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807b33ec29
The various game settings are no longer stored in the Gui class. They are stored in the class that use them. Code that doesn't belong in the Gui class, e.g. the "restart" code, has been moved out of it. Afterwards, the Gui class had been reduced to nothing more than a handful of trivial methods for invoking the in-game dialogs. So the entire Gui class has been removed. svn-id: r16827
270 lines
6.4 KiB
C++
270 lines
6.4 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef _SWORD2
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#define _SWORD2
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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 "base/engine.h"
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#include "common/util.h"
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#include "sword2/driver/driver96.h"
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#include "sword2/build_display.h"
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#include "sword2/header.h"
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#include "sword2/icons.h"
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#include "sword2/object.h"
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#include "sword2/save_rest.h"
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#define MAX_starts 100
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#define MAX_description 100
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class GameDetector;
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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 Graphics;
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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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uint16 ascii;
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int keycode;
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int modifiers;
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};
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class Sword2Engine : public Engine {
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private:
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uint32 _eventFilter;
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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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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
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// than 1) (i.e more than 1 entrance to a screen and/or
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// separate game boots)
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uint32 key;
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};
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StartUp _startList[MAX_starts];
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public:
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Sword2Engine(GameDetector *detector, OSystem *syst);
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~Sword2Engine();
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int go();
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int init(GameDetector &detector);
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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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Common::String _targetName; // target name for saves
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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 setEventFilter(uint32 filter);
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void parseEvents();
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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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ScreenHeader *fetchScreenHeader(byte *screenFile);
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LayerHeader *fetchLayerHeader(byte *screenFile, uint16 layerNo);
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byte *fetchShadingMask(byte *screenFile);
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AnimHeader *fetchAnimHeader(byte *animFile);
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CdtEntry *fetchCdtEntry(byte *animFile, uint16 frameNo);
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FrameHeader *fetchFrameHeader(byte *animFile, uint16 frameNo);
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Parallax *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
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Parallax *fetchBackgroundLayer(byte *screenFile);
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Parallax *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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byte *fetchObjectName(int32 resourceId, byte *buf);
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// savegame file header
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#if !defined(__GNUC__)
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#pragma START_PACK_STRUCTS
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#endif
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struct SaveGameHeader {
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// sum of all bytes in file, excluding this uint32
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uint32 checksum;
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// player's description of savegame
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char description[SAVE_DESCRIPTION_LEN];
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uint32 varLength; // length of global variables resource
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uint32 screenId; // resource id of screen file
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uint32 runListId; // resource id of run list
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uint32 feet_x; // copy of _thisScreen.feet_x
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uint32 feet_y; // copy of _thisScreen.feet_y
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uint32 music_id; // copy of 'looping_music_id'
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ObjectHub player_hub; // copy of player object's object_hub structure
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ObjectLogic logic; // copy of player character logic structure
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ObjectGraphic graphic; // copy of player character graphic structure
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ObjectMega mega; // copy of player character mega structure
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} GCC_PACK;
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#if !defined(__GNUC__)
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#pragma END_PACK_STRUCTS
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#endif
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SaveGameHeader _saveGameHeader;
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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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void fillSaveBuffer(byte *buffer, uint32 size, byte *desc);
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uint32 restoreFromBuffer(byte *buffer, uint32 size);
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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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void errorString(const char *buf_input, char *buf_output);
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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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void conPrintStartMenu();
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void conStart(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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