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/* ScummVM - Graphic Adventure Engine
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 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
 * 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/sword2.h $
 * $Id: sword2.h 30944 2008-02-23 22:50:18Z sev $

#ifndef     SWORD2_H
#define     SWORD2_H


// 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.


#include "engines/engine.h"

#include "common/events.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

struct MouseEvent {
      bool pending;
      uint16 buttons;

struct KeyboardEvent {
      bool pending;
      Common::KeyState kbd;

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 {
      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];

      Sword2Engine(OSystem *syst);
      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;

      bool _renderSkip;
      bool _stepOneCycle;

      bool heldIsInInventory();

      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


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