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|
/* Copyright (C) 1994-2003 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.
*
* $Header$
*/
//=============================================================================
//
// Filename : driver96.h
// Created : 6th August 1996
// By : P.R.Porter
//
// Summary : This include file defines all interfaces to the Revolution
// driver96 system. All game code which requires driver
// functions should simlply include this file.
//
// Version Date By Description
// ------- --------- --- -----------------------------------------------
// 1.0 12-Sep-96 PRP Initial drivers include file - with utypes.h!
//
// 1.1 17-Sep-96 PRP screenWide and screenDeep made available to the
// game engine.
//
// 1.2 18-Sep-96 PRP Mouse functions added. The _mouseEvent struct
// is made visible to the game engine, and the
// function prototype for getting a mouse event
// from the queue has been added. Also, filename
// in macro for driver error reporting is fixed.
//
// 1.3 19-Sep-96 PRP Interface to keyboard functions added. Also,
// removed references to bool which is not
// allowed by the cpp compiler.
//
// 1.4 19-Sep-96 PRP Fix definition of MouseEvent() and make the
// rderror variable static.
//
// 1.5 20-Sep-96 PRP Added interface to console functions.
//
// 1.6 23-Sep-96 PRP Removed console functions from drivers!
//
// 1.7 25-Sep-96 PRP Added interface to sprite drawing functions.
// RenderScreen changed so that the drawing offset
// is not passed in. This is now calculated from
// SetScrollTarget, and the number of frames we
// are going to render in the next game cycle.
//
// 1.8 26-Sep-96 PRP Moved the screen drawing and scrolling code
// to render.c for clarity. Changed the mouse
// coordinates to be relative to the top left
// corner of the game screen and removed the mouse
// position from the log.
//
// 1.9 09-Oct-96 PRP Defined SOFTWARE_SCREEN_BUFFER in here so that
// all of the drivers can use it, and the game
// engine will know what's going on!
//
// 1.10 28-Oct-96 PRP DrawSprite has changed. There are now flags to
// describe whether the sprite is compressed,
// transparent or displayed from the top left
// corner of the screen as opposed to the top left
// corner of the background.
//
// 1.11 29-Oct-96 PRP Naming of RDSPR_DISPLAYALIGN fixed in header!
//
// 1.12 01-Nov-96 PRP Added compression type, RDSPR_SPRITECOMPRESSION,
// and increased the size of the parameter passed
// to DrawSprite so up to eight compression types
// can be defined.
// Added functions to mouse.c for animating mouse
// pointers. Interface to functions put in here..
//
// 1.13 07-Nov-96 PRP Added RDERR_GOFULLSCREEN as a return error for
// creating the primary surface on a screen
// which is not in 8bpp mode. Also, made it so
// sprite drawing is passed a structure with
// all of the sprite parameters in, rather than
// the individual values passed.
// When setting up the screen display/resolution
// you should now specify whether you want the
// game to run in full screen mode or in a window.
//
// 1.14 15-Nov-96 PRP Added menubar code into drivers.
//
// 1.15 21-Nov-96 PRP Changed the interface to the DrawLine function.
//
// 1.16 25-Nov-96 PRP Added a function to set the Luggage animation.
//
// 1.17 25-Nov-96 PRP Added functions to palette.c which create
// match tables, and match rgb values to palette
// indeces - and new error messages
//
// 1.18 26-Nov-96 PRP Added error - RDERR_INVALIDSCALING which will
// be used when sprites are drawn with a scaling
// value outside of the range 0 .. s .. 512
//
// 1.19 29-Nov-96 PRP Added timing information to be referenced by
// the game engine. Also implemented palette
// fading with new functions added!
//
// 1.20 03-Dec-96 PRP Sound driver functions added. It is now
// possible to play speech.
//
// 1.21 05-Dec-96 PRP BS2_SetPalette changed so that the palette can
// be realized immediately or later when fading
// is called.
//
// 1.22 05-Dec-96 PRP Added sound driver functions for dealing with
// sound fx.
//
// 1.23 09-Dec-96 PRP Changed the UpdatePaletteMatchTable to take
// a pointer rather than a filename.
//
// 1.24 19-Dec-96 PRP Changed the sound system functions to add
// volume and pan position. Also, added a flag
// to the fx player for looping.
//
// 1.25 27-Jan-97 PRP Changed the call to render parallax, to define
// which layer is to be rendered. Also, added
// the RDBLTFX_ equates for how the rendering
// engine works. There are new functions to
// initialise and close the background layers
// which need to be called at the start and end
// of a room.
//
// 1.26 10-Feb-97 PRP Changed the direct draw error reporting calls,
// and added new return error codes.
//
// 1.27 11-Feb-97 PRP Added the blending value into the spriteInfo
// structure.
//
// 1.28 12-Feb-97 PRP Added set and clear blt effects functions.
//
// 1.29 06-Mar-97 PRP Added error return code RDERR_LOCKFAILED for
// failing to lock the front buffer when trying
// to write a screen shot. Also, added definition
// of _pcxHeader.
//
// 1.30 17-Mar-97 PRP Added RDFADE_BLACK as a return value for the
// GetPaletteStatus() function.
//
// 1.31 18-Mar-97 PRP Added InitialiseRenderCycle() to be called
// before the rendering loop is entered. This
// resets the timers.
//
// 1.32 20-Mar-97 PRP Added reference to ResetRenderEngine() to be
// called upon entry to the control panel.
//
// 1.33 24-Mar-97 PRP Added sprite drawing functions for hardware
// utilisation.
//
// 1.34 24-Mar-97 PRP Added return code RDERR_SURFACELOST
//
// 1.35 01-Apr-97 PRP Added new sprite type RDSPR_RLE256FAST
//
// 1.36 04-Apr-97 PRP Changed the prototype for InitialiseWindow.
//
// 1.37 07-Apr-97 PRP Added function prototypes and error values
// for the switching between the hardware and
// software renderers.
//
// 1.38 07-Apr-97 PRP Added function prototypes and error values
// for the shadow masking engine.
//
// 1.39 08-Apr-97 PRP Added reference to PlaySmacker()
//
// 1.40 09-Apr-97 PRP Added references to the functions which play music
// streaming it from the CD.
//
// 1.41 10-Apr-97 PRP Added defines for mouse flashing or not. Also
// changed function call to SetMouseAnim to
// include this parameter.
//
// 1.42 11-Apr-97 PRP EraseSoftwareScreenBuffer added.
//
// 1.43 11-Apr-97 JEL In render.c changed EraseSoftwareRenderBuffer to EraseSoftwareScreenBuffer
//
// 1.44 11-Apr-97 CJR Added palCopy definition for use in game engine.
//
// 1.45 22-Apr-97 PRP Added decompression error return value.
//
// 1.46 28-Apr-97 PSJ Added members to _wavHeader structure.
//
// 1.47 21-May-97 PRP Added the _movieTextObject data structure. This will
// be used in the call to PlaySmacker to define if there is any
// text to be displayed and when.
//
// 1.48 21-May-97 PRP Fixed the pointer to the text sprite within the movie
// text object structure.
//
// 1.49 22-May-97 JEL Fixed PlaySmacker for a movieTextObject parameter of NULL
//
// 1.50 29-May-97 PSJ Added the _drvStatus data structure. This will allow the
// state of all the drivers globals to be passed between dlls,
// exectuables and threads.
//
// 1.51 29-May-97 PSJ Added the _drvSoundStatus data structure and move _drvStatus to _drvDrawStatus.
// This will allow the state of the drivers drawing globals and audio globals to
// be passed between dlls, exectuables and threads.
// Also included ddraw.h dsound.h and mmsystem.h in this file.
//
// 1.52 29-May-97 PRP Added reference to the DisableQuitKey function,
// which removes the ability to press control-Q to quit
// the game.
//
// 1.53 04-Jun-97 PRP Changed the funtion call to PlaySmacker. Now includes
// a wav to lead out at the end of the smack file.
//
// 1.55 06-Jun-97 PSJ Added GetFxVolume and SetFxVolume for fx master volume control.
// Added GetSpeechVolume and SetSpeechVolume for speech master volume.
//
// 1.56 09-Jun-97 PSJ Added GetMusicVolume and SetMusicVolume.
//
// 1.57 10-Jun-97 PSJ Added MuteMusic, MuteFx, MuteSpeech, IsMusicMute, IsFxMute and Is SpeechMute
//
// 1.58 12-Jun-97 PSJ Added PlayCompSpeech to load and play a compressed wave.
//
// 1.59 12-Jun-97 PSJ Added GetRenderType to return the type of rendering
// currently being used.
//
// 1.60 13-Jun-97 PRP Added functions to set and clear shadow mask status.
//
// 1.61 26-Jun-97 PSJ Added AmISpeaking to check for lip syncing spots in the speech.
// Also added RDSE_QUIET and RDSE_SPEAKING as return values.
//
// 1.62 26-Jun-97 PSJ Added PauseSpeech and UnpauseSpeech.
//
// 1.63 26-Jun-97 PRP Added DimPalette.
//
// 1.64 27-Jun-97 PRP Moved definition of GrabScreenShot in from
// d_draw.h
//
// 1.65 15-Jul-97 PRP Added functions to pause and unpause speech.
//
// 1.66 16-Jul-97 PRP Added a speech pointer to the movieTextObject structure.
//
// 1.67 16-Jul-97 PSJ Added GetCompSpeechSize and PreFetchSpeech
//
// 1.68 21-Jul-97 PRP Added new FX type for sequence lead in and new function
// to pause sound effects apart from the lead in music.
//
// 1.73 22-Jul-97 PRP Added define to ensure DirectX 3.0 functionality used
// under DirectX 5.0 drivers :)
//
// 1.74 23-Jul-97 JEL Added CheckForMouseEvents() to return no. of events outstanding
//
// 1.75 30-Jul-97 PSJ Added MusicTimeRemaining() to return time left for current tune.
//
// 1.77 06-Aug-97 PSJ Updated Get and Set scroll SoundStatus.
//
// 1.78 07-Aug-97 PSJ Added SetWindowName to set the name of the window.
//
// 1.79 12-Aug-97 PSJ Added ReverseStereo.
//
// 1.80 13-Aug-97 PRP Added CloseMenuImmediately.
//
// 1.81 13-Aug-97 PSJ Added GetKeyStatus
//
// 1.82 13-Aug-97 PRP Added IsFxOpen.
//
// 1.83 15-Aug-97 PRP SetFxVolumePan added to update a sample on the fly.
//
// 1.84 15-Aug-97 PRP SetFxIdVolume added.
//
// 1.85 22-Aug-97 PSJ Added type RDSE_LEADOUT
//
// Functions
// ---------
//
// ---------------------------------------------------------------------------
// ------------------------------- d_draw.c ----------------------------------
// ---------------------------------------------------------------------------
//
// int32 InitialiseDisplay(int32 width, int32 height, int32 colourDepth, int32 windowType)
//
// Initialises the directDraw display with the sizes and colour depths passed
// in. The windowType is either RD_FULLSCREEN or RD_WINDOWED depending upon
// whether the app is to run in a window or not. If RD_WINDOWED is selected,
// the runction may returnRDERR_GOFULLSCREEN which implies that the window
// size and colour depth requested is not compatible with the current
// settings.
// If the required display cannot be set up, then an error code is
// returned, otherwise zero.
//
// ---------------------------------------------------------------------------
//
// int32 ResetDisplay(void)
//
// Closes down the directDraw sub-system and resets the display back to it's
// original size. Returns an RD code.
//
// ---------------------------------------------------------------------------
//
// int32 EraseBackBuffer(void)
//
// Fills the back buffer with palette colour zero. Returns an RD code.
//
// ---------------------------------------------------------------------------
//
// int32 WaitForVbl(void)
//
// This function returns when the video hardware is in vertical retrace.
//
// ---------------------------------------------------------------------------
//
// void InterpretDirectDrawError(int32 error)
//
// This function is passed the pointer to a direct draw error code, and
// translates this into a revolution driver error code. It also reports the
// error.
//
// ---------------------------------------------------------------------------
//
// int32 SetBltFx(void)
//
// Sets the edge blend and arithmetic stretching effects.
//
// ---------------------------------------------------------------------------
//
// int32 ClearBltFx(void)
//
// Clears the edge blend and arithmetic stretching effects.
//
// ---------------------------------------------------------------------------
//
// int32 RenderHard(void);
//
// Turns on the hardware renderer. Returns an error if the
// hardware is not capable of rendering.
//
// ---------------------------------------------------------------------------
//
// int32 RenderSoft(void);
//
// Turns on the software renderer. Returns an error if it
// is already on.
//
// ---------------------------------------------------------------------------
//
// int32 GetRenderType(void)
//
// Returns the type of rendering currently being used.
// 0 = H/W rendering, 1 = S/W Rendering + BltFxOFF, 2 = S/W Rendering + BltFxON
//
// ---------------------------------------------------------------------------
//
// int32 PlaySmacker(char *filename)
//
// Plays the smacker file, filename.
//
// ---------------------------------------------------------------------------
//
// void GetDrawStatus(_drvStatus *s)
//
// Retrieves the value of the driver's drawing globals and stores them in s.
//
// ---------------------------------------------------------------------------
//
// void SetDrawStatus(_drvStatus *s)
//
// Set the value of the driver's drawing globals from s.
//
// --------------------------- rdwin.c ---------------------------------------
// ---------------------------------------------------------------------------
//
// int32 InitialiseWindow(HWND hWnd)
//
// Creates a window! This must be the first operation in creating the
// Windows 95 version.
//
// ---------------------------------------------------------------------------
//
// int32 ServiceWindows(void)
//
// This function should be called at a high rate ( > 20 per second) to service
// windows and the interfaces it provides.
//
// ---------------------------------------------------------------------------
//
// int32 CloseAppWindow(void)
//
// Removes all windows hooks from the application.
//
// ---------------------------------------------------------------------------
//
// int32 ReportDriverError(int32 error)
//
// Creates a message box and displays the error code passed to it, as well as
// the filename and line that the function was called from
//
// ---------------------------------------------------------------------------
//
// int32 ReportFatalError(const uint8 *error)
//
// Creates a message box and displays the error string passed in, as well as
// the filename and line that the function was called from
//
// ---------------------------------------------------------------------------
//
// void SetWindowName(const char *windowName)
//
// Set the window name to windowName and stores this name in gameName for future
// use.
//
// ---------------------------------------------------------------------------
// --------------------------------- language.c ------------------------------
// ---------------------------------------------------------------------------
//
// int32 GetLanguageVersion(uint8 *version)
//
// This function modifies the 'version' passed in to be the current language.
// The first time this function is called, it gets the language from the
// version.inf file distributed on the game CD. It returns an RD error code
// if this file cannot be opened, or the version cannot be obtained from it.
//
// ---------------------------------------------------------------------------
//
// int32 SetLanguageVersion(uint8 version)
//
// This function is useful for debugging. It sets the version to the one
// passed in.
//
// ---------------------------------------------------------------------------
//
// int32 GetGameName(uint8 *name);
//
// Fills the string pointed to by name with the title of the game, depending
// upon what the current language version is.
//
// --------------------------------------------------------------------------
// ------------------------------- palette.c --------------------------------
// --------------------------------------------------------------------------
//
// void BS2_SetPalette(int32 startEntry, int32 noEntries, uint8 *colourTable, uint8 setNow)
//
// Sets the palette from position startEntry for noEntries, to the data
// pointed to by colourTable. To set the palette immediately pass
// RDPAL_INSTANT. If you want to fade later, pass RDPAL_FADE.
//
// --------------------------------------------------------------------------
//
// int32 UpdatePaletteMatchTable(uint8 *data)
//
// Uses the current palCopy to create a table of palette indeces which will
// be searched later for a quick palette match - only if NULL is passed in
// as the data. If a pointer to valid data is passed in, the palette match
// table is copied from that data.
//
// --------------------------------------------------------------------------
//
// uint8 QuickMatch(uint8 r, uint8 g, uint8 b)
//
// Returns the palette index of the closest matching colour in the palette
// to these RGB values.
//
// --------------------------------------------------------------------------
//
// int32 FadeUp(float time)
//
// Fades the palette up from black to the current palette in time.
//
// --------------------------------------------------------------------------
//
// int32 FadeDown(float time)
//
// Fades the palette down to black from the current palette in time.
//
// --------------------------------------------------------------------------
//
// uint8 GetFadeStatus(void)
//
// Returns the fade status which can be one of RDFADE_UP, RDFADE_DOWN or
// RDFADE_NONE.
//
//
// --------------------------------------------------------------------------
// -------------------------------- mouse.c ---------------------------------
// --------------------------------------------------------------------------
//
// _mouseEvent *MouseEvent(void)
//
// If there is a mouse event in the queue, a valid pointer is returned.
// Otherwise, NULL.
//
// --------------------------------------------------------------------------
//
// int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash)
//
// A pointer to a valid mouse animation is passed in, along with the size of
// the header plus sprite data. Remember to check that the function has
// successfully completed, as memory allocation is required. When the mouse
// animation has been set, the mouse sprite does not need to be kept in the
// memory manager.
// Pass NULL in to clear the mouse sprite.
// mouseFlash should be either RDMOUSE_FLASH or RDMOUSE_NOFLASH
// defining whether to pulse the mouse or not.
//
// --------------------------------------------------------------------------
//
// int32 SetLuggageAnim(uint8 *la, int32 size)
//
// A pointer to a valid luggage animation is passed in, along with the size of
// the header plus sprite data. Remember to check that the function has
// successfully completed, as memory allocation is required.
// Pass NULL in to clear the luggage sprite. Luggage sprites are of the same
// format as mouse sprites.
//
// --------------------------------------------------------------------------
//
// int32 AnimateMouse(void)
//
// This function animates the current mouse pointer. If no pointer is
// currently defined, an error code is returned.
//
//
// --------------------------------------------------------------------------
// ------------------------------ keyboard.c --------------------------------
// --------------------------------------------------------------------------
//
// BOOL KeyWaiting(void)
//
// This function returns TRUE if there is an unprocessed key waiting in the
// queue, FALSE otherwise.
//
// --------------------------------------------------------------------------
//
// int32 ReadKey(char *key)
//
// Sets the value of key passed in to the current waiting key. If there is
// no key waiting, an error code is returned.
//
//
// --------------------------------------------------------------------------
//
// void GetKeyStatus(_drvKeyStatus *)
//
// Retrieves the address of the keyboard buffer bits.
//
// --------------------------------------------------------------------------
// ------------------------------- sprite.c ---------------------------------
// --------------------------------------------------------------------------
//
// int32 DrawSprite(_spriteInfo *s)
//
// Draws a sprite onto the screen of the type defined in the _spriteInfo
// structure. The _spriteInfo structure consists of the following elements:
//
// int16 x; // coords for top-left of sprite
// int16 y;
// uint16 w; // dimensions of sprite (before scaling)
// uint16 h;
// uint16 scale; // scale at which to draw, given in 256ths
// ['0' or '256' MEANS DON'T SCALE]
// uint16 scaledWidth; // new dimensions
// uint16 scaledHeight; //
// uint16 blend // blending value.
// uint16 type; // combination of the bits below
// uint8 *data; // pointer to the sprite data
// uint8 *colourTable; // pointer to 16-byte colour table - only
// applicable to 16-col compression type
//
// WARNING: Sprites will only be drawn onto the background. Sprites will not
// appear over the menubar areas. The mouse and menu drawing is treated
// as a special case.
//
// The type of the sprite can be any of the following:
//
// if (RDSPR_TRANS)
// The sprite has a transparent colour zero
// if (RDSPR_NOCOMPRESSION)
// The sprite data must not be compressed (slow to draw)
// The RDSPR_DISPLAYALIGN bit may be set to draw the sprite
// at coordinates relative to the top left corner of the
// monitor.
// else
// Compression must be set as one of the following:
// RDSPR_RLE16
// RDSPR_RLE256
// RDSPR_LAYERCOMPRESSION
// else
// The sprite has an opaque colour zero
// RDSPR_NOCOMPRESSION must be set!
// RDSPR_DISPLAYALIGN may be set to align the coordinates of the sprite
// to the top left corner of the monitor.
//
// ---------------------------------------------------------------------------
//
// int32 CreateSurface(_spriteInfo *s, uint32 *surface)
//
// Creates a sprite surface in video memory (if possible) and returns it's
// handle in surface.
//
// ---------------------------------------------------------------------------
//
// int32 DrawSurface(_spriteInfo *s, uint32 surface)
//
// Draws the sprite surface created earlier. If the surface has been lost,
// it is recreated.
//
// ---------------------------------------------------------------------------
//
// int32 DeleteSurface(uint32 surface)
//
// Deletes a surface from video memory.
//
// ---------------------------------------------------------------------------
//
// int32 OpenLightMask(_spriteInfo *s)
//
// Opens the light masking sprite for a room.
//
// ---------------------------------------------------------------------------
//
// int32 CloseLightMask(void)
//
// Closes the light masking sprite for a room.
//
// --------------------------------------------------------------------------
// ------------------------------- render.c ---------------------------------
// --------------------------------------------------------------------------
//
// int32 RenderParallax(_parallax *p)
//
// Draws a parallax layer at the current position determined by the scroll.
// A parallax can be either foreground, background or the main screen.
//
// ---------------------------------------------------------------------------
//
// int32 CopyScreenBuffer(void)
//
// Copies the screen buffer to screen memory. This function should be called
// when the drawing should be done to the back buffer. It only does this
// when we are using a software screen buffer.
//
// ---------------------------------------------------------------------------
//
// int32 SetScrollTarget(int16 sx, int16 sy)
//
// Sets the scroll target position for the end of the game cycle. The drivers
// will then automatically scroll as many times as it can to reach this
// position in the allotted time.
//
// --------------------------------------------------------------------------
//
// int32 InitialiseRenderCycle(void)
//
// Initialises the timers before the render loop is entered.
//
// --------------------------------------------------------------------------
//
// int32 StartRenderCycle(void)
//
// This function should be called when the game engine is ready to start
// the render cycle.
//
// --------------------------------------------------------------------------
//
// int32 EndRenderCycle(BOOL *end)
//
// This function should be called at the end of the render cycle. If the
// render cycle is to be terminated, the function sets *end to 1. Otherwise,
// the render cycle should continue.
//
// --------------------------------------------------------------------------
//
// int32 SetLocationMetrics(uint16 w, uint16 h)
//
// This function tells the drivers the size of the background screen for the
// current location.
//
// --------------------------------------------------------------------------
//
// int32 PlotPoint(uint16 x, uint16 y, uint8 colour)
//
// Plots the point x,y in relation to the top left corner of the background.
//
// --------------------------------------------------------------------------
//
// int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour)
//
// Draws a line from the point x1,y1 to x2,y2 of the specified colour.
//
// --------------------------------------------------------------------------
//
// int32 InitialiseBackgroundLayer(_parallax *p)
//
// This function should be called five times with either the parallax layer
// or a NULL pointer in order of background parallax to foreground parallax.
//
// --------------------------------------------------------------------------
//
// int32 CloseBackgroundLayer(void)
//
// Should be called once after leaving a room to free up video memory.
//
// --------------------------------------------------------------------------
//
// int32 PlotDots(int16 x, int16 y, int16 count)
//
// Plots 'count' dots at the position x,y.
//
// --------------------------------------------------------------------------
//
// int32 EraseSoftwareScreenBuffer(void)
//
// Clears the memory used for the software screen buffer. This should
// not be called every cycle because it takes time and is not necessary.
// However, it should be called between levels and such.
//
// --------------------------------------------------------------------------
// ---------------------------- menu.c --------------------------------------
// --------------------------------------------------------------------------
//
// int32 ProcessMenu(void)
//
// This function should be called regularly to process the menuber system.
// The rate at which this function is called will dictate how smooth the menu
// system is. The menu cannot be drawn at a higher rate than the system
// vbl rate.
//
// --------------------------------------------------------------------------
//
// int32 ShowMenu(uint8 menu)
//
// This function brings the menu in to view. The choice of top or bottom menu
// is defined by the parameter menu being either RDMENU_TOP or RDMENU_BOTTOM.
// An error code is returned if the menu is already shown.
//
// --------------------------------------------------------------------------
//
// int32 HideMenu(uint8 menu)
//
// This function hides the menu defined by the parameter menu. If the menu is
// already hidden, an error code is returned.
//
// --------------------------------------------------------------------------
//
// int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon)
//
// This function sets a menubar icon to that passed in. If icon is NULL, the
// pocket is cleared, otherwise, that icon is placed into pocket. The menu is
// either RDMENU_TOP or RDMENU_BOTTOM. Valid error codes include
// RDERR_INVALIDPOCKET if the pocket number does not exist. Initially, there
// are 15 pockets.
//
// --------------------------------------------------------------------------
//
// uint8 GetMenuStatus(uint8 menu)
//
// This function returns the status of the menu passed in menu. Return values
// are RDMENU_OPENING, RDMENU_CLOSING, RDMENU_HIDDEN and RDMENU_SHOWN.
//
//
//
// --------------------------------------------------------------------------
// --------------------------- d_sound.c ------------------------------------
// --------------------------------------------------------------------------
//
// int32 PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *wave)
//
// This function loads and decompresses speech sample 'speechid' from the
// cluster 'filename' into 'wave'. 'wave' should contain the address of
// preallocated memory large enough for speech to fit into
// (see GetCompSpeechSize).
//
// --------------------------------------------------------------------------
//
// int32 GetCompSpeechSize(const char *filename, uint32 speechid);
//
// This function returns the size that speech sample 'speechid' from cluster
// 'filename' will be after it has been decompressed and had a wav header
// added. Returns 0 for any error.
//
// --------------------------------------------------------------------------
//
// int32 PlayCompSpeech(const char *filename, uint32 id, uint8 vol, int8 pan)
//
// This function loads, decompresses and plays the wav 'id' from the cluster
// 'filename'. An error occurs if speech is already playing, or directSound
// comes accross problems. 'volume' can be from 0 to 16. 'pan' can be from
// -16 (full left) to 16 (full right).
// id is the text line id used to reference the speech within the speech
// cluster.
//
// --------------------------------------------------------------------------
//
// int32 StopSpeechSword2(void)
//
// Stops the speech from playing.
//
// --------------------------------------------------------------------------
//
// int32 GetSpeechStatus(void)
//
// Returns either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
//
// --------------------------------------------------------------------------
//
// int32 AmISpeaking(void)
//
// Returns either RDSE_QUIET or RDSE_SPEAKING
//
// --------------------------------------------------------------------------
//
// int32 PauseSpeech(void)
//
// Stops the speech dead in it's tracks.
//
// --------------------------------------------------------------------------
//
// int32 UnpauseSpeech(void)
//
// Re-starts the speech from where it was stopped.
//
// --------------------------------------------------------------------------
//
// int32 OpenFx(int32 id, uint8 *data)
//
// This function opens a sound effect ready for playing. A unique id should
// be passed in so that each effect can be referenced individually.
//
// WARNING: Zero is not a valid ID.
//
// --------------------------------------------------------------------------
//
// int32 PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type)
//
// This function plays a sound effect. If the effect has already been opened
// then *data should be NULL, and the sound effect will simply be obtained
// from the id passed in. If the effect has not been opened, then the wav
// data should be passed in data. The sound effect will be closed when it
// has finished playing.
// volume can be from 0 to 16.
// pan can be from -16 (full left) to 16 (full right).
// type is either RDSE_FXSPOT or RDSE_FXLOOP
//
// WARNING: Zero is not a valid ID
//
// --------------------------------------------------------------------------
//
// int32 CloseFx(int32 id)
//
// This function closes a sound effect which has been previously opened for
// playing. Sound effects must be closed when they are finished with,
// otherwise you will run out of sound effect buffers.
//
// --------------------------------------------------------------------------
//
// int32 ClearAllFx(void)
//
// This function clears all of the sound effects which are currently open or
// playing, irrespective of type.
//
// --------------------------------------------------------------------------
//
// int32 StreamMusic(uint8 *filename, int32 loopFlag)
//
// Streams music from the file defined by filename. The loopFlag should
// be set to RDSE_FXLOOP if the music is to loop back to the start.
// Otherwise, it should be RDSE_FXSPOT.
// The return value must be checked for any problems.
//
// --------------------------------------------------------------------------
//
// int32 StreamCompMusic(uint8 *filename, uint32 id, int32 loopFlag)
//
// Streams music 'id' from the cluster file 'filename'. The loopFlag should
// be set to RDSE_FXLOOP if the music is to loop back to the start.
// Otherwise, it should be RDSE_FXSPOT.
// The return value must be checked for any problems.
//
// StreamCompMusic should not be used inconjunction with StreamMusic.
//
// --------------------------------------------------------------------------
//
// void StopMusic(void)
//
// Fades out and stops the music.
//
// --------------------------------------------------------------------------
//
// int32 PauseMusic(void)
//
// Stops the music dead in it's tracks.
//
// --------------------------------------------------------------------------
//
// int32 UnpauseMusic(void)
//
// Re-starts the music from where it was stopped.
//
// ---------------------------------------------------------------------------
//
// void GetSoundStatus(_drvStatus *s)
//
// Retrieves the value of the driver's audio globals and stores them in s.
//
// ---------------------------------------------------------------------------
//
// void SetSoundStatus(_drvStatus *s)
//
// Set the value of the driver's audio globals from s.
//
// ---------------------------------------------------------------------------
//
// void SetMusicVolume(uint8 vol)
//
// Set the volume of any future as well as playing (but not fading) music to
// vol. vol is in the range of 0 to 16 with 0 being silent.
//
// ---------------------------------------------------------------------------
//
// uint8 GetMusicVolume(void)
//
// Returns the volume setting for music.
//
// ---------------------------------------------------------------------------
//
// void SetFxVolume(uint8 vol)
//
// Set the master volume of all fx' to vol. The fx' still have there own
// volume setting as well as the master volume. vol is in the range 0 to 14
// with 0 being silent.
//
// ---------------------------------------------------------------------------
//
// uint8 GetFxVolume(void)
//
// Returns the master volume setting for fx'.
//
// ---------------------------------------------------------------------------
//
// void SetSpeechVolume(uint8 vol)
//
// Set the volume of any future as well as playing speech samples to vol.
// vol is in the range of 0 to 14 with 0 being silent.
//
// ---------------------------------------------------------------------------
//
// uint8 GetSpeechVolume(void)
//
// Returns the volume setting for speech.
//
// ---------------------------------------------------------------------------
//
// void MuteMusic(uint8 mute)
//
// If mute is 0, the music volume is restored to the last set master level.
// otherwise the music is muted (volume 0).
//
// ---------------------------------------------------------------------------
//
// void MuteFx(uint8 mute)
//
// See MuteMusic(uint8).
//
// ---------------------------------------------------------------------------
//
// void MuteSpeech(uint8 mute)
//
// See MuteMusic(uint8).
//
// ---------------------------------------------------------------------------
//
// uint8 IsMusicMute(void)
//
// Returns the music's mute state, 1 if mute, 0 if not mute.
//
// ---------------------------------------------------------------------------
//
// uint8 IsFxMute(void)
//
// See IsMusicMute().
//
// ---------------------------------------------------------------------------
//
// uint8 IsMusicMute(void)
//
// See IsMusicMute().
//
// ---------------------------------------------------------------------------
//
// int32 MusicTimeRemaining(void)
//
// Returns the time left for the current tune.
//
// ---------------------------------------------------------------------------
//
// int32 ReverseStereo(void)
//
// Returns the time left for the current tune.
//
// ---------------------------------------------------------------------------
//
// int32 SetFxVolumePan(int32 id, uint8 vol, uint8 pan)
//
// Sets the volume and pan of the sample which is currently playing (id)
//
//=============================================================================
#ifndef DRIVER96_H
#define DRIVER96_H
//#define DIRECTDRAW_VERSION 0x0300
//#include <windows.h>
//#include <windowsx.h>
#include <limits.h>
//#include <mmsystem.h>
#include <stdio.h>
#include <string.h>
#include "common/scummsys.h"
#include "common/engine.h" // for warning()
#include "common/system.h"
#include "common/rect.h"
//#include "ddraw.h"
//#include "dsound.h"
#ifdef __cplusplus
extern "C" {
#endif
//
// Defines
// -------
//
// defines specific to windows headers...
#ifndef WIN32
#define SEM_FAILCRITICALERRORS 1
#define FILE_ATTRIBUTE_NORMAL 0x80
#define _MAX_PATH 260
#endif
//Generic error codes
#define RD_OK 0x00000000
#define RDERR_UNKNOWN 0x00000001
#define RDERR_INVALIDPOINTER 0x00000002
#define RDERR_OUTOFMEMORY 0x00000003
#define RDERR_INVALIDFILENAME 0x00000004
#define RDERR_READERROR 0x00000005
#define RDERR_WRITEERROR 0x00000006
#define RDERR_NOEMULATION 0x00000007
#define RDERR_LOCKFAILED 0x00000008
//Drawing error codes
#define RDERR_VIDEOMODE 0x00010000
#define RDERR_COLOURDEPTH 0x00010001
#define RDERR_CANNOTFLIP 0x00010002
#define RDERR_RESTORELAYERS 0x00010003
#define RDERR_DDRAWNOEMULATION 0X00010004
#define RDERR_NOHARDWARE 0x00010005
#define RDERR_ALREADYON 0x00010006
#define RDERR_DECOMPRESSION 0x00010007
//Operating system error codes
#define RDERR_CREATEWINDOW 0x00020000
#define RDERR_APPCLOSED 0x00020001
#define RDERR_GOFULLSCREEN 0x00020002
//Language and version error codes
#define RDERR_OPENVERSIONFILE 0x00030000
#define RDERR_INVALIDVERSION 0x00030001
//Keyboard error codes
#define RDERR_NOKEYWAITING 0x00040000
//Sprite drawing error codes
#define RDERR_NOCLIPPING 0x00050000
#define RDERR_NOTIMPLEMENTED 0x00050001
#define RDERR_UNKNOWNTYPE 0x00050002
#define RDERR_INVALIDSCALING 0x00050003
#define RDERR_SURFACELOST 0x00050004
#define RDERR_NOTCLOSED 0x00050005
#define RDERR_NOTOPEN 0x00050006
#define RDERR_ALREADYCLOSED 0x00050007 // added for _console.cpp by khalek
//Menubar error codes
#define RDERR_INVALIDMENU 0x00060000
#define RDERR_INVALIDPOCKET 0x00060001
#define RDERR_INVALIDCOMMAND 0x00060002
//Palette fading error codes
#define RDERR_FADEINCOMPLETE 0x00070000
//Sound engine error codes
#define RDERR_DSOUNDCREATE 0x00080000
#define RDERR_DSOUNDCOOPERATE 0x00080001
#define RDERR_DSOUNDPBUFFER 0x00080002
#define RDERR_PRIMARYFORMAT 0x00080003
#define RDERR_SPEECHPLAYING 0x00080004
#define RDERR_SPEECHNOTPLAYING 0x00080005
#define RDERR_INVALIDWAV 0x00080006
#define RDERR_CREATESOUNDBUFFER 0x00080007
#define RDERR_LOCKSPEECHBUFFER 0x00080008
#define RDERR_FXALREADYOPEN 0x00080009
#define RDERR_NOFREEBUFFERS 0x0008000A
#define RDERR_FXNOTOPEN 0x0008000B
#define RDERR_FXFUCKED 0x0008000C
#define RDERR_INVALIDID 0x0008000D
// Language codes
#define ENGLISH 0x00
#define AMERICAN 0x01
#define GERMAN 0x02
#define FRENCH 0x03
#define SPANISH 0x04
#define ITIALIAN 0x05
#define JAPANESE 0x06
#define SLOVAK 0x07
// Key codes
#define RDKEY_ESCAPE 27
// Mouse button defines
#define RD_LEFTBUTTONDOWN 0x01
#define RD_LEFTBUTTONUP 0x02
#define RD_RIGHTBUTTONDOWN 0x04
#define RD_RIGHTBUTTONUP 0x08
//Sprite defines
#define RDSPR_TRANS 0x0001
#define RDSPR_BLEND 0x0004
#define RDSPR_FLIP 0x0008
#define RDSPR_SHADOW 0x0010
#define RDSPR_DISPLAYALIGN 0x0020
#define RDSPR_NOCOMPRESSION 0x0040
#define RDSPR_EDGEBLEND 0x0080
//This is the high byte part of the sprite type which defines what type of
// compression is used, as long as RDSPR_NOCOMPRESSION is not defined.
#define RDSPR_RLE16 0x0000
#define RDSPR_RLE256 0x0100
#define RDSPR_RLE256FAST 0x0200
//Rendering defines
#define RD_SOFTWARESCREENBUFFER 0x01
//Windows defines
#define RD_FULLSCREEN 0x01000000
#define RD_WINDOWED 0x01000001
//Fading defines
#define RDFADE_NONE 0x00
#define RDFADE_UP 0x01
#define RDFADE_DOWN 0x02
#define RDFADE_BLACK 0x03
//Mouse defines
#define RDMOUSE_NOFLASH 0x00
#define RDMOUSE_FLASH 0x01
//Menubar defines.
#define RDMENU_TOP 0x00
#define RDMENU_BOTTOM 0x01
#define RDMENU_HIDDEN 0x00
#define RDMENU_SHOWN 0x01
#define RDMENU_OPENING 0x02
#define RDMENU_CLOSING 0x03
#define RDMENU_ICONWIDE 35
#define RDMENU_ICONDEEP 30
#define RDMENU_ICONSTART 24
#define RDMENU_ICONSPACING 5
#define RDMENU_MAXPOCKETS 15
#define RDMENU_MENUDEEP 40
#define RDSE_SAMPLEFINISHED 0
#define RDSE_SAMPLEPLAYING 1
#define RDSE_FXTOCLEAR 0
#define RDSE_FXCACHED 1
#define RDSE_FXSPOT 0
#define RDSE_FXLOOP 1
#define RDSE_FXLEADIN 2
#define RDSE_FXLEADOUT 3
#define RDSE_QUIET 1
#define RDSE_SPEAKING 0
#define RDPAL_FADE 0
#define RDPAL_INSTANT 1
//Blitting FX defines
#define RDBLTFX_MOUSEBLT 0x01
#define RDBLTFX_FGPARALLAX 0x02
#define RDBLTFX_ARITHMETICSTRETCH 0x04
#define RDBLTFX_EDGEBLEND 0x08
#define RDBLTFX_SHADOWBLEND 0x10
#define RDBLTFX_FLATALPHA 0x20
#define RDBLTFX_GRADEDALPHA 0x40
#define RDBLTFX_ALLHARDWARE 0x80
// Max number of sound fx
#define MAXFX 16
#define MAXMUS 2
// Key buffer size
#define MAX_KEY_BUFFER 32
typedef int BOOL;
#define TRUE 1
#define FALSE 0
//
// Structure definitions
// ---------------------
//
typedef struct
{
uint16 buttons;
} _mouseEvent;
typedef struct
{
uint16 w;
uint16 h;
uint32 offset[2]; // 2 is arbitrary
} _parallax;
// The _spriteInfo structure is used to tell the driver96 code what attributes
// are linked to a sprite for drawing. These include position, scaling and
// compression.
typedef struct
{
int16 x; // coords for top-left of sprite
int16 y;
uint16 w; // dimensions of sprite (before scaling)
uint16 h;
uint16 scale; // scale at which to draw, given in 256ths ['0' or '256' MEANS DON'T SCALE]
uint16 scaledWidth; // new dimensions (we calc these for the mouse area, so may as well pass to you to save time)
uint16 scaledHeight; //
uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc
uint16 blend; // holds the blending values.
uint8 *data; // pointer to the sprite data
uint8 *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
} _spriteInfo;
// This is the format of a .WAV file. Somewhere after this header is the string
// 'DATA' followed by an int32 size which is the size of the data. Following
// the size of the data is the data itself.
typedef struct
{
char riff[4];
uint32 fileLength;
char wavID[4];
char format[4];
uint32 formatLen;
uint16 formatTag;
uint16 channels;
uint16 samplesPerSec;
uint16 avgBytesPerSec;
uint16 blockAlign;
uint16 unknown1;
uint16 unknown2;
uint16 bitsPerSample;
} _wavHeader;
// This is the structure which is passed to the sequence player.
// It includes the smack to play, and any text lines which are
// to be displayed over the top of the sequence.
typedef struct
{
uint16 startFrame;
uint16 endFrame;
_spriteInfo *textSprite;
_wavHeader *speech;
} _movieTextObject;
typedef struct
{ uint8 manufacturer;
uint8 version;
uint8 encoding;
uint8 bitsPerPixel;
int16 xmin,ymin;
int16 xmax,ymax;
int16 hres;
int16 vres;
char palette[48];
char reserved;
uint8 colourPlanes;
int16 bytesPerLine;
int16 paletteType;
char filler[58];
} _pcxHeader;
// This is the structure which is used to set and
// retrieve the direct draw drivers global variables.
typedef struct
{
// HWND hwnd;
// LPDIRECTDRAW lpDraw;
// LPDIRECTDRAW2 lpDD2;
// Surface *lpPrimarySurface;
byte *lpBackBuffer;
// LPDIRECTDRAWPALETTE lpPalette;
int16 screenDeep;
int16 screenWide;
int16 scrollx;
int16 scrolly;
int16 scrollxTarget;
int16 scrollyTarget;
int16 scrollxOld;
int16 scrollyOld;
int16 failCount;
int32 renderCaps;
int32 dxHalCaps;
int32 dxHelCaps;
BOOL noVbl;
BOOL bFullScreen;
// DDCAPS driverCaps;
// DDCOLORKEY blackColorKey;
} _drvDrawStatus;
// This is the structure which is used to retrieve
// the keyboard driver bits.
typedef struct
{
uint8 *pBacklog;
uint8 *pPointer;
char *pBuffer;
} _drvKeyStatus;
// should probably remove this struct as it just replaces a windows struct...
typedef struct {
uint32 dwLength;
uint32 dwMemoryLoad;
uint32 dwTotalPhys;
uint32 dwAvailPhys;
uint32 dwTotalPageFile;
uint32 dwAvailPageFile;
uint32 dwTotalVirtual;
uint32 dwAvailVirtual;
} GCC_PACK SVM_MEMORYSTATUS;
//
// Function Prototypes
// -------------------
//
//-----------------------------------------------------------------------------
// Display functions - from d_draw.c
//-----------------------------------------------------------------------------
extern int32 InitialiseDisplay(int16 width, int16 height, int16 colourDepth, int32 windowType);
extern int32 WaitForVbl(void);
extern int32 EraseBackBuffer(void);
extern void SetTransFx(void);
extern void ClearTransFx(void);
extern void SetBltFx(void);
extern void ClearBltFx(void);
extern void ClearShadowFx(void);
extern void SetShadowFx(void);
extern int32 GetRenderType(void);
extern int32 PlaySmacker(char *filename, _movieTextObject *textObjects[], uint8 *musicOut);
extern void GetDrawStatus(_drvDrawStatus *s);
extern void SetDrawStatus(_drvDrawStatus *s);
extern int32 GrabScreenShot(void);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Windows OS functions - from rdwin.c
//-----------------------------------------------------------------------------
//extern int32 InitialiseWindow(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow, char *gameName);
extern int32 CloseAppWindow(void);
extern int32 ServiceWindows(void);
extern int32 _ReportDriverError(int32 error, const uint8 *filename, uint32 line);
extern int32 _ReportFatalError(const uint8 *error, const uint8 *filename, uint32 line);
extern int32 DisableQuitKey(void);
extern void SetWindowName(const char *windowName);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Language functions - from language.c
//-----------------------------------------------------------------------------
extern int32 GetLanguageVersion(uint8 *version);
extern int32 SetLanguageVersion(uint8 version);
extern int32 GetGameName(uint8 *name);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Palette functions - from palette.c
//-----------------------------------------------------------------------------
extern int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *palette, uint8 setNow);
extern int32 UpdatePaletteMatchTable(uint8 *data);
extern uint8 QuickMatch(uint8 r, uint8 g, uint8 b);
extern int32 FadeUp(float time);
extern int32 FadeDown(float time);
extern uint8 GetFadeStatus(void);
extern int32 DimPalette(void);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Mouse functions - from mouse.c
//-----------------------------------------------------------------------------
extern _mouseEvent *MouseEvent(void);
extern int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash);
extern int32 SetLuggageAnim(uint8 *la, int32 size);
extern int32 AnimateMouse(void);
uint8 CheckForMouseEvents(void); // (James23july97)
extern void ResetRenderEngine(void);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Keyboard functions - from keyboard.c
//-----------------------------------------------------------------------------
extern BOOL KeyWaiting(void);
extern int32 ReadKey(char *key);
extern void GetKeyStatus(_drvKeyStatus *s);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sprite functions - from sprite.c
//-----------------------------------------------------------------------------
extern int32 DrawSprite(_spriteInfo *s);
extern int32 CreateSurface(_spriteInfo *s, uint8 **surface);
extern int32 DrawSurface(_spriteInfo *s, uint8 *surface);
extern int32 DeleteSurface(uint8 *surface);
extern int32 OpenLightMask(_spriteInfo *s);
extern int32 CloseLightMask(void);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Screen drawing and scrolling function - from render.c
//-----------------------------------------------------------------------------
extern int32 SetScrollTarget(int16 sx, int16 sy);
extern int32 InitialiseRenderCycle(void);
extern int32 StartRenderCycle(void);
extern int32 EndRenderCycle(BOOL *end);
extern int32 RenderParallax(_parallax *p, int16 layer);
extern int32 SetLocationMetrics(uint16 w, uint16 h);
extern int32 CopyScreenBuffer(void);
extern int32 PlotPoint(uint16 x, uint16 y, uint8 colour);
extern int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
extern int32 InitialiseBackgroundLayer(_parallax *p);
extern int32 CloseBackgroundLayer(void);
extern int32 PlotDots(int16 x, int16 y, int16 count);
extern int32 EraseSoftwareScreenBuffer(void);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Menubar control and drawing functions - from menu.c
//-----------------------------------------------------------------------------
extern int32 ProcessMenu(void);
extern int32 ShowMenu(uint8 menu);
extern int32 HideMenu(uint8 menu);
extern int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon);
extern uint8 GetMenuStatus(uint8 menu);
extern int32 CloseMenuImmediately(void);
//-----------------------------------------------------------------------------
// Misc functions - from misc.cpp
//-----------------------------------------------------------------------------
extern uint32 SVM_timeGetTime(void);
extern void SVM_VirtualUnlock(uint8 *free_memman, uint32 total_free_memory);
extern void SVM_GlobalMemoryStatus(SVM_MEMORYSTATUS *memo);
extern void SVM_SetFileAttributes(char *file, uint32 atrib);
extern void SVM_DeleteFile(char *file);
extern void SVM_GetCurrentDirectory(uint32 max, char* path);
extern int32 SVM_GetVolumeInformation(char *cdPath, char *sCDName, uint32 maxPath, uint8 *, uint32 *dwMaxCompLength, uint32 *dwFSFlags, uint8 *, uint32 a);
extern void scumm_mkdir(const char *pathname);
extern void SVM_GetModuleFileName(void *module, char *destStr, uint32 maxLen);
//-----------------------------------------------------------------------------
//Macro for calling error handler with source filename and line.
//-----------------------------------------------------------------------------
#define ReportDriverError(f) _ReportDriverError(f, (const uint8 *) __FILE__, (uint32) __LINE__)
#define ReportFatalError(f) _ReportFatalError(f, (const uint8 *) __FILE__, (uint32) __LINE__)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Macro for reporting a non-fatal driver error
//-----------------------------------------------------------------------------
#ifdef _SWORD2_DEBUG
static int32 rderror;
#define Driver(f) \
if (rderror = f) \
ReportDriverError(rderror)
#else
#define Driver(f) f
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
extern BOOL gotTheFocus; // set if the game is currently displayed
extern int16 screenWide; // Width of the screen display
extern int16 screenDeep; // Height of the screen display
extern int16 mousex; // Mouse screen x coordinate
extern int16 mousey; // Mouse screen y coordinate
extern int32 renderCaps; // Flags which determine how to render the scene.
extern uint8 palCopy[256][4]; // Current palette.
//-----------------------------------------------------------------------------
extern long int myTimers[10][2];
#ifdef __cplusplus
}
#endif
#endif
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