mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
f7a6729a01
that: * Re-worked the elevator script bug workaround so that it's more consistent with the other two script bug workarounds. * Some renamings to make it more clear that game events and input events are two completely different things. * Added function for clearing pending input events, and used that to fix an annoying keyboard repeat bug when closing the debug console. (The console would keep re-opening because the key press to open it kept repeating even though the key had been released.) svn-id: r18522
273 lines
6.6 KiB
C++
273 lines
6.6 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
|
|
* Copyright (C) 2003-2005 The ScummVM project
|
|
*
|
|
* 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
|
|
|
|
// Enable this to make it possible to clear the mouse cursor luggage by
|
|
// right-clicking. The original didn't do this, but it feels natural to me.
|
|
// However, I'm afraid that it'll interfer badly with parts of the game, so
|
|
// for now I'll keep it disabled.
|
|
|
|
#define RIGHT_CLICK_CLEARS_LUGGAGE 0
|
|
|
|
#include "base/engine.h"
|
|
|
|
#include "common/util.h"
|
|
|
|
#include "sword2/build_display.h"
|
|
#include "sword2/header.h"
|
|
#include "sword2/icons.h"
|
|
#include "sword2/object.h"
|
|
#include "sword2/save_rest.h"
|
|
|
|
#define MAX_starts 100
|
|
#define MAX_description 100
|
|
|
|
class GameDetector;
|
|
class OSystem;
|
|
|
|
namespace Sword2 {
|
|
|
|
enum {
|
|
GF_DEMO = 1 << 0
|
|
};
|
|
|
|
class MemoryManager;
|
|
class ResourceManager;
|
|
class Sound;
|
|
class Screen;
|
|
class Mouse;
|
|
class Logic;
|
|
class FontRenderer;
|
|
class Gui;
|
|
class Debugger;
|
|
|
|
enum {
|
|
RD_LEFTBUTTONDOWN = 0x01,
|
|
RD_LEFTBUTTONUP = 0x02,
|
|
RD_RIGHTBUTTONDOWN = 0x04,
|
|
RD_RIGHTBUTTONUP = 0x08,
|
|
RD_WHEELUP = 0x10,
|
|
RD_WHEELDOWN = 0x20,
|
|
RD_KEYDOWN = 0x40,
|
|
RD_MOUSEMOVE = 0x80
|
|
};
|
|
|
|
struct MouseEvent {
|
|
bool pending;
|
|
uint16 buttons;
|
|
};
|
|
|
|
struct KeyboardEvent {
|
|
bool pending;
|
|
uint32 repeat;
|
|
uint16 ascii;
|
|
int keycode;
|
|
int modifiers;
|
|
};
|
|
|
|
struct StartUp {
|
|
char description[MAX_description];
|
|
|
|
// id of screen manager object
|
|
uint32 start_res_id;
|
|
|
|
// Tell the manager which startup you want (if there are more than 1)
|
|
// (i.e more than 1 entrance to a screen and/or separate game boots)
|
|
uint32 key;
|
|
};
|
|
|
|
class Sword2Engine : public Engine {
|
|
private:
|
|
uint32 _inputEventFilter;
|
|
|
|
// The event "buffers"
|
|
MouseEvent _mouseEvent;
|
|
KeyboardEvent _keyboardEvent;
|
|
|
|
uint32 _bootParam;
|
|
int32 _saveSlot;
|
|
|
|
void getPlayerStructures();
|
|
void putPlayerStructures();
|
|
|
|
uint32 saveData(uint16 slotNo, byte *buffer, uint32 bufferSize);
|
|
uint32 restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize);
|
|
|
|
uint32 calcChecksum(byte *buffer, uint32 size);
|
|
|
|
void pauseGame();
|
|
void unpauseGame();
|
|
|
|
uint32 _totalStartups;
|
|
uint32 _totalScreenManagers;
|
|
uint32 _startRes;
|
|
|
|
bool _useSubtitles;
|
|
|
|
StartUp _startList[MAX_starts];
|
|
|
|
public:
|
|
Sword2Engine(GameDetector *detector, OSystem *syst);
|
|
~Sword2Engine();
|
|
int go();
|
|
int init(GameDetector &detector);
|
|
|
|
void registerDefaultSettings();
|
|
void readSettings();
|
|
void writeSettings();
|
|
|
|
void setupPersistentResources();
|
|
|
|
bool getSubtitles() { return _useSubtitles; }
|
|
void setSubtitles(bool b) { _useSubtitles = b; }
|
|
|
|
bool _quit;
|
|
|
|
uint32 _features;
|
|
Common::String _targetName; // target name for saves
|
|
|
|
MemoryManager *_memory;
|
|
ResourceManager *_resman;
|
|
Sound *_sound;
|
|
Screen *_screen;
|
|
Mouse *_mouse;
|
|
Logic *_logic;
|
|
FontRenderer *_fontRenderer;
|
|
|
|
Debugger *_debugger;
|
|
|
|
Common::RandomSource _rnd;
|
|
|
|
uint32 _speechFontId;
|
|
uint32 _controlsFontId;
|
|
uint32 _redFontId;
|
|
|
|
uint32 setInputEventFilter(uint32 filter);
|
|
|
|
void clearInputEvents();
|
|
void parseInputEvents();
|
|
|
|
bool checkForMouseEvents();
|
|
MouseEvent *mouseEvent();
|
|
KeyboardEvent *keyboardEvent();
|
|
|
|
bool _wantSfxDebug;
|
|
|
|
int32 _gameCycle;
|
|
|
|
#ifdef SWORD2_DEBUG
|
|
bool _renderSkip;
|
|
bool _stepOneCycle;
|
|
#endif
|
|
|
|
#if RIGHT_CLICK_CLEARS_LUGGAGE
|
|
bool heldIsInInventory();
|
|
#endif
|
|
|
|
byte *fetchPalette(byte *screenFile);
|
|
ScreenHeader *fetchScreenHeader(byte *screenFile);
|
|
LayerHeader *fetchLayerHeader(byte *screenFile, uint16 layerNo);
|
|
byte *fetchShadingMask(byte *screenFile);
|
|
|
|
AnimHeader *fetchAnimHeader(byte *animFile);
|
|
CdtEntry *fetchCdtEntry(byte *animFile, uint16 frameNo);
|
|
FrameHeader *fetchFrameHeader(byte *animFile, uint16 frameNo);
|
|
Parallax *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
|
|
Parallax *fetchBackgroundLayer(byte *screenFile);
|
|
Parallax *fetchForegroundParallaxLayer(byte *screenFile, int layer);
|
|
byte *fetchTextLine(byte *file, uint32 text_line);
|
|
bool checkTextLine(byte *file, uint32 text_line);
|
|
byte *fetchPaletteMatchTable(byte *screenFile);
|
|
byte *fetchObjectName(int32 resourceId, byte *buf);
|
|
|
|
// savegame file header
|
|
|
|
#if !defined(__GNUC__)
|
|
#pragma START_PACK_STRUCTS
|
|
#endif
|
|
|
|
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
|
|
ObjectGraphic graphic; // copy of player character graphic structure
|
|
ObjectMega mega; // copy of player character mega structure
|
|
} GCC_PACK;
|
|
|
|
#if !defined(__GNUC__)
|
|
#pragma END_PACK_STRUCTS
|
|
#endif
|
|
|
|
SaveGameHeader _saveGameHeader;
|
|
|
|
uint32 saveGame(uint16 slotNo, byte *description);
|
|
uint32 restoreGame(uint16 slotNo);
|
|
uint32 getSaveDescription(uint16 slotNo, byte *description);
|
|
bool saveExists();
|
|
bool saveExists(uint16 slotNo);
|
|
void fillSaveBuffer(byte *buffer, uint32 size, byte *desc);
|
|
uint32 restoreFromBuffer(byte *buffer, uint32 size);
|
|
uint32 findBufferSize();
|
|
|
|
bool _gamePaused;
|
|
bool _graphicsLevelFudged;
|
|
|
|
void startGame();
|
|
void gameCycle();
|
|
void closeGame();
|
|
void restartGame();
|
|
|
|
void sleepUntil(uint32 time);
|
|
|
|
void errorString(const char *buf_input, char *buf_output);
|
|
void initialiseFontResourceFlags();
|
|
void initialiseFontResourceFlags(uint8 language);
|
|
|
|
bool initStartMenu();
|
|
void registerStartPoint(int32 key, char *name);
|
|
|
|
uint32 getNumStarts() { return _totalStartups; }
|
|
uint32 getNumScreenManagers() { return _totalScreenManagers; }
|
|
StartUp *getStartList() { return _startList; }
|
|
|
|
void runStart(int start);
|
|
|
|
// Convenience alias for OSystem::getMillis().
|
|
// This is a bit hackish, of course :-).
|
|
uint32 getMillis();
|
|
};
|
|
|
|
} // End of namespace Sword2
|
|
|
|
#endif
|