diff options
author | Torbjörn Andersson | 2003-11-03 07:47:42 +0000 |
---|---|---|
committer | Torbjörn Andersson | 2003-11-03 07:47:42 +0000 |
commit | b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea (patch) | |
tree | df5851f12ebb885d05db421078980e122698243e /sword2/sword2.h | |
parent | 0ece8aab8b03e0aead5f18e33797ec85294bf158 (diff) | |
download | scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.tar.gz scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.tar.bz2 scummvm-rg350-b3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea.zip |
The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)
Moved more stuff into Sword2Engine.
svn-id: r11088
Diffstat (limited to 'sword2/sword2.h')
-rw-r--r-- | sword2/sword2.h | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/sword2/sword2.h b/sword2/sword2.h index 8d44e81f96..8abc60d0c7 100644 --- a/sword2/sword2.h +++ b/sword2/sword2.h @@ -28,10 +28,13 @@ #include "sword2/build_display.h" #include "sword2/console.h" #include "sword2/events.h" +#include "sword2/header.h" #include "sword2/icons.h" #include "sword2/layers.h" #include "sword2/mouse.h" #include "sword2/object.h" +#include "sword2/save_rest.h" +#include "sword2/sound.h" #include "sword2/driver/d_sound.h" #include "sword2/driver/d_draw.h" @@ -129,6 +132,14 @@ private: void startNewPalette(void); void processLayer(uint32 layer_number); + void getPlayerStructures(void); + void putPlayerStructures(void); + + uint32 saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize); + uint32 restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize); + + uint32 calcChecksum(uint8 *buffer, uint32 size); + public: Sword2Engine(GameDetector *detector, OSystem *syst); ~Sword2Engine(); @@ -276,6 +287,91 @@ public: void registerMouse(Object_mouse *ob_mouse); + uint8 *fetchPalette(uint8 *screenFile); + _screenHeader *fetchScreenHeader(uint8 *screenFile); + _layerHeader *fetchLayerHeader(uint8 *screenFile, uint16 layerNo); + uint8 *fetchShadingMask(uint8 *screenFile); + + _animHeader *fetchAnimHeader(uint8 *animFile); + _cdtEntry *fetchCdtEntry(uint8 *animFile, uint16 frameNo); + _frameHeader *fetchFrameHeader(uint8 *animFile, uint16 frameNo); + _parallax *fetchBackgroundParallaxLayer(uint8 *screenFile, int layer); + _parallax *fetchBackgroundLayer(uint8 *screenFile); + _parallax *fetchForegroundParallaxLayer(uint8 *screenFile, int layer); + uint8 *fetchTextLine(uint8 *file, uint32 text_line); + uint8 checkTextLine(uint8 *file, uint32 text_line); + uint8 *fetchPaletteMatchTable(uint8 *screenFile); + uint8 *fetchObjectName(int32 resourceId); + + // savegame file header + + struct _savegameHeader { + // sum of all bytes in file, excluding this uint32 + uint32 checksum; + + // player's description of savegame + char description[SAVE_DESCRIPTION_LEN]; + + uint32 varLength; // length of global variables resource + uint32 screenId; // resource id of screen file + uint32 runListId; // resource id of run list + uint32 feet_x; // copy of _thisScreen.feet_x + uint32 feet_y; // copy of _thisScreen.feet_y + uint32 music_id; // copy of 'looping_music_id' + _object_hub player_hub; // copy of player object's object_hub structure + Object_logic logic; // copy of player character logic structure + + // copy of player character graphic structure + Object_graphic graphic; + + // copy of player character mega structure + Object_mega mega; + }; + + _savegameHeader g_header; + + uint32 saveGame(uint16 slotNo, uint8 *description); + uint32 restoreGame(uint16 slotNo); + uint32 getSaveDescription(uint16 slotNo, uint8 *description); + bool saveExists(uint16 slotNo); + void fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc); + uint32 restoreFromBuffer(mem *buffer, uint32 size); + uint32 findBufferSize(void); + + uint8 _scrollFraction; + + void setScrolling(void); + + struct _fxq_entry { + uint32 resource; // resource id of sample + uint32 fetchId; // Id of resource in PSX CD queue. :) + uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM) + uint8 volume; // 0..16 + int8 pan; // -16..16 + uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP + }; + + _fxq_entry _fxQueue[FXQ_LENGTH]; + + // used to store id of tunes that loop, for save & restore + uint32 _loopingMusicId; + + // to be called during system initialisation + void initFxQueue(void); + + // to be called from the main loop, once per cycle + void processFxQueue(void); + + // stops all fx & clears the queue - eg. when leaving a location + void clearFxQueue(void); + + void pauseAllSound(void); + void unpauseAllSound(void); + + void killMusic(void); + + void triggerFx(uint8 j); + void errorString(const char *buf_input, char *buf_output); void initialiseFontResourceFlags(void); void initialiseFontResourceFlags(uint8 language); |