/* Copyright (C) 1994-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #ifndef _SWORD2 #define _SWORD2 // 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 "base/engine.h" #include "sword2/driver/driver96.h" #include "sword2/build_display.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" class GameDetector; namespace Sword2 { enum { GF_DEMO = 1 << 0 }; class MemoryManager; class ResourceManager; class Sound; class Graphics; 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, RD_MOUSEMOVE = 0x80 }; struct MouseEvent { bool pending; uint16 buttons; }; struct KeyboardEvent { bool pending; uint16 ascii; int keycode; int modifiers; }; class Sword2Engine : public Engine { private: uint32 _eventFilter; // The event "buffers" MouseEvent _mouseEvent; KeyboardEvent _keyboardEvent; uint32 _bootParam; int32 _saveSlot; // structure filled out by each object to register its graphic printing // requrements struct BuildUnit { int16 x; int16 y; uint16 scaled_width; uint16 scaled_height; int16 sort_y; uint32 anim_resource; uint16 anim_pc; // Denotes a scaling sprite at print time - and holds the // scaling value for the shrink routine uint16 scale; // Non-zero means this item is a layer - retrieve from // background layer and send to special renderer uint16 layer_number; // True means we want this frame to be affected by the shading // mask bool shadingFlag; }; BuildUnit _bgp0List[MAX_bgp0_sprites]; BuildUnit _bgp1List[MAX_bgp1_sprites]; BuildUnit _backList[MAX_back_sprites]; BuildUnit _sortList[MAX_sort_sprites]; BuildUnit _foreList[MAX_fore_sprites]; BuildUnit _fgp0List[MAX_fgp0_sprites]; BuildUnit _fgp1List[MAX_fgp1_sprites]; // Holds the order of the sort list, i.e. the list stays static and we // sort this array. uint16 _sortOrder[MAX_sort_sprites]; // Last palette used - so that we can restore the correct one after a // pause (which dims the screen) and it's not always the main screen // palette that we want, eg. during the eclipse // This flag gets set in startNewPalette() and setFullPalette() uint32 _lastPaletteRes; void drawBackPar0Frames(); void drawBackPar1Frames(); void drawBackFrames(); void drawSortFrames(byte *file); void drawForeFrames(); void drawForePar0Frames(); void drawForePar1Frames(); void startNewPalette(); void processLayer(byte *file, uint32 layer_number); void processImage(BuildUnit *build_unit); 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); void pauseGame(); void unpauseGame(); MenuObject _tempList[TOTAL_engine_pockets]; uint32 _totalTemp; MenuObject _masterMenuList[TOTAL_engine_pockets]; uint32 _totalMasters; public: Sword2Engine(GameDetector *detector, OSystem *syst); ~Sword2Engine(); void go(); void mainInit(); void mainRun(); void setupPersistentResources(); bool _quit; uint32 _features; Common::String _targetName; // target name for saves MemoryManager *_memory; ResourceManager *_resman; Sound *_sound; Graphics *_graphics; Logic *_logic; FontRenderer *_fontRenderer; Gui *_gui; Debugger *_debugger; Common::RandomSource _rnd; uint32 _speechFontId; uint32 _controlsFontId; uint32 _redFontId; int16 _mouseX; int16 _mouseY; uint32 setEventFilter(uint32 filter); void parseEvents(); bool checkForMouseEvents(); MouseEvent *mouseEvent(); KeyboardEvent *keyboardEvent(); void resetRenderLists(); void buildDisplay(); void displayMsg(byte *text, int time); void setFullPalette(int32 palRes); int32 registerFrame(int32 *params); void registerFrame(int32 *params, BuildUnit *build_unit); // The debugger wants to access these uint32 _curBgp0; uint32 _curBgp1; uint32 _curBack; uint32 _curSort; uint32 _curFore; uint32 _curFgp0; uint32 _curFgp1; // Debugging stuff uint32 _largestLayerArea; uint32 _largestSpriteArea; char _largestLayerInfo[128]; char _largestSpriteInfo[128]; // 'frames per second' counting stuff uint32 _fps; uint32 _cycleTime; uint32 _frameCount; bool _wantSfxDebug; int32 _gameCycle; bool _renderSkip; int32 initBackground(int32 res, int32 new_palette); #if RIGHT_CLICK_CLEARS_LUGGAGE bool heldIsInInventory(); #endif int menuClick(int menu_items); void addMenuObject(MenuObject *obj); void buildMenu(); void buildSystemMenu(); // _thisScreen describes the current back buffer and its in-game scroll // positions, etc. ScreenInfo _thisScreen; uint32 _curMouse; MouseUnit _mouseList[TOTAL_mouse_list]; // Set by checkMouseList() uint32 _mouseTouching; uint32 _oldMouseTouching; uint32 _menuSelectedPos; // If it's NORMAL_MOUSE_ID (ie. normal pointer) then it's over a floor // area (or hidden hot-zone) uint32 _mousePointerRes; uint32 _mouseMode; bool _examiningMenuIcon; bool _mouseStatus; // Human 0 on/1 off bool _mouseModeLocked; // 0 not !0 mode cannot be changed from // normal mouse to top menu (i.e. when // carrying big objects) uint32 _realLuggageItem; // Last minute for pause mode uint32 _currentLuggageResource; uint32 _oldButton; // For the re-click stuff - must be // the same button you see uint32 _buttonClick; uint32 _pointerTextBlocNo; uint32 _playerActivityDelay; // Player activity delay counter void resetMouseList(); void normalMouse(); void menuMouse(); void dragMouse(); void systemMenuMouse(); void mouseOnOff(); uint32 checkMouseList(); void mouseEngine(); void setMouse(uint32 res); void setLuggage(uint32 res); void clearPointerText(); void createPointerText(uint32 text_id, uint32 pointer_res); void monitorPlayerActivity(); void noHuman(); void registerMouse(ObjectMouse *ob_mouse); byte *fetchPalette(byte *screenFile); ScreenHeader *fetchScreenHeader(byte *screenFile); LayerHeader *fetchLayerHeader(byte *screenFile, uint16 layerNo); byte *fetchShadingMask(byte *screenFile); AnimHeader *fetchAnimHeader(byte *animFile); CdtEntry *fetchCdtEntry(byte *animFile, uint16 frameNo); FrameHeader *fetchFrameHeader(byte *animFile, uint16 frameNo); Parallax *fetchBackgroundParallaxLayer(byte *screenFile, int layer); Parallax *fetchBackgroundLayer(byte *screenFile); Parallax *fetchForegroundParallaxLayer(byte *screenFile, int layer); byte *fetchTextLine(byte *file, uint32 text_line); bool checkTextLine(byte *file, uint32 text_line); byte *fetchPaletteMatchTable(byte *screenFile); byte *fetchObjectName(int32 resourceId, byte *buf); // savegame file header #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif 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' ObjectHub player_hub; // copy of player object's object_hub structure ObjectLogic logic; // copy of player character logic structure ObjectGraphic graphic; // copy of player character graphic structure ObjectMega mega; // copy of player character mega structure } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif SaveGameHeader _saveGameHeader; uint32 saveGame(uint16 slotNo, byte *description); uint32 restoreGame(uint16 slotNo); uint32 getSaveDescription(uint16 slotNo, byte *description); bool saveExists(); bool saveExists(uint16 slotNo); void fillSaveBuffer(byte *buffer, uint32 size, byte *desc); uint32 restoreFromBuffer(byte *buffer, uint32 size); uint32 findBufferSize(); uint8 _scrollFraction; void setScrolling(); // used to store id of tunes that loop, for save & restore uint32 _loopingMusicId; // to be called during system initialisation void initFxQueue(); // to be called from the main loop, once per cycle void processFxQueue(); // stops all fx & clears the queue - eg. when leaving a location void clearFxQueue(); void pauseAllSound(); void unpauseAllSound(); void killMusic(); void triggerFx(uint8 j); bool _gamePaused; bool _graphicsLevelFudged; bool _stepOneCycle; // for use while game paused void startGame(); void gameCycle(); void closeGame(); void sleepUntil(uint32 time); void errorString(const char *buf_input, char *buf_output); void initialiseFontResourceFlags(); void initialiseFontResourceFlags(uint8 language); }; extern Sword2Engine *g_sword2; } // End of namespace Sword2 #endif