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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 "bs2/driver/d_sound.h"
#include "bs2/driver/d_draw.h"

enum BSGameId {
	GID_SWORD2 = GID_SWORD2_FIRST,
	GID_SWORD2_DEMO
};

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);

#define HEAD_LEN 8

extern uint8 version_string[];		// for displaying from the console
extern uint8 unencoded_name[];

// TODO move stuff into class

class Sword2Engine : public Engine {
private:
	bool _quit;
	uint32 _bootParam;
	int32 _saveSlot;

public:
	Sword2Engine(GameDetector *detector, OSystem *syst);
	~Sword2Engine();
	void go(void);
	void parseEvents(void);
	void Start_game(void);
	int32 InitialiseGame(void);
	GameDetector *_detector;
	uint32 _features;
	byte _gameId;
	char *_targetName; // target name for saves
	Sound *_sound;
	Display *_display;
	Common::RandomSource _rnd;

	uint32 _speechFontId;
	uint32 _controlsFontId;
	uint32 _redFontId;

	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