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
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
|
/* 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/header.h"
#include "sword2/icons.h"
#include "sword2/layers.h"
#include "sword2/mouse.h"
#include "sword2/object.h"
#include "sword2/save_rest.h"
#include "sword2/sound.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);
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);
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;
// 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);
uint32 _curMouse;
Mouse_unit _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(Object_mouse *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);
uint8 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'
_object_hub player_hub; // copy of player object's object_hub structure
Object_logic logic; // copy of player character logic structure
// copy of player character graphic structure
Object_graphic graphic;
// copy of player character mega structure
Object_mega mega;
};
_savegameHeader g_header;
uint32 saveGame(uint16 slotNo, uint8 *description);
uint32 restoreGame(uint16 slotNo);
uint32 getSaveDescription(uint16 slotNo, uint8 *description);
bool saveExists(uint16 slotNo);
void fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc);
uint32 restoreFromBuffer(mem *buffer, uint32 size);
uint32 findBufferSize(void);
uint8 _scrollFraction;
void setScrolling(void);
struct _fxq_entry {
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
};
_fxq_entry _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);
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
|