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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.
*
* $Header$
*/
#ifndef _SWORD2
#define _SWORD2
#include "base/engine.h"
#include "common/file.h"
#include "common/map.h"
#include "common/rect.h"
#include "common/str.h"
#include "sword2/build_display.h"
#include "sword2/console.h"
#include "sword2/events.h"
#include "sword2/icons.h"
#include "sword2/layers.h"
#include "sword2/object.h"
#include "sword2/driver/d_sound.h"
#include "sword2/driver/d_draw.h"
enum {
GF_DEMO = 1 << 0
};
namespace Sword2 {
// Bodge for PCF76 version so that their demo CD can be labelled "PCF76"
// rather than "RBSII1"
#ifdef _PCF76
#define CD1_LABEL "PCF76"
#else
#define CD1_LABEL "RBSII1"
#endif
#define CD2_LABEL "RBSII2"
void Close_game();
void PauseGame(void);
void UnpauseGame(void);
void sleepUntil(int32 time);
// TODO move stuff into class
class Sword2Engine : public Engine {
private:
bool _quit;
uint32 _bootParam;
int32 _saveSlot;
// structure filled out by each object to register its graphic printing
// requrements
struct buildit {
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;
};
buildit _bgp0List[MAX_bgp0_sprites];
buildit _bgp1List[MAX_bgp1_sprites];
buildit _backList[MAX_back_sprites];
buildit _sortList[MAX_sort_sprites];
buildit _foreList[MAX_fore_sprites];
buildit _fgp0List[MAX_fgp0_sprites];
buildit _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);
public:
Sword2Engine(GameDetector *detector, OSystem *syst);
~Sword2Engine();
void go(void);
void parseEvents(void);
void Start_game(void);
int32 InitialiseGame(void);
GameDetector *_detector;
uint32 _features;
char *_targetName; // target name for saves
Sound *_sound;
Display *_display;
Debugger *_debugger;
Common::RandomSource _rnd;
uint32 _speechFontId;
uint32 _controlsFontId;
uint32 _redFontId;
void resetRenderLists(void);
void buildDisplay(void);
void processImage(buildit *build_unit);
void displayMsg(uint8 *text, int time);
void removeMsg(void);
void setFullPalette(int32 palRes);
int32 registerFrame(int32 *params);
void registerFrame(int32 *params, buildit *build_unit);
// The debugger wants to access these
uint32 _curBgp0;
uint32 _curBgp1;
uint32 _curBack;
uint32 _curSort;
uint32 _curFore;
uint32 _curFgp0;
uint32 _curFgp1;
// So I know if the control panel can be activated
int32 _mouseStatus;
// 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);
_event_unit _eventList[MAX_events];
void initEventSystem(void);
void sendEvent(uint32 id, uint32 interact_id);
void setPlayerActionEvent(uint32 id, uint32 interact_id);
void startEvent(void);
bool checkEventWaiting(void);
void clearEvent(uint32 id);
void killAllIdsEvents(uint32 id);
uint32 countEvents(void);
// These two are set by fnPassGraph() and fnPassMega().
// FIXME: _engineGraph isn't used at all, is it?
Object_graphic _engineGraph;
Object_mega _engineMega;
menu_object _tempList[TOTAL_engine_pockets];
uint32 _totalTemp;
menu_object _masterMenuList[TOTAL_engine_pockets];
uint32 _totalMasters;
void buildMenu(void);
void buildSystemMenu(void);
// _thisScreen describes the current back buffer and its in-game scroll
// positions, etc.
screen_info _thisScreen;
void setUpBackgroundLayers(void);
void errorString(const char *buf_input, char *buf_output);
void initialiseFontResourceFlags(void);
void initialiseFontResourceFlags(uint8 language);
};
extern Sword2Engine *g_sword2;
extern Sound *g_sound;
extern Display *g_display;
} // End of namespace Sword2
#endif
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