mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 22:28:10 +00:00
0b461c8506
svn-id: r16580
422 lines
10 KiB
C++
422 lines
10 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/layers.h"
|
|
#include "sword2/mouse.h"
|
|
#include "sword2/object.h"
|
|
#include "sword2/save_rest.h"
|
|
|
|
class GameDetector;
|
|
class OSystem;
|
|
|
|
namespace Sword2 {
|
|
|
|
enum {
|
|
GF_DEMO = 1 << 0
|
|
};
|
|
|
|
class MemoryManager;
|
|
class ResourceManager;
|
|
class Sound;
|
|
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;
|
|
|
|
// structure filled out by each object to register its graphic printing
|
|
// requrements
|
|
|
|
struct BuildUnit {
|
|
int16 x;
|
|
int16 y;
|
|
uint16 scaled_width;
|
|
uint16 scaled_height;
|
|
int16 sort_y;
|
|
uint32 anim_resource;
|
|
uint16 anim_pc;
|
|
|
|
// Denotes a scaling sprite at print time - and holds the
|
|
// scaling value for the shrink routine
|
|
|
|
uint16 scale;
|
|
|
|
// Non-zero means this item is a layer - retrieve from
|
|
// background layer and send to special renderer
|
|
|
|
uint16 layer_number;
|
|
|
|
// True means we want this frame to be affected by the shading
|
|
// mask
|
|
|
|
bool shadingFlag;
|
|
};
|
|
|
|
BuildUnit _bgp0List[MAX_bgp0_sprites];
|
|
BuildUnit _bgp1List[MAX_bgp1_sprites];
|
|
BuildUnit _backList[MAX_back_sprites];
|
|
BuildUnit _sortList[MAX_sort_sprites];
|
|
BuildUnit _foreList[MAX_fore_sprites];
|
|
BuildUnit _fgp0List[MAX_fgp0_sprites];
|
|
BuildUnit _fgp1List[MAX_fgp1_sprites];
|
|
|
|
// Holds the order of the sort list, i.e. the list stays static and we
|
|
// sort this array.
|
|
|
|
uint16 _sortOrder[MAX_sort_sprites];
|
|
|
|
// Last palette used - so that we can restore the correct one after a
|
|
// pause (which dims the screen) and it's not always the main screen
|
|
// palette that we want, eg. during the eclipse
|
|
|
|
// This flag gets set in startNewPalette() and setFullPalette()
|
|
|
|
uint32 _lastPaletteRes;
|
|
|
|
void drawBackPar0Frames();
|
|
void drawBackPar1Frames();
|
|
void drawBackFrames();
|
|
void drawSortFrames(byte *file);
|
|
void drawForeFrames();
|
|
void drawForePar0Frames();
|
|
void drawForePar1Frames();
|
|
|
|
void startNewPalette();
|
|
void processLayer(byte *file, uint32 layer_number);
|
|
void processImage(BuildUnit *build_unit);
|
|
|
|
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();
|
|
|
|
MenuObject _tempList[TOTAL_engine_pockets];
|
|
uint32 _totalTemp;
|
|
|
|
MenuObject _masterMenuList[TOTAL_engine_pockets];
|
|
uint32 _totalMasters;
|
|
|
|
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;
|
|
Graphics *_graphics;
|
|
Logic *_logic;
|
|
FontRenderer *_fontRenderer;
|
|
Gui *_gui;
|
|
|
|
Debugger *_debugger;
|
|
|
|
Common::RandomSource _rnd;
|
|
|
|
uint32 _speechFontId;
|
|
uint32 _controlsFontId;
|
|
uint32 _redFontId;
|
|
|
|
int16 _mouseX;
|
|
int16 _mouseY;
|
|
|
|
uint32 setEventFilter(uint32 filter);
|
|
|
|
void parseEvents();
|
|
|
|
bool checkForMouseEvents();
|
|
MouseEvent *mouseEvent();
|
|
KeyboardEvent *keyboardEvent();
|
|
|
|
void resetRenderLists();
|
|
void buildDisplay();
|
|
void displayMsg(byte *text, int time);
|
|
void setFullPalette(int32 palRes);
|
|
|
|
int32 registerFrame(int32 *params);
|
|
void registerFrame(int32 *params, BuildUnit *build_unit);
|
|
|
|
// The debugger wants to access these
|
|
|
|
uint32 _curBgp0;
|
|
uint32 _curBgp1;
|
|
uint32 _curBack;
|
|
uint32 _curSort;
|
|
uint32 _curFore;
|
|
uint32 _curFgp0;
|
|
uint32 _curFgp1;
|
|
|
|
// Debugging stuff
|
|
|
|
uint32 _largestLayerArea;
|
|
uint32 _largestSpriteArea;
|
|
char _largestLayerInfo[128];
|
|
char _largestSpriteInfo[128];
|
|
|
|
// 'frames per second' counting stuff
|
|
uint32 _fps;
|
|
uint32 _cycleTime;
|
|
uint32 _frameCount;
|
|
|
|
bool _wantSfxDebug;
|
|
|
|
int32 _gameCycle;
|
|
|
|
#ifdef SWORD2_DEBUG
|
|
bool _renderSkip;
|
|
bool _stepOneCycle;
|
|
#endif
|
|
|
|
int32 initBackground(int32 res, int32 new_palette);
|
|
|
|
#if RIGHT_CLICK_CLEARS_LUGGAGE
|
|
bool heldIsInInventory();
|
|
#endif
|
|
|
|
int menuClick(int menu_items);
|
|
|
|
void addMenuObject(MenuObject *obj);
|
|
void buildMenu();
|
|
void buildSystemMenu();
|
|
|
|
// _thisScreen describes the current back buffer and its in-game scroll
|
|
// positions, etc.
|
|
|
|
ScreenInfo _thisScreen;
|
|
|
|
uint32 _curMouse;
|
|
MouseUnit _mouseList[TOTAL_mouse_list];
|
|
|
|
// Set by checkMouseList()
|
|
uint32 _mouseTouching;
|
|
uint32 _oldMouseTouching;
|
|
|
|
uint32 _menuSelectedPos;
|
|
|
|
// If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor
|
|
// area (or hidden hot-zone)
|
|
|
|
uint32 _mousePointerRes;
|
|
|
|
uint32 _mouseMode;
|
|
bool _examiningMenuIcon;
|
|
|
|
bool _mouseStatus; // Human 0 on/1 off
|
|
bool _mouseModeLocked; // 0 not !0 mode cannot be changed from
|
|
// normal mouse to top menu (i.e. when
|
|
// carrying big objects)
|
|
uint32 _realLuggageItem; // Last minute for pause mode
|
|
uint32 _currentLuggageResource;
|
|
uint32 _oldButton; // For the re-click stuff - must be
|
|
// the same button you see
|
|
uint32 _buttonClick;
|
|
uint32 _pointerTextBlocNo;
|
|
uint32 _playerActivityDelay; // Player activity delay counter
|
|
|
|
void resetMouseList();
|
|
|
|
void normalMouse();
|
|
void menuMouse();
|
|
void dragMouse();
|
|
void systemMenuMouse();
|
|
|
|
void mouseOnOff();
|
|
uint32 checkMouseList();
|
|
void mouseEngine();
|
|
|
|
void setMouse(uint32 res);
|
|
void setLuggage(uint32 res);
|
|
|
|
void clearPointerText();
|
|
|
|
void createPointerText(uint32 text_id, uint32 pointer_res);
|
|
void monitorPlayerActivity();
|
|
void noHuman();
|
|
|
|
void registerMouse(ObjectMouse *ob_mouse);
|
|
|
|
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();
|
|
|
|
uint8 _scrollFraction;
|
|
|
|
void setScrolling();
|
|
|
|
// used to store id of tunes that loop, for save & restore
|
|
uint32 _loopingMusicId;
|
|
|
|
// to be called during system initialisation
|
|
void initFxQueue();
|
|
|
|
// to be called from the main loop, once per cycle
|
|
void processFxQueue();
|
|
|
|
// stops all fx & clears the queue - eg. when leaving a location
|
|
void clearFxQueue();
|
|
|
|
void pauseAllSound();
|
|
void unpauseAllSound();
|
|
|
|
void killMusic();
|
|
|
|
void triggerFx(uint8 j);
|
|
|
|
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);
|
|
|
|
|
|
// Convenience alias for OSystem::getMillis().
|
|
// This is a bit hackish, of course :-).
|
|
uint32 getMillis();
|
|
};
|
|
|
|
} // End of namespace Sword2
|
|
|
|
#endif
|