scummvm/saga/saga.h
Eugene Sandulenko 94d9a2149b Implement scene change via exits. You still cannot leave first scene
because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.

svn-id: r15462
2004-10-08 01:22:39 +00:00

159 lines
3.7 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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 SAGA_H
#define SAGA_H
#include "common/stdafx.h"
#include "common/scummsys.h"
#include "base/engine.h"
#include "base/gameDetector.h"
#include "common/util.h"
#include "common/stream.h"
#include "common/rect.h"
#include <limits.h>
#include <stddef.h>
#include "saga/text.h"
#include "saga/gfx.h"
namespace Saga {
class SndRes;
class Sound;
class Music;
class Anim;
class Render;
class IsoMap;
class Gfx;
class SData;
class Script;
class Actor;
class Font;
class Sprite;
class Scene;
class Interface;
class Console;
class Events;
class PalAnim;
using Common::MemoryReadStream;
#define R_PBOUNDS(n,max) (((n)>=(0))&&((n)<(max)))
#define R_MAXPATH 512
struct R_RSCFILE_CONTEXT;
struct R_SEMAPHORE;
enum R_ERRORCODE {
R_MEM = -2,
R_FAILURE = -1,
R_SUCCESS = 0
};
enum SAGAGameId {
GID_ITE,
GID_ITECD,
GID_IHNM
};
struct R_CLICKAREA {
int n_points;
Point *points;
};
class SagaEngine : public Engine {
void errorString(const char *buf_input, char *buf_output);
protected:
void go();
public:
SagaEngine(GameDetector * detector, OSystem * syst);
virtual ~SagaEngine();
void shutdown();
int _soundEnabled;
int _musicEnabled;
SndRes *_sndRes;
Sound *_sound;
Music *_music;
Anim *_anim;
Render *_render;
IsoMap *_isoMap;
Gfx *_gfx;
SData *_sdata;
Script *_script;
Actor *_actor;
Font *_font;
Sprite *_sprite;
Scene *_scene;
Interface *_interface;
Console *_console;
Events *_events;
PalAnim *_palanim;
private:
int decodeBGImageRLE(const byte *inbuf, size_t inbuf_len, byte *outbuf, size_t outbuf_len);
int flipImage(byte *img_buf, int columns, int scanlines);
int unbankBGImage(byte *dest_buf, const byte *src_buf, int columns, int scanlines);
uint32 _previousTicks;
public:
int decodeBGImage(const byte *image_data, size_t image_size,
byte **output_buf, size_t *output_buf_len, int *w, int *h);
const byte *getImagePal(const byte *image_data, size_t image_size);
public:
R_TEXTLIST *textCreateList();
void textDestroyList(R_TEXTLIST *textlist);
void textClearList(R_TEXTLIST *textlist);
int textDrawList(R_TEXTLIST *textlist, R_SURFACE *ds);
R_TEXTLIST_ENTRY *textAddEntry(R_TEXTLIST *textlist, R_TEXTLIST_ENTRY *entry);
int textDeleteEntry(R_TEXTLIST *textlist, R_TEXTLIST_ENTRY *entry);
int textSetDisplay(R_TEXTLIST_ENTRY *entry, int val);
int textDraw(int font_id, R_SURFACE *ds, const char *string, int text_x, int text_y, int color,
int effect_color, int flags);
int textProcessList(R_TEXTLIST *textlist, long ms);
int transitionDissolve(byte *dst_img, int dst_w, int dst_h, int dst_p,
const byte *src_img, int src_w, int src_h, int src_p, int flags, int x, int y,
double percent);
int processInput(void);
Point getMousePos();
private:
Point _mousePos;
};
// FIXME: Global var. We use it until everything will be turned into objects
extern SagaEngine *_vm;
} // End of namespace Saga
#endif