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6ff927bff7
The were defined as uint8 and the code was inconsistent in the way they were handled, for example setting them to 1 in some places and to true in others. It was working but relying on implicit conversions both ways between 1 and true.
154 lines
3.9 KiB
C++
154 lines
3.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SWORD1_SWORD1_H
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#define SWORD1_SWORD1_H
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#include "engines/engine.h"
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#include "common/error.h"
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#include "common/keyboard.h"
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#include "common/rect.h"
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#include "common/util.h"
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#include "sword1/sworddefs.h"
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#include "sword1/console.h"
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/**
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* This is the namespace of the Sword1 engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Broken Sword: The Shadow of the Templars
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*/
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namespace Sword1 {
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enum {
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GF_DEMO = 1 << 0
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};
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enum ControlPanelMode {
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CP_NORMAL = 0,
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CP_DEATHSCREEN,
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CP_THEEND,
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CP_NEWGAME
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};
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class Screen;
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class Sound;
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class Logic;
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class Mouse;
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class ResMan;
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class ObjectMan;
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class Menu;
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class Music;
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class Control;
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struct SystemVars {
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bool runningFromCd;
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uint32 currentCD; // starts at zero, then either 1 or 2 depending on section being played
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uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c
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uint8 controlPanelMode; // 1 death screen version of the control panel, 2 = successful end of game, 3 = force restart
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bool forceRestart;
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bool wantFade; // when true => fade during scene change, else cut.
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bool playSpeech;
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bool showText;
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uint8 language;
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bool isDemo;
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Common::Platform platform;
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Common::Language realLanguage;
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};
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class SwordEngine : public Engine {
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friend class SwordConsole;
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public:
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SwordEngine(OSystem *syst);
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virtual ~SwordEngine();
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static SystemVars _systemVars;
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void reinitialize();
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uint32 _features;
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bool mouseIsActive();
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static bool isMac() { return _systemVars.platform == Common::kPlatformMacintosh; }
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static bool isPsx() { return _systemVars.platform == Common::kPlatformPSX; }
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static bool isWindows() { return _systemVars.platform == Common::kPlatformWindows ; }
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protected:
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// Engine APIs
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Common::Error init();
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Common::Error go();
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virtual Common::Error run() {
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Common::Error err;
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err = init();
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if (err.getCode() != Common::kNoError)
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return err;
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return go();
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}
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virtual bool hasFeature(EngineFeature f) const;
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virtual void syncSoundSettings();
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GUI::Debugger *getDebugger() { return _console; }
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Common::Error loadGameState(int slot);
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bool canLoadGameStateCurrently();
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Common::Error saveGameState(int slot, const Common::String &desc);
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bool canSaveGameStateCurrently();
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private:
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void delay(int32 amount);
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void checkCdFiles();
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void checkCd();
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void showFileErrorMsg(uint8 type, bool *fileExists);
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void flagsToBool(bool *dest, uint8 flags);
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void reinitRes(); //Reinits the resources after a GMM load
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SwordConsole *_console;
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uint8 mainLoop();
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Common::Point _mouseCoord;
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uint16 _mouseState;
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Common::KeyState _keyPressed;
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ResMan *_resMan;
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ObjectMan *_objectMan;
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Screen *_screen;
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Mouse *_mouse;
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Logic *_logic;
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Sound *_sound;
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Menu *_menu;
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Music *_music;
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Control *_control;
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static const uint8 _cdList[TOTAL_SECTIONS];
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static const CdFile _pcCdFileList[];
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static const CdFile _macCdFileList[];
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static const CdFile _psxCdFileList[];
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};
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} // End of namespace Sword1
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#endif // SWORD1_SWORD1_H
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