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b3b0118292
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
387 lines
9.8 KiB
C++
387 lines
9.8 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/events.h"
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#include "sword2/header.h"
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#include "sword2/icons.h"
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#include "sword2/layers.h"
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#include "sword2/mouse.h"
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#include "sword2/object.h"
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#include "sword2/save_rest.h"
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#include "sword2/sound.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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void getPlayerStructures(void);
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void putPlayerStructures(void);
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uint32 saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
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uint32 restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
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uint32 calcChecksum(uint8 *buffer, uint32 size);
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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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// 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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bool _wantSfxDebug;
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bool _grabbingSequences;
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int32 _gameCycle;
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bool _renderSkip;
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int32 initBackground(int32 res, int32 new_palette);
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_event_unit _eventList[MAX_events];
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void initEventSystem(void);
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void sendEvent(uint32 id, uint32 interact_id);
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void setPlayerActionEvent(uint32 id, uint32 interact_id);
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void startEvent(void);
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bool checkEventWaiting(void);
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void clearEvent(uint32 id);
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void killAllIdsEvents(uint32 id);
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uint32 countEvents(void);
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// These two are set by fnPassGraph() and fnPassMega().
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// FIXME: _engineGraph isn't used at all, is it?
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Object_graphic _engineGraph;
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Object_mega _engineMega;
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menu_object _tempList[TOTAL_engine_pockets];
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uint32 _totalTemp;
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menu_object _masterMenuList[TOTAL_engine_pockets];
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uint32 _totalMasters;
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void buildMenu(void);
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void buildSystemMenu(void);
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// _thisScreen describes the current back buffer and its in-game scroll
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// positions, etc.
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screen_info _thisScreen;
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void setUpBackgroundLayers(void);
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uint32 _curMouse;
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Mouse_unit _mouseList[TOTAL_mouse_list];
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// Set by checkMouseList()
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uint32 _mouseTouching;
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uint32 _oldMouseTouching;
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uint32 _menuSelectedPos;
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// If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor
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// area (or hidden hot-zone)
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uint32 _mousePointerRes;
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uint32 _mouseMode;
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bool _examiningMenuIcon;
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bool _mouseStatus; // Human 0 on/1 off
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bool _mouseModeLocked; // 0 not !0 mode cannot be changed from
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// normal mouse to top menu (i.e. when
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// carrying big objects)
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uint32 _realLuggageItem; // Last minute for pause mode
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uint32 _currentLuggageResource;
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uint32 _oldButton; // For the re-click stuff - must be
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// the same button you see
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uint32 _buttonClick;
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uint32 _pointerTextBlocNo;
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uint32 _playerActivityDelay; // Player activity delay counter
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void resetMouseList(void);
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void normalMouse(void);
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void menuMouse(void);
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void dragMouse(void);
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void systemMenuMouse(void);
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void mouseOnOff(void);
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uint32 checkMouseList(void);
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void mouseEngine(void);
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void setMouse(uint32 res);
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void setLuggage(uint32 res);
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void clearPointerText(void);
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void createPointerText(uint32 text_id, uint32 pointer_res);
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void monitorPlayerActivity(void);
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void noHuman(void);
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void registerMouse(Object_mouse *ob_mouse);
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uint8 *fetchPalette(uint8 *screenFile);
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_screenHeader *fetchScreenHeader(uint8 *screenFile);
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_layerHeader *fetchLayerHeader(uint8 *screenFile, uint16 layerNo);
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uint8 *fetchShadingMask(uint8 *screenFile);
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_animHeader *fetchAnimHeader(uint8 *animFile);
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_cdtEntry *fetchCdtEntry(uint8 *animFile, uint16 frameNo);
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_frameHeader *fetchFrameHeader(uint8 *animFile, uint16 frameNo);
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_parallax *fetchBackgroundParallaxLayer(uint8 *screenFile, int layer);
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_parallax *fetchBackgroundLayer(uint8 *screenFile);
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_parallax *fetchForegroundParallaxLayer(uint8 *screenFile, int layer);
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uint8 *fetchTextLine(uint8 *file, uint32 text_line);
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uint8 checkTextLine(uint8 *file, uint32 text_line);
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uint8 *fetchPaletteMatchTable(uint8 *screenFile);
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uint8 *fetchObjectName(int32 resourceId);
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// savegame file header
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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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_object_hub player_hub; // copy of player object's object_hub structure
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Object_logic logic; // copy of player character logic structure
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// copy of player character graphic structure
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Object_graphic graphic;
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// copy of player character mega structure
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Object_mega mega;
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};
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_savegameHeader g_header;
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uint32 saveGame(uint16 slotNo, uint8 *description);
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uint32 restoreGame(uint16 slotNo);
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uint32 getSaveDescription(uint16 slotNo, uint8 *description);
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bool saveExists(uint16 slotNo);
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void fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc);
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uint32 restoreFromBuffer(mem *buffer, uint32 size);
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uint32 findBufferSize(void);
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uint8 _scrollFraction;
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void setScrolling(void);
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struct _fxq_entry {
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uint32 resource; // resource id of sample
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uint32 fetchId; // Id of resource in PSX CD queue. :)
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uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
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uint8 volume; // 0..16
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int8 pan; // -16..16
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uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
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};
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_fxq_entry _fxQueue[FXQ_LENGTH];
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// used to store id of tunes that loop, for save & restore
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uint32 _loopingMusicId;
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// to be called during system initialisation
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void initFxQueue(void);
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// to be called from the main loop, once per cycle
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void processFxQueue(void);
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// stops all fx & clears the queue - eg. when leaving a location
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void clearFxQueue(void);
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void pauseAllSound(void);
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void unpauseAllSound(void);
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void killMusic(void);
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void triggerFx(uint8 j);
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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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