mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
d78dba3bca
svn-id: r48279
271 lines
6.5 KiB
C++
271 lines
6.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* Additional copyright for this file:
|
|
* Copyright (C) 1994-1998 Revolution Software Ltd.
|
|
*
|
|
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*/
|
|
|
|
#ifndef SWORD2_H
|
|
#define SWORD2_H
|
|
|
|
#define FRAMES_PER_SECOND 12
|
|
|
|
// 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 "engines/engine.h"
|
|
|
|
#include "common/events.h"
|
|
#include "common/util.h"
|
|
#include "common/random.h"
|
|
|
|
#define MAX_starts 100
|
|
#define MAX_description 100
|
|
|
|
class OSystem;
|
|
|
|
/**
|
|
* This is the namespace of the Sword2 engine.
|
|
*
|
|
* Status of this engine: ???
|
|
*
|
|
* Supported games:
|
|
* - ???
|
|
*/
|
|
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
|
|
};
|
|
|
|
struct MouseEvent {
|
|
bool pending;
|
|
uint16 buttons;
|
|
};
|
|
|
|
struct KeyboardEvent {
|
|
bool pending;
|
|
Common::KeyState kbd;
|
|
};
|
|
|
|
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);
|
|
|
|
uint32 _totalStartups;
|
|
uint32 _totalScreenManagers;
|
|
uint32 _startRes;
|
|
|
|
bool _useSubtitles;
|
|
int _gameSpeed;
|
|
|
|
// Used to trigger GMM Loading
|
|
int _gmmLoadSlot;
|
|
|
|
StartUp _startList[MAX_starts];
|
|
|
|
// We need these to fetch data from SCREENS.CLU, which is
|
|
// a resource file with custom format keeping background and
|
|
// parallax data (which is removed from multiscreen files).
|
|
byte *fetchPsxBackground(uint32 location);
|
|
byte *fetchPsxParallax(uint32 location, uint8 level); // level: 0 -> bg, 1 -> fg
|
|
|
|
// Original game platform (PC/PSX)
|
|
static Common::Platform _platform;
|
|
|
|
protected:
|
|
// Engine APIs
|
|
virtual Common::Error run();
|
|
virtual GUI::Debugger *getDebugger();
|
|
virtual bool hasFeature(EngineFeature f) const;
|
|
virtual void syncSoundSettings();
|
|
virtual void pauseEngineIntern(bool pause);
|
|
|
|
public:
|
|
Sword2Engine(OSystem *syst);
|
|
~Sword2Engine();
|
|
|
|
void pauseEngine(bool pause);
|
|
|
|
int getFramesPerSecond();
|
|
|
|
void registerDefaultSettings();
|
|
void readSettings();
|
|
void writeSettings();
|
|
|
|
void setupPersistentResources();
|
|
|
|
bool getSubtitles() { return _useSubtitles; }
|
|
void setSubtitles(bool b) { _useSubtitles = b; }
|
|
|
|
// GMM Loading/Saving
|
|
Common::Error saveGameState(int slot, const char *desc);
|
|
bool canSaveGameStateCurrently();
|
|
Common::Error loadGameState(int slot);
|
|
bool canLoadGameStateCurrently();
|
|
|
|
uint32 _features;
|
|
|
|
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 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);
|
|
byte *fetchScreenHeader(byte *screenFile);
|
|
byte *fetchLayerHeader(byte *screenFile, uint16 layerNo);
|
|
byte *fetchShadingMask(byte *screenFile);
|
|
|
|
byte *fetchAnimHeader(byte *animFile);
|
|
byte *fetchCdtEntry(byte *animFile, uint16 frameNo);
|
|
byte *fetchFrameHeader(byte *animFile, uint16 frameNo);
|
|
byte *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
|
|
byte *fetchBackgroundLayer(byte *screenFile);
|
|
byte *fetchForegroundParallaxLayer(byte *screenFile, int layer);
|
|
byte *fetchTextLine(byte *file, uint32 text_line);
|
|
bool checkTextLine(byte *file, uint32 text_line);
|
|
byte *fetchPaletteMatchTable(byte *screenFile);
|
|
|
|
uint32 saveGame(uint16 slotNo, const byte *description);
|
|
uint32 restoreGame(uint16 slotNo);
|
|
uint32 getSaveDescription(uint16 slotNo, byte *description);
|
|
bool saveExists();
|
|
bool saveExists(uint16 slotNo);
|
|
uint32 restoreFromBuffer(byte *buffer, uint32 size);
|
|
char *getSaveFileName(uint16 slotNo);
|
|
uint32 findBufferSize();
|
|
|
|
bool _gamePaused;
|
|
|
|
void startGame();
|
|
void gameCycle();
|
|
void restartGame();
|
|
|
|
void sleepUntil(uint32 time);
|
|
|
|
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();
|
|
|
|
//Used to check wether we are running PSX version
|
|
static bool isPsx() { return _platform == Common::kPlatformPSX; }
|
|
};
|
|
|
|
} // End of namespace Sword2
|
|
|
|
#endif
|