/* 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 #include "base/engine.h" #include "sword2/driver/driver96.h" #include "sword2/driver/d_sound.h" #include "sword2/driver/d_draw.h" #include "sword2/build_display.h" #include "sword2/console.h" #include "sword2/controls.h" #include "sword2/icons.h" #include "sword2/layers.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/memory.h" #include "sword2/mouse.h" #include "sword2/object.h" #include "sword2/resman.h" #include "sword2/save_rest.h" #include "sword2/sound.h" class GameDetector; namespace Sword2 { enum { GF_DEMO = 1 << 0 }; class Sword2Engine : public Engine { private: bool _quit; 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 sendBackPar0Frames(void); void sendBackPar1Frames(void); void sendBackFrames(void); void sendSortFrames(void); void sendForeFrames(void); void sendForePar0Frames(void); void sendForePar1Frames(void); void sortTheSortList(void); 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); void pauseGame(void); void unpauseGame(void); public: Sword2Engine(GameDetector *detector, OSystem *syst); ~Sword2Engine(); void go(void); int32 initialiseGame(void); uint32 _features; char *_targetName; // target name for saves MemoryManager *_memory; ResourceManager *_resman; Input *_input; Sound *_sound; Graphics *_graphics; Logic *_logic; FontRenderer *_fontRenderer; Gui *_gui; Debugger *_debugger; Common::RandomSource _rnd; uint32 _speechFontId; uint32 _controlsFontId; uint32 _redFontId; void resetRenderLists(void); void buildDisplay(void); void processImage(BuildUnit *build_unit); void displayMsg(uint8 *text, int time); void removeMsg(void); 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; bool _grabbingSequences; int32 _gameCycle; bool _renderSkip; int32 initBackground(int32 res, int32 new_palette); // Set by fnPassMega() ObjectMega _engineMega; MenuObject _tempList[TOTAL_engine_pockets]; uint32 _totalTemp; MenuObject _masterMenuList[TOTAL_engine_pockets]; uint32 _totalMasters; int menuClick(int menu_items); void buildMenu(void); void buildSystemMenu(void); // _thisScreen describes the current back buffer and its in-game scroll // positions, etc. ScreenInfo _thisScreen; void setUpBackgroundLayers(void); 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); void normalMouse(void); void menuMouse(void); void dragMouse(void); void systemMenuMouse(void); void mouseOnOff(void); uint32 checkMouseList(void); void mouseEngine(void); void setMouse(uint32 res); void setLuggage(uint32 res); void clearPointerText(void); void createPointerText(uint32 text_id, uint32 pointer_res); void monitorPlayerActivity(void); void noHuman(void); void registerMouse(ObjectMouse *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); bool 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' ObjectHub player_hub; // copy of player object's object_hub structure ObjectLogic logic; // copy of player character logic structure // copy of player character graphic structure ObjectGraphic graphic; // copy of player character mega structure ObjectMega mega; }; SaveGameHeader _saveGameHeader; uint32 saveGame(uint16 slotNo, uint8 *description); uint32 restoreGame(uint16 slotNo); uint32 getSaveDescription(uint16 slotNo, uint8 *description); bool saveExists(uint16 slotNo); void fillSaveBuffer(Memory *buffer, uint32 size, uint8 *desc); uint32 restoreFromBuffer(Memory *buffer, uint32 size); uint32 findBufferSize(void); uint8 _scrollFraction; void setScrolling(void); struct FxQueueEntry { 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 }; FxQueueEntry _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); bool _gamePaused; bool _graphicsLevelFudged; bool _stepOneCycle; // for use while game paused void startGame(void); void gameCycle(void); void closeGame(void); void sleepUntil(uint32 time); void errorString(const char *buf_input, char *buf_output); void initialiseFontResourceFlags(void); void initialiseFontResourceFlags(uint8 language); }; extern Sword2Engine *g_sword2; } // End of namespace Sword2 #endif