scummvm/sword2/sword2.h
Torbjörn Andersson fcc904a813 FadeServer() is now called from ServiceWindows(), thus eliminating the need
for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.

I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.

At the very least, it's one place less to worry about thread-safety in.

svn-id: r9854
2003-08-25 06:13:28 +00:00

74 lines
1.9 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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
//#include "src\driver96.h"
#include "driver/d_sound.h"
#ifdef _PCF76 // Bodge for PCF76 version so that their demo CD can be labelled "PCF76" rather than "RBSII1"
#define CD1_LABEL "PCF76"
#else
#define CD1_LABEL "RBSII1"
#endif
#define CD2_LABEL "RBSII2"
void Close_game(); //Tony11Oct96
void PauseGame(void); // James17jun97
void UnpauseGame(void); // James17jun97
#define HEAD_LEN 8
extern uint8 version_string[]; // for displaying from the console
extern uint8 unencoded_name[];
enum BSGameId {
GID_SWORD2 = GID_SWORD2_FIRST,
GID_SWORD2_DEMO
};
// TODO move stuff into class
class Sword2State : public Engine {
void errorString(const char *buf_input, char *buf_output);
public:
Sword2State(GameDetector *detector, OSystem *syst);
void go(void);
void parseEvents(void);
void Start_game(void);
int32 InitialiseGame(void);
GameDetector *_detector;
uint32 _features;
byte _gameId;
char *_game_name; // target name for saves
Sword2Sound *_sound;
private:
bool _quit;
uint32 _bootParam;
int32 _saveSlot;
};
extern Sword2State *g_sword2;
#endif