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authorRobert Göffringmann2003-12-16 02:10:15 +0000
committerRobert Göffringmann2003-12-16 02:10:15 +0000
commit189e08bc7985fc5664e7ab95195bbade07488f48 (patch)
treef12049da0a8e600bcdd425e4c314c50b5c9922f7 /sword1/sword1.h
parentc3a9b2df6789055325b7fea6dd591cea1d419682 (diff)
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Broken Sword 1: initial import
svn-id: r11664
Diffstat (limited to 'sword1/sword1.h')
-rw-r--r--sword1/sword1.h93
1 files changed, 93 insertions, 0 deletions
diff --git a/sword1/sword1.h b/sword1/sword1.h
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ *
+ */
+
+#include <stdio.h>
+#include "base/engine.h"
+#include "common/util.h"
+#include "sound/mixer.h"
+#include "base/gameDetector.h"
+
+class SwordScreen;
+class SwordSound;
+class SwordLogic;
+class SwordMouse;
+class ResMan;
+class MemMan;
+class ObjectMan;
+class SwordMenu;
+class SwordMusic;
+
+struct SystemVars {
+ // todo: move these to a better place
+ uint32 currentCD; // starts at zero, then either 1 or 2 depending on section being played
+ uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c
+ uint32 gamePaused; // 1 when paused
+ uint32 rate; // game rate => what's this for?
+ //uint32 textNumber; // holds last text_no displayed => I think it was only for debugging
+ //uint32 endOfQ; // next available slot in sound fx queue
+ //uint8 debug; // toggles tdebug file
+
+ uint8 saveGameFlag; // controls save game loop 0=off 1=save game 2=restore game 3=restart 4=quit to dos
+ uint8 deathScreenFlag; // 1 death screen version of the control panel, 2 = successful end of game
+ uint8 playSpeech;
+ uint8 showText;
+ uint8 snrStatus;
+ // ^=> move into SwordControl... or whatever it will be.
+ //uint8 displayText; // toggles debug text display on "t"
+ //uint8 displayGrid; // toggles debug grid display on "g"
+ //uint8 displayMouse; // toggles debug mouse display on "m"
+ //uint8 framesPerSecond; // toggles one frame pre second mode on "1"
+ //uint8 writingPCXs; // writing a PCX every frame on "f"
+ //int16 parallaxOn; I think we don't need this.
+ uint8 language;
+ int32 currentMusic;
+ //uint32 gameCycle;
+};
+
+class SwordEngine : public Engine {
+ void errorString(const char *buf_input, char *buf_output);
+public:
+ SwordEngine(GameDetector *detector, OSystem *syst);
+ virtual ~SwordEngine();
+ static SystemVars _systemVars;
+protected:
+ void go();
+private:
+ void delay(uint amount);
+ void initialize(void);
+ void mainLoop(void);
+ void fnCheckCd(uint32 newScreen);
+
+ uint16 _mouseX, _mouseY, _mouseState;
+
+ GameDetector *_detector;
+ OSystem *_system;
+
+ MemMan *_memMan;
+ ResMan *_resMan;
+ ObjectMan *_objectMan;
+ SwordScreen *_screen;
+ SwordMouse *_mouse;
+ SwordLogic *_logic;
+ SwordSound *_sound;
+ SwordMenu *_menu;
+ SwordMusic *_music;
+}; \ No newline at end of file