/* 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef SWORD1_H #define SWORD1_H #include "engines/engine.h" #include "common/events.h" #include "common/util.h" #include "sword1/sworddefs.h" namespace Sword1 { enum { GF_DEMO = 1 << 0 }; enum ControlPanelMode { CP_NORMAL = 0, CP_DEATHSCREEN, CP_THEEND, CP_NEWGAME }; class Screen; class Sound; class Logic; class Mouse; class ResMan; class ObjectMan; class Menu; class Music; class Control; struct SystemVars { bool runningFromCd; 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 uint8 controlPanelMode; // 1 death screen version of the control panel, 2 = successful end of game, 3 = force restart bool forceRestart; bool wantFade; // when true => fade during scene change, else cut. uint8 playSpeech; uint8 showText; uint8 language; bool isDemo; uint32 engineStartTime; // Used for playtime Common::Platform platform; }; class SwordEngine : public Engine { public: SwordEngine(OSystem *syst); virtual ~SwordEngine(); static SystemVars _systemVars; void reinitialize(void); uint32 _features; bool mouseIsActive(); static bool isMac() { return _systemVars.platform == Common::kPlatformMacintosh; } static bool isPsx() { return _systemVars.platform == Common::kPlatformPSX; } protected: // Engine APIs Common::Error init(); Common::Error go(); virtual Common::Error run() { Common::Error err; err = init(); if (err != Common::kNoError) return err; return go(); } virtual bool hasFeature(EngineFeature f) const; virtual void syncSoundSettings(); Common::Error loadGameState(int slot); bool canLoadGameStateCurrently(); Common::Error saveGameState(int slot, const char *desc); bool canSaveGameStateCurrently(); private: void delay(int32 amount); void checkCdFiles(void); void checkCd(void); void showFileErrorMsg(uint8 type, bool *fileExists); void flagsToBool(bool *dest, uint8 flags); void reinitRes(void); //Reinits the resources after a GMM load uint8 mainLoop(void); Common::Point _mouseCoord; uint16 _mouseState; Common::KeyState _keyPressed; ResMan *_resMan; ObjectMan *_objectMan; Screen *_screen; Mouse *_mouse; Logic *_logic; Sound *_sound; Menu *_menu; Music *_music; Control *_control; static const uint8 _cdList[TOTAL_SECTIONS]; static const CdFile _pcCdFileList[]; static const CdFile _macCdFileList[]; static const CdFile _psxCdFileList[]; }; } // End of namespace Sword1 #endif //BSSWORD1_H