scummvm/sword2/sword2.h
Torbjörn Andersson 43cfe01f3d This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.

The old Graphics class is no more.

I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.

I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.

svn-id: r16812
2005-02-19 14:02:16 +00:00

261 lines
6.2 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/driver/driver96.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 Graphics;
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;
uint16 ascii;
int keycode;
int modifiers;
};
class Sword2Engine : public Engine {
private:
uint32 _eventFilter;
// 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;
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;
};
StartUp _startList[MAX_starts];
public:
Sword2Engine(GameDetector *detector, OSystem *syst);
~Sword2Engine();
int go();
int init(GameDetector &detector);
void setupPersistentResources();
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;
Gui *_gui;
Debugger *_debugger;
Common::RandomSource _rnd;
uint32 _speechFontId;
uint32 _controlsFontId;
uint32 _redFontId;
uint32 setEventFilter(uint32 filter);
void parseEvents();
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 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);
void conPrintStartMenu();
void conStart(int start);
// Convenience alias for OSystem::getMillis().
// This is a bit hackish, of course :-).
uint32 getMillis();
};
} // End of namespace Sword2
#endif