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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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();
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bool saveExists(uint16 slotNo);
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uint32 restoreFromBuffer(byte *buffer, uint32 size);
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char *getSaveFileName(uint16 slotNo);
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uint32 findBufferSize();
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bool _gamePaused;
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bool _graphicsLevelFudged;
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void startGame();
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void gameCycle();
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void closeGame();
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void restartGame();
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void sleepUntil(uint32 time);
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GUI::Debugger *getDebugger();
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void initialiseFontResourceFlags();
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void initialiseFontResourceFlags(uint8 language);
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bool initStartMenu();
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void registerStartPoint(int32 key, char *name);
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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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// 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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};
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} // End of namespace Sword2
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#endif
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