ScummVM
Sword2::Sword2Engine Class Reference

#include <sword2.h>

+ Inheritance diagram for Sword2::Sword2Engine:
+ Collaboration diagram for Sword2::Sword2Engine:

Public Member Functions

 Sword2Engine (OSystem *syst)
 
 ~Sword2Engine () override
 
int getFramesPerSecond ()
 
void registerDefaultSettings ()
 
void readSettings ()
 
void writeSettings ()
 
void setupPersistentResources ()
 The global script variables and player object should be kept open throughout the game, so that they are never expelled by the resource manager. More...
 
bool getSubtitles ()
 
void setSubtitles (bool b)
 
Common::Error saveGameState (int slot, const Common::String &desc, bool isAutosave=false) override
 Save a game state. More...
 
bool canSaveGameStateCurrently () override
 Indicates whether a game state can be saved. More...
 
Common::Error loadGameState (int slot) override
 Load a game state. More...
 
bool canLoadGameStateCurrently () override
 Indicates whether a game state can be loaded. More...
 
uint32 setInputEventFilter (uint32 filter)
 
void parseInputEvents ()
 OSystem Event Handler. More...
 
bool checkForMouseEvents ()
 
MouseEventmouseEvent ()
 
KeyboardEventkeyboardEvent ()
 
bool heldIsInInventory ()
 
void fetchPalette (byte *screenFile, byte *palBuffer)
 Returns a pointer to the first palette entry, given the pointer to the start of the screen file. More...
 
bytefetchScreenHeader (byte *screenFile)
 Returns a pointer to the screen header, given the pointer to the start of the screen file. More...
 
bytefetchLayerHeader (byte *screenFile, uint16 layerNo)
 Returns a pointer to the requested layer header, given the pointer to the start of the screen file. More...
 
bytefetchShadingMask (byte *screenFile)
 Returns a pointer to the start of the shading mask, given the pointer to the start of the screen file. More...
 
bytefetchAnimHeader (byte *animFile)
 Returns a pointer to the anim header, given the pointer to the start of the anim file. More...
 
bytefetchCdtEntry (byte *animFile, uint16 frameNo)
 Returns a pointer to the requested frame number's cdtEntry, given the pointer to the start of the anim file. More...
 
bytefetchFrameHeader (byte *animFile, uint16 frameNo)
 Returns a pointer to the requested frame number's header, given the pointer to the start of the anim file. More...
 
bytefetchBackgroundParallaxLayer (byte *screenFile, int layer)
 Returns a pointer to the requested parallax layer data. More...
 
bytefetchBackgroundLayer (byte *screenFile)
 
bytefetchForegroundParallaxLayer (byte *screenFile, int layer)
 
bytefetchTextLine (byte *file, uint32 text_line)
 
bool checkTextLine (byte *file, uint32 text_line)
 
bytefetchPaletteMatchTable (byte *screenFile)
 Returns a pointer to the start of the palette match table, given the pointer to the start of the screen file. More...
 
uint32 saveGame (uint16 slotNo, const byte *description)
 Save the game. More...
 
uint32 restoreGame (uint16 slotNo)
 Restore the game. More...
 
uint32 getSaveDescription (uint16 slotNo, byte *description)
 Get the description of a savegame. More...
 
bool saveExists ()
 
bool saveExists (uint16 slotNo)
 
uint32 restoreFromBuffer (byte *buffer, uint32 size)
 
virtual Common::String getSaveStateName (int slot) const override
 Generates the savegame filename. More...
 
uint32 findBufferSize ()
 Calculate size of required savegame buffer. More...
 
void startGame ()
 
void gameCycle ()
 
void restartGame ()
 
void sleepUntil (uint32 time)
 
void initializeFontResourceFlags ()
 
void initializeFontResourceFlags (uint8 language)
 Called from initializeFontResourceFlags(), and also from console.cpp. More...
 
bool initStartMenu ()
 
void registerStartPoint (int32 key, char *name)
 
uint32 getNumStarts ()
 
uint32 getNumScreenManagers ()
 
StartUpgetStartList ()
 
void runStart (int start)
 
uint32 getMillis ()
 
- Public Member Functions inherited from Engine
 Engine (OSystem *syst)
 
virtual ~Engine ()
 
virtual void initializePath (const Common::FSNode &gamePath)
 Init SearchMan according to the game path. More...
 
virtual void errorString (const char *buf_input, char *buf_output, int buf_output_size)
 Prepare an error string, which is printed by the error() function. More...
 
virtual GUI::DebuggergetDebugger ()
 Return the engine's debugger instance, if any. More...
 
void setDebugger (GUI::Debugger *debugger)
 Sets the engine's debugger. More...
 
GUI::DebuggergetOrCreateDebugger ()
 Return the engine's debugger instance, or create one if none is present. More...
 
virtual void flipMute ()
 Flip mute all sound option. More...
 
virtual Common::Error loadGameStream (Common::SeekableReadStream *stream)
 Load a game state. More...
 
void setGameToLoadSlot (int slot)
 Sets the game slot for a savegame to be loaded after global main menu execution. More...
 
virtual Common::Error saveGameStream (Common::WriteStream *stream, bool isAutosave=false)
 Save a game state. More...
 
bool saveGameDialog ()
 Shows the ScummVM save dialog, allowing users to save their game. More...
 
bool loadGameDialog ()
 Shows the ScummVM Restore dialog, allowing users to load a game. More...
 
void pauseEngine (bool pause)
 Pause or resume the engine. More...
 
bool isPaused () const
 Return whether the engine is currently paused or not. More...
 
void openMainMenuDialog ()
 Run the Global Main Menu Dialog. More...
 
uint32 getTotalPlayTime () const
 Get the total play time. More...
 
void setTotalPlayTime (uint32 time=0)
 Set the game time counter to the specified time. More...
 
Common::TimerManagergetTimerManager ()
 
Common::EventManagergetEventManager ()
 
Common::SaveFileManagergetSaveFileManager ()
 
void checkCD ()
 On some systems, check if the game appears to be run from CD. More...
 
void handleAutoSave ()
 Checks for whether it's time to do an autosave, and if so, does it. More...
 
void saveAutosaveIfEnabled ()
 Does an autosave immediately if autosaves are turned on. More...
 
virtual bool canSaveAutosaveCurrently ()
 Indicates whether an autosave can currently be saved. More...
 
virtual int getAutosaveSlot () const
 Returns the slot that should be used for autosaves. More...
 
bool shouldPerformAutoSave (int lastSaveTime)
 

Static Public Member Functions

static bool isPsx ()
 
- Static Public Member Functions inherited from Engine
static void quitGame ()
 Request the engine to quit. More...
 
static bool shouldQuit ()
 Return whether the ENGINE should quit respectively should return to the launcher. More...
 
static MetaEnginegetMetaEngine ()
 
static bool warnUserAboutUnsupportedGame ()
 Display a warning to the user that the game is not fully supported. More...
 

Public Attributes

uint32 _features
 
MemoryManager_memory
 
ResourceManager_resman
 
Sound_sound
 
Screen_screen
 
Mouse_mouse
 
Logic_logic
 
FontRenderer_fontRenderer
 
Debugger_debugger
 
Common::RandomSource _rnd
 
uint32 _speechFontId
 
uint32 _controlsFontId
 
uint32 _redFontId
 
bool _wantSfxDebug
 
int32 _gameCycle
 
- Public Attributes inherited from Engine
OSystem_system
 
Audio::Mixer_mixer
 

Protected Member Functions

Common::Error run () override
 Init the engine and start its main loop. More...
 
bool hasFeature (EngineFeature f) const override
 Determine whether the engine supports the specified feature. More...
 
void syncSoundSettings () override
 Notify the engine that the sound settings in the config manager may have changed and that it hence should adjust any internal volume etc. More...
 
void pauseEngineIntern (bool pause) override
 Actual implementation of pauseEngine by subclasses. More...
 
- Protected Member Functions inherited from Engine
virtual int runDialog (GUI::Dialog &dialog)
 

Private Member Functions

void getPlayerStructures ()
 
void putPlayerStructures ()
 
uint32 saveData (uint16 slotNo, byte *buffer, uint32 bufferSize)
 
uint32 restoreData (uint16 slotNo, byte *buffer, uint32 bufferSize)
 
uint32 calcChecksum (byte *buffer, uint32 size)
 
bytefetchPsxBackground (uint32 location)
 Returns a pointer to psx background data for passed location number At the beginning of the passed data there's an artificial header composed by uint16: background X resolution uint16: background Y resolution uint32: offset to subtract from offset table entries. More...
 
bytefetchPsxParallax (uint32 location, uint8 level)
 Returns a pointer to selected psx parallax data for passed location number At the beginning of the passed data there's an artificial header composed by uint16: parallax X resolution uint16: parallax Y resolution uint16: width in 64x16 tiles of parallax uint16: height in 64x16 tiles of parallax. More...
 

Private Attributes

uint32 _inputEventFilter
 
MouseEvent _mouseEvent
 
KeyboardEvent _keyboardEvent
 
uint32 _bootParam
 
int32 _saveSlot
 
uint32 _totalStartups
 
uint32 _totalScreenManagers
 
uint32 _startRes
 
bool _useSubtitles
 
int _gameSpeed
 
int _gmmLoadSlot
 
StartUp _startList [MAX_starts]
 

Static Private Attributes

static Common::Platform _platform
 

Additional Inherited Members

- Public Types inherited from Engine
enum  EngineFeature { kSupportsSubtitleOptions, kSupportsRTL, kSupportsLoadingDuringRuntime, kSupportsSavingDuringRuntime }
 A feature in this context means an ability of the engine which can be either available or not. More...
 
- Protected Attributes inherited from Engine
Common::TimerManager_timer
 
Common::EventManager_eventMan
 
Common::SaveFileManager_saveFileMan
 
GUI::Dialog_mainMenuDialog
 
const Common::String _targetName
 

Detailed Description

Definition at line 103 of file sword2.h.

Constructor & Destructor Documentation

◆ Sword2Engine()

Sword2::Sword2Engine::Sword2Engine ( OSystem syst)

Definition at line 308 of file sword2.cpp.

◆ ~Sword2Engine()

Sword2::Sword2Engine::~Sword2Engine ( )
override

Definition at line 351 of file sword2.cpp.

Member Function Documentation

◆ calcChecksum()

uint32 Sword2::Sword2Engine::calcChecksum ( byte buffer,
uint32  size 
)
private

Definition at line 407 of file saveload.cpp.

◆ canLoadGameStateCurrently()

bool Sword2::Sword2Engine::canLoadGameStateCurrently ( )
overridevirtual

Indicates whether a game state can be loaded.

Reimplemented from Engine.

Definition at line 868 of file sword2.cpp.

◆ canSaveGameStateCurrently()

bool Sword2::Sword2Engine::canSaveGameStateCurrently ( )
overridevirtual

Indicates whether a game state can be saved.

Reimplemented from Engine.

Definition at line 838 of file sword2.cpp.

◆ checkForMouseEvents()

bool Sword2::Sword2Engine::checkForMouseEvents ( )

Definition at line 652 of file sword2.cpp.

◆ checkTextLine()

bool Sword2::Sword2Engine::checkTextLine ( byte file,
uint32  text_line 
)

Definition at line 440 of file protocol.cpp.

◆ fetchAnimHeader()

byte * Sword2::Sword2Engine::fetchAnimHeader ( byte animFile)

Returns a pointer to the anim header, given the pointer to the start of the anim file.

Definition at line 146 of file protocol.cpp.

◆ fetchBackgroundLayer()

byte * Sword2::Sword2Engine::fetchBackgroundLayer ( byte screenFile)

Definition at line 218 of file protocol.cpp.

◆ fetchBackgroundParallaxLayer()

byte * Sword2::Sword2Engine::fetchBackgroundParallaxLayer ( byte screenFile,
int  layer 
)

Returns a pointer to the requested parallax layer data.

Definition at line 189 of file protocol.cpp.

◆ fetchCdtEntry()

byte * Sword2::Sword2Engine::fetchCdtEntry ( byte animFile,
uint16  frameNo 
)

Returns a pointer to the requested frame number's cdtEntry, given the pointer to the start of the anim file.

Drops out if the requested frame number exceeds the number of frames in this anim.

Definition at line 156 of file protocol.cpp.

◆ fetchForegroundParallaxLayer()

byte * Sword2::Sword2Engine::fetchForegroundParallaxLayer ( byte screenFile,
int  layer 
)

Definition at line 244 of file protocol.cpp.

◆ fetchFrameHeader()

byte * Sword2::Sword2Engine::fetchFrameHeader ( byte animFile,
uint16  frameNo 
)

Returns a pointer to the requested frame number's header, given the pointer to the start of the anim file.

Drops out if the requested frame number exceeds the number of frames in this anim

Definition at line 175 of file protocol.cpp.

◆ fetchLayerHeader()

byte * Sword2::Sword2Engine::fetchLayerHeader ( byte screenFile,
uint16  layerNo 
)

Returns a pointer to the requested layer header, given the pointer to the start of the screen file.

Drops out if the requested layer number exceeds the number of layers on this screen.

Definition at line 107 of file protocol.cpp.

◆ fetchPalette()

void Sword2::Sword2Engine::fetchPalette ( byte screenFile,
byte palBuffer 
)

Returns a pointer to the first palette entry, given the pointer to the start of the screen file.

Definition at line 40 of file protocol.cpp.

◆ fetchPaletteMatchTable()

byte * Sword2::Sword2Engine::fetchPaletteMatchTable ( byte screenFile)

Returns a pointer to the start of the palette match table, given the pointer to the start of the screen file.

It returns NULL when used with PSX version, as there are no palette match tables in the resource files.

Definition at line 74 of file protocol.cpp.

◆ fetchPsxBackground()

byte * Sword2::Sword2Engine::fetchPsxBackground ( uint32  location)
private

Returns a pointer to psx background data for passed location number At the beginning of the passed data there's an artificial header composed by uint16: background X resolution uint16: background Y resolution uint32: offset to subtract from offset table entries.

Definition at line 300 of file protocol.cpp.

◆ fetchPsxParallax()

byte * Sword2::Sword2Engine::fetchPsxParallax ( uint32  location,
uint8  level 
)
private

Returns a pointer to selected psx parallax data for passed location number At the beginning of the passed data there's an artificial header composed by uint16: parallax X resolution uint16: parallax Y resolution uint16: width in 64x16 tiles of parallax uint16: height in 64x16 tiles of parallax.

Definition at line 358 of file protocol.cpp.

◆ fetchScreenHeader()

byte * Sword2::Sword2Engine::fetchScreenHeader ( byte screenFile)

Returns a pointer to the screen header, given the pointer to the start of the screen file.

Definition at line 90 of file protocol.cpp.

◆ fetchShadingMask()

byte * Sword2::Sword2Engine::fetchShadingMask ( byte screenFile)

Returns a pointer to the start of the shading mask, given the pointer to the start of the screen file.

If we are non PSX, this will return NULL, as we don't have shading masks.

Definition at line 131 of file protocol.cpp.

◆ fetchTextLine()

byte * Sword2::Sword2Engine::fetchTextLine ( byte file,
uint32  text_line 
)

Definition at line 272 of file protocol.cpp.

◆ findBufferSize()

uint32 Sword2::Sword2Engine::findBufferSize ( )

Calculate size of required savegame buffer.

A savegame consists of a header and the global variables.

Definition at line 61 of file saveload.cpp.

◆ gameCycle()

void Sword2::Sword2Engine::gameCycle ( )

Definition at line 744 of file sword2.cpp.

◆ getFramesPerSecond()

int Sword2::Sword2Engine::getFramesPerSecond ( )

Definition at line 421 of file sword2.cpp.

◆ getMillis()

uint32 Sword2::Sword2Engine::getMillis ( )

Definition at line 823 of file sword2.cpp.

◆ getNumScreenManagers()

uint32 Sword2::Sword2Engine::getNumScreenManagers ( )
inline

Definition at line 242 of file sword2.h.

◆ getNumStarts()

uint32 Sword2::Sword2Engine::getNumStarts ( )
inline

Definition at line 241 of file sword2.h.

◆ getPlayerStructures()

void Sword2::Sword2Engine::getPlayerStructures ( )
private

◆ getSaveDescription()

uint32 Sword2::Sword2Engine::getSaveDescription ( uint16  slotNo,
byte description 
)

Get the description of a savegame.

Definition at line 372 of file saveload.cpp.

◆ getSaveStateName()

Common::String Sword2::Sword2Engine::getSaveStateName ( int  slot) const
overridevirtual

Generates the savegame filename.

Reimplemented from Engine.

Definition at line 52 of file saveload.cpp.

◆ getStartList()

StartUp* Sword2::Sword2Engine::getStartList ( )
inline

Definition at line 243 of file sword2.h.

◆ getSubtitles()

bool Sword2::Sword2Engine::getSubtitles ( )
inline

Definition at line 162 of file sword2.h.

◆ hasFeature()

bool Sword2::Sword2Engine::hasFeature ( EngineFeature  f) const
overrideprotectedvirtual

Determine whether the engine supports the specified feature.

Reimplemented from Engine.

Definition at line 118 of file sword2.cpp.

◆ heldIsInInventory()

bool Sword2::Sword2Engine::heldIsInInventory ( )

◆ initializeFontResourceFlags() [1/2]

void Sword2::Sword2Engine::initializeFontResourceFlags ( )

Definition at line 641 of file maketext.cpp.

◆ initializeFontResourceFlags() [2/2]

void Sword2::Sword2Engine::initializeFontResourceFlags ( uint8  language)

Called from initializeFontResourceFlags(), and also from console.cpp.

Definition at line 685 of file maketext.cpp.

◆ initStartMenu()

bool Sword2::Sword2Engine::initStartMenu ( )

Definition at line 41 of file startup.cpp.

◆ isPsx()

static bool Sword2::Sword2Engine::isPsx ( )
inlinestatic

Definition at line 252 of file sword2.h.

◆ keyboardEvent()

KeyboardEvent * Sword2::Sword2Engine::keyboardEvent ( )

Definition at line 664 of file sword2.cpp.

◆ loadGameState()

Common::Error Sword2::Sword2Engine::loadGameState ( int  slot)
overridevirtual

Load a game state.

Parameters
slotthe slot from which a savestate should be loaded
Returns
returns kNoError on success, else an error code.

Reimplemented from Engine.

Definition at line 859 of file sword2.cpp.

◆ mouseEvent()

MouseEvent * Sword2::Sword2Engine::mouseEvent ( )

Definition at line 656 of file sword2.cpp.

◆ parseInputEvents()

void Sword2::Sword2Engine::parseInputEvents ( )

OSystem Event Handler.

Full of cross platform goodness and 99% fat free!

Definition at line 683 of file sword2.cpp.

◆ pauseEngineIntern()

void Sword2::Sword2Engine::pauseEngineIntern ( bool  pause)
overrideprotectedvirtual

Actual implementation of pauseEngine by subclasses.

See there for details.

Reimplemented from Engine.

Definition at line 813 of file sword2.cpp.

◆ putPlayerStructures()

void Sword2::Sword2Engine::putPlayerStructures ( )
private

◆ readSettings()

void Sword2::Sword2Engine::readSettings ( )

Definition at line 393 of file sword2.cpp.

◆ registerDefaultSettings()

void Sword2::Sword2Engine::registerDefaultSettings ( )

Definition at line 362 of file sword2.cpp.

◆ registerStartPoint()

void Sword2::Sword2Engine::registerStartPoint ( int32  key,
char *  name 
)

Definition at line 134 of file startup.cpp.

◆ restartGame()

void Sword2::Sword2Engine::restartGame ( )

Definition at line 595 of file sword2.cpp.

◆ restoreData()

uint32 Sword2::Sword2Engine::restoreData ( uint16  slotNo,
byte buffer,
uint32  bufferSize 
)
private

Definition at line 205 of file saveload.cpp.

◆ restoreFromBuffer()

uint32 Sword2::Sword2Engine::restoreFromBuffer ( byte buffer,
uint32  size 
)

Definition at line 230 of file saveload.cpp.

◆ restoreGame()

uint32 Sword2::Sword2Engine::restoreGame ( uint16  slotNo)

Restore the game.

Definition at line 152 of file saveload.cpp.

◆ run()

Common::Error Sword2::Sword2Engine::run ( )
overrideprotectedvirtual

Init the engine and start its main loop.

Returns
returns kNoError on success, else an error code.

Implements Engine.

Definition at line 435 of file sword2.cpp.

◆ runStart()

void Sword2::Sword2Engine::runStart ( int  start)

Definition at line 146 of file startup.cpp.

◆ saveData()

uint32 Sword2::Sword2Engine::saveData ( uint16  slotNo,
byte buffer,
uint32  bufferSize 
)
private

Definition at line 127 of file saveload.cpp.

◆ saveExists() [1/2]

bool Sword2::Sword2Engine::saveExists ( )

Definition at line 388 of file saveload.cpp.

◆ saveExists() [2/2]

bool Sword2::Sword2Engine::saveExists ( uint16  slotNo)

Definition at line 395 of file saveload.cpp.

◆ saveGame()

uint32 Sword2::Sword2Engine::saveGame ( uint16  slotNo,
const byte description 
)

Save the game.

Definition at line 69 of file saveload.cpp.

◆ saveGameState()

Common::Error Sword2::Sword2Engine::saveGameState ( int  slot,
const Common::String desc,
bool  isAutosave = false 
)
overridevirtual

Save a game state.

Parameters
slotthe slot into which the savestate should be stored
desca description for the savestate, entered by the user
isAutosaveExpected to be true if an autosave is being created
Returns
returns kNoError on success, else an error code.

Reimplemented from Engine.

Definition at line 827 of file sword2.cpp.

◆ setInputEventFilter()

uint32 Sword2::Sword2Engine::setInputEventFilter ( uint32  filter)

Definition at line 672 of file sword2.cpp.

◆ setSubtitles()

void Sword2::Sword2Engine::setSubtitles ( bool  b)
inline

Definition at line 163 of file sword2.h.

◆ setupPersistentResources()

void Sword2::Sword2Engine::setupPersistentResources ( )

The global script variables and player object should be kept open throughout the game, so that they are never expelled by the resource manager.

Definition at line 430 of file sword2.cpp.

◆ sleepUntil()

void Sword2::Sword2Engine::sleepUntil ( uint32  time)

Definition at line 803 of file sword2.cpp.

◆ startGame()

void Sword2::Sword2Engine::startGame ( )

Definition at line 776 of file sword2.cpp.

◆ syncSoundSettings()

void Sword2::Sword2Engine::syncSoundSettings ( )
overrideprotectedvirtual

Notify the engine that the sound settings in the config manager may have changed and that it hence should adjust any internal volume etc.

values accordingly. The default implementation sets the volume levels of all mixer sound types according to the config entries of the active domain. When overwriting, call the default implementation first, then adjust the volumes further (if required).

Note
When setting volume levels, respect the "mute" config entry.
The volume for the plain sound type is reset to the maximum volume. If the engine can associate its own value for this type, it needs to overwrite this member and set it accordingly.
Todo:
find a better name for this

Reimplemented from Engine.

Definition at line 367 of file sword2.cpp.

◆ writeSettings()

void Sword2::Sword2Engine::writeSettings ( )

Definition at line 399 of file sword2.cpp.

Member Data Documentation

◆ _bootParam

uint32 Sword2::Sword2Engine::_bootParam
private

Definition at line 111 of file sword2.h.

◆ _controlsFontId

uint32 Sword2::Sword2Engine::_controlsFontId

Definition at line 186 of file sword2.h.

◆ _debugger

Debugger* Sword2::Sword2Engine::_debugger

Definition at line 181 of file sword2.h.

◆ _features

uint32 Sword2::Sword2Engine::_features

Definition at line 171 of file sword2.h.

◆ _fontRenderer

FontRenderer* Sword2::Sword2Engine::_fontRenderer

Definition at line 179 of file sword2.h.

◆ _gameCycle

int32 Sword2::Sword2Engine::_gameCycle

Definition at line 199 of file sword2.h.

◆ _gameSpeed

int Sword2::Sword2Engine::_gameSpeed
private

Definition at line 127 of file sword2.h.

◆ _gmmLoadSlot

int Sword2::Sword2Engine::_gmmLoadSlot
private

Definition at line 130 of file sword2.h.

◆ _inputEventFilter

uint32 Sword2::Sword2Engine::_inputEventFilter
private

Definition at line 105 of file sword2.h.

◆ _keyboardEvent

KeyboardEvent Sword2::Sword2Engine::_keyboardEvent
private

Definition at line 109 of file sword2.h.

◆ _logic

Logic* Sword2::Sword2Engine::_logic

Definition at line 178 of file sword2.h.

◆ _memory

MemoryManager* Sword2::Sword2Engine::_memory

Definition at line 173 of file sword2.h.

◆ _mouse

Mouse* Sword2::Sword2Engine::_mouse

Definition at line 177 of file sword2.h.

◆ _mouseEvent

MouseEvent Sword2::Sword2Engine::_mouseEvent
private

Definition at line 108 of file sword2.h.

◆ _platform

Common::Platform Sword2::Sword2Engine::_platform
staticprivate

Definition at line 141 of file sword2.h.

◆ _redFontId

uint32 Sword2::Sword2Engine::_redFontId

Definition at line 187 of file sword2.h.

◆ _resman

ResourceManager* Sword2::Sword2Engine::_resman

Definition at line 174 of file sword2.h.

◆ _rnd

Common::RandomSource Sword2::Sword2Engine::_rnd

Definition at line 183 of file sword2.h.

◆ _saveSlot

int32 Sword2::Sword2Engine::_saveSlot
private

Definition at line 112 of file sword2.h.

◆ _screen

Screen* Sword2::Sword2Engine::_screen

Definition at line 176 of file sword2.h.

◆ _sound

Sound* Sword2::Sword2Engine::_sound

Definition at line 175 of file sword2.h.

◆ _speechFontId

uint32 Sword2::Sword2Engine::_speechFontId

Definition at line 185 of file sword2.h.

◆ _startList

StartUp Sword2::Sword2Engine::_startList[MAX_starts]
private

Definition at line 132 of file sword2.h.

◆ _startRes

uint32 Sword2::Sword2Engine::_startRes
private

Definition at line 124 of file sword2.h.

◆ _totalScreenManagers

uint32 Sword2::Sword2Engine::_totalScreenManagers
private

Definition at line 123 of file sword2.h.

◆ _totalStartups

uint32 Sword2::Sword2Engine::_totalStartups
private

Definition at line 122 of file sword2.h.

◆ _useSubtitles

bool Sword2::Sword2Engine::_useSubtitles
private

Definition at line 126 of file sword2.h.

◆ _wantSfxDebug

bool Sword2::Sword2Engine::_wantSfxDebug

Definition at line 197 of file sword2.h.


The documentation for this class was generated from the following files: