scummvm/engines/sword2/sword2.h
Torbjörn Andersson 85b780baf1 Use FRAMES_PER_SECOND, not getFramesPerSecond(), to calculate the number of
frames before a sound effect is triggered. This is not dependent on _gameSpeed.

svn-id: r24971
2007-01-03 07:56:24 +00:00

238 lines
5.3 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#ifndef SWORD2_H
#define SWORD2_H
#define FRAMES_PER_SECOND 12
// 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 "engines/engine.h"
#include "common/util.h"
#define MAX_starts 100
#define MAX_description 100
class OSystem;
namespace Sword2 {
enum {
GF_DEMO = 1 << 0
};
class MemoryManager;
class ResourceManager;
class Sound;
class Screen;
class Mouse;
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;
uint32 repeat;
uint16 ascii;
int keycode;
int modifiers;
};
struct StartUp {
char description[MAX_description];
// id of screen manager object
uint32 start_res_id;
// Tell the manager which startup you want (if there are more than 1)
// (i.e more than 1 entrance to a screen and/or separate game boots)
uint32 key;
};
class Sword2Engine : public Engine {
private:
uint32 _inputEventFilter;
// The event "buffers"
MouseEvent _mouseEvent;
KeyboardEvent _keyboardEvent;
uint32 _bootParam;
int32 _saveSlot;
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();
uint32 _totalStartups;
uint32 _totalScreenManagers;
uint32 _startRes;
bool _useSubtitles;
int _gameSpeed;
StartUp _startList[MAX_starts];
public:
Sword2Engine(OSystem *syst);
~Sword2Engine();
int go();
int init();
int getFramesPerSecond();
void registerDefaultSettings();
void readSettings();
void writeSettings();
void setupPersistentResources();
bool getSubtitles() { return _useSubtitles; }
void setSubtitles(bool b) { _useSubtitles = b; }
bool _quit;
uint32 _features;
MemoryManager *_memory;
ResourceManager *_resman;
Sound *_sound;
Screen *_screen;
Mouse *_mouse;
Logic *_logic;
FontRenderer *_fontRenderer;
Debugger *_debugger;
Common::RandomSource _rnd;
uint32 _speechFontId;
uint32 _controlsFontId;
uint32 _redFontId;
uint32 setInputEventFilter(uint32 filter);
void parseInputEvents();
bool checkForMouseEvents();
MouseEvent *mouseEvent();
KeyboardEvent *keyboardEvent();
bool _wantSfxDebug;
int32 _gameCycle;
#ifdef SWORD2_DEBUG
bool _renderSkip;
bool _stepOneCycle;
#endif
#if RIGHT_CLICK_CLEARS_LUGGAGE
bool heldIsInInventory();
#endif
byte *fetchPalette(byte *screenFile);
byte *fetchScreenHeader(byte *screenFile);
byte *fetchLayerHeader(byte *screenFile, uint16 layerNo);
byte *fetchShadingMask(byte *screenFile);
byte *fetchAnimHeader(byte *animFile);
byte *fetchCdtEntry(byte *animFile, uint16 frameNo);
byte *fetchFrameHeader(byte *animFile, uint16 frameNo);
byte *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
byte *fetchBackgroundLayer(byte *screenFile);
byte *fetchForegroundParallaxLayer(byte *screenFile, int layer);
byte *fetchTextLine(byte *file, uint32 text_line);
bool checkTextLine(byte *file, uint32 text_line);
byte *fetchPaletteMatchTable(byte *screenFile);
uint32 saveGame(uint16 slotNo, byte *description);
uint32 restoreGame(uint16 slotNo);
uint32 getSaveDescription(uint16 slotNo, byte *description);
bool saveExists();
bool saveExists(uint16 slotNo);
uint32 restoreFromBuffer(byte *buffer, uint32 size);
char *getSaveFileName(uint16 slotNo);
uint32 findBufferSize();
bool _gamePaused;
bool _graphicsLevelFudged;
void startGame();
void gameCycle();
void closeGame();
void restartGame();
void sleepUntil(uint32 time);
GUI::Debugger *getDebugger();
void initialiseFontResourceFlags();
void initialiseFontResourceFlags(uint8 language);
bool initStartMenu();
void registerStartPoint(int32 key, char *name);
uint32 getNumStarts() { return _totalStartups; }
uint32 getNumScreenManagers() { return _totalScreenManagers; }
StartUp *getStartList() { return _startList; }
void runStart(int start);
// Convenience alias for OSystem::getMillis().
// This is a bit hackish, of course :-).
uint32 getMillis();
};
} // End of namespace Sword2
#endif