mirror of
https://github.com/libretro/scummvm.git
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b27a871f87
svn-id: r11045
198 lines
4.6 KiB
C++
198 lines
4.6 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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#include "base/engine.h"
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#include "common/file.h"
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#include "common/map.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "sword2/build_display.h"
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#include "sword2/console.h"
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#include "sword2/driver/d_sound.h"
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#include "sword2/driver/d_draw.h"
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enum {
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GF_DEMO = 1 << 0
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};
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namespace Sword2 {
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// Bodge for PCF76 version so that their demo CD can be labelled "PCF76"
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// rather than "RBSII1"
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#ifdef _PCF76
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#define CD1_LABEL "PCF76"
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#else
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#define CD1_LABEL "RBSII1"
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#endif
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#define CD2_LABEL "RBSII2"
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void Close_game();
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void PauseGame(void);
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void UnpauseGame(void);
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void sleepUntil(int32 time);
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// TODO move stuff into class
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class Sword2Engine : public Engine {
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private:
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bool _quit;
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uint32 _bootParam;
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int32 _saveSlot;
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// structure filled out by each object to register its graphic printing
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// requrements
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struct buildit {
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int16 x;
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int16 y;
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uint16 scaled_width;
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uint16 scaled_height;
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int16 sort_y;
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uint32 anim_resource;
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uint16 anim_pc;
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// Denotes a scaling sprite at print time - and holds the
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// scaling value for the shrink routine
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uint16 scale;
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// Non-zero means this item is a layer - retrieve from
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// background layer and send to special renderer
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uint16 layer_number;
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// True means we want this frame to be affected by the shading
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// mask
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bool shadingFlag;
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};
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buildit _bgp0List[MAX_bgp0_sprites];
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buildit _bgp1List[MAX_bgp1_sprites];
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buildit _backList[MAX_back_sprites];
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buildit _sortList[MAX_sort_sprites];
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buildit _foreList[MAX_fore_sprites];
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buildit _fgp0List[MAX_fgp0_sprites];
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buildit _fgp1List[MAX_fgp1_sprites];
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// Holds the order of the sort list, i.e. the list stays static and we
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// sort this array.
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uint16 _sortOrder[MAX_sort_sprites];
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// Last palette used - so that we can restore the correct one after a
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// pause (which dims the screen) and it's not always the main screen
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// palette that we want, eg. during the eclipse
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// This flag gets set in startNewPalette() and setFullPalette()
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uint32 _lastPaletteRes;
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void sendBackPar0Frames(void);
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void sendBackPar1Frames(void);
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void sendBackFrames(void);
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void sendSortFrames(void);
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void sendForeFrames(void);
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void sendForePar0Frames(void);
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void sendForePar1Frames(void);
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void sortTheSortList(void);
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void startNewPalette(void);
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void processLayer(uint32 layer_number);
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public:
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Sword2Engine(GameDetector *detector, OSystem *syst);
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~Sword2Engine();
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void go(void);
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void parseEvents(void);
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void Start_game(void);
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int32 InitialiseGame(void);
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GameDetector *_detector;
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uint32 _features;
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char *_targetName; // target name for saves
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Sound *_sound;
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Display *_display;
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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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void resetRenderLists(void);
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void buildDisplay(void);
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void processImage(buildit *build_unit);
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void displayMsg(uint8 *text, int time);
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void removeMsg(void);
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void setFullPalette(int32 palRes);
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int32 registerFrame(int32 *params);
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void registerFrame(int32 *params, buildit *build_unit);
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// The debugger wants to access these
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uint32 _curBgp0;
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uint32 _curBgp1;
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uint32 _curBack;
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uint32 _curSort;
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uint32 _curFore;
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uint32 _curFgp0;
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uint32 _curFgp1;
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// So I know if the control panel can be activated
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int32 _mouseStatus;
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// Debugging stuff
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uint32 _largestLayerArea;
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uint32 _largestSpriteArea;
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char _largestLayerInfo[128];
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char _largestSpriteInfo[128];
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// 'frames per second' counting stuff
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uint32 _fps;
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uint32 _cycleTime;
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uint32 _frameCount;
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int32 initBackground(int32 res, int32 new_palette);
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void errorString(const char *buf_input, char *buf_output);
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void initialiseFontResourceFlags(void);
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void initialiseFontResourceFlags(uint8 language);
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};
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extern Sword2Engine *g_sword2;
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extern Sound *g_sound;
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extern Display *g_display;
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} // End of namespace Sword2
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#endif
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