aboutsummaryrefslogtreecommitdiff
path: root/sword1/sword1.h
blob: 22383fd81f26dc0a9b797e53b35bb5ba891594e5 (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
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2003-2004 The ScummVM project
 *
 * 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 BSSWORD1_H
#define BSSWORD1_H

#include "base/engine.h"
#include "common/util.h"
#include "base/gameDetector.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
	bool	engineQuit;

	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;

	uint8	cutscenePackVersion;
};

class SwordEngine : public Engine {
	void errorString(const char *buf_input, char *buf_output);
public:
	SwordEngine(GameDetector *detector, OSystem *syst);
	virtual ~SwordEngine();
	static SystemVars _systemVars;
	void reinitialize(void);

	uint32 _features;
protected:
	int go();
	int init(GameDetector &detector);
private:
	void delay(int32 amount);

	void checkCdFiles(void);
	void checkCd(void);
	void showFileErrorMsg(uint8 type, bool *fileExists);
	void flagsToBool(bool *dest, uint8 flags);
	uint8 mainLoop(void);

	uint16 _mouseX, _mouseY, _mouseState;
	uint8 _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	_cdFileList[];
};

} // End of namespace Sword1

#endif //BSSWORD1_H