/* 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 * 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 SWORD2_H #define SWORD2_H #define FRAMES_PER_SECOND 12 // 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. #define RIGHT_CLICK_CLEARS_LUGGAGE 0 #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 { private: 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); uint32 _totalStartups; uint32 _totalScreenManagers; uint32 _startRes; bool _useSubtitles; int _gameSpeed; StartUp _startList[MAX_starts]; public: Sword2Engine(OSystem *syst); ~Sword2Engine(); // Engine APIs virtual Common::Error init(); virtual Common::Error go(); virtual GUI::Debugger *getDebugger(); virtual bool hasFeature(EngineFeature f) const; virtual void pauseEngineIntern(bool pause); int getFramesPerSecond(); void registerDefaultSettings(); void readSettings(); void writeSettings(); void setupPersistentResources(); bool getSubtitles() { return _useSubtitles; } void setSubtitles(bool b) { _useSubtitles = b; } 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; #ifdef SWORD2_DEBUG bool _renderSkip; bool _stepOneCycle; #endif #if RIGHT_CLICK_CLEARS_LUGGAGE bool heldIsInInventory(); #endif 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; void startGame(); void gameCycle(); void restartGame(); void sleepUntil(uint32 time); 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 #endif