aboutsummaryrefslogtreecommitdiff
path: root/engines/sword1/sword1.h
blob: 6c336a35aea9ffb451ad7040f297562c3b6fb556 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
/* 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