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author | Robert Göffringmann | 2003-12-16 02:10:15 +0000 |
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committer | Robert Göffringmann | 2003-12-16 02:10:15 +0000 |
commit | 189e08bc7985fc5664e7ab95195bbade07488f48 (patch) | |
tree | f12049da0a8e600bcdd425e4c314c50b5c9922f7 /sword1/sword1.h | |
parent | c3a9b2df6789055325b7fea6dd591cea1d419682 (diff) | |
download | scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.tar.gz scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.tar.bz2 scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.zip |
Broken Sword 1: initial import
svn-id: r11664
Diffstat (limited to 'sword1/sword1.h')
-rw-r--r-- | sword1/sword1.h | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/sword1/sword1.h b/sword1/sword1.h new file mode 100644 index 0000000000..a59fe70c92 --- /dev/null +++ b/sword1/sword1.h @@ -0,0 +1,93 @@ +/* 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; +};
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