ScummVM API documentation
sword2.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1994-1998 Revolution Software Ltd.
9  *
10  * This program is free software: you can redistribute it and/or modify
11  * it under the terms of the GNU General Public License as published by
12  * the Free Software Foundation, either version 3 of the License, or
13  * (at your option) any later version.
14  *
15  * This program is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18  * GNU General Public License for more details.
19  *
20  * You should have received a copy of the GNU General Public License
21  * along with this program. If not, see <http://www.gnu.org/licenses/>.
22  */
23 
24 #ifndef SWORD2_SWORD2_H
25 #define SWORD2_SWORD2_H
26 
27 #define FRAMES_PER_SECOND 12
28 
29 // Enable this to make it possible to clear the mouse cursor luggage by
30 // right-clicking. The original didn't do this, but it feels natural to me.
31 // However, I'm afraid that it'll interfer badly with parts of the game, so
32 // for now I'll keep it disabled.
33 
34 #define RIGHT_CLICK_CLEARS_LUGGAGE 0
35 
36 #include "engines/engine.h"
37 
38 #include "common/events.h"
39 #include "common/util.h"
40 #include "common/random.h"
41 #include "sword2/detection.h"
42 
43 #define MAX_starts 100
44 #define MAX_description 100
45 
46 class OSystem;
47 
56 namespace Sword2 {
57 
58 class MemoryManager;
59 class ResourceManager;
60 class Sound;
61 class Screen;
62 class Mouse;
63 class Logic;
64 class FontRenderer;
65 class Gui;
66 class Debugger;
67 
68 enum {
69  RD_LEFTBUTTONDOWN = 0x01,
70  RD_LEFTBUTTONUP = 0x02,
71  RD_RIGHTBUTTONDOWN = 0x04,
72  RD_RIGHTBUTTONUP = 0x08,
73  RD_WHEELUP = 0x10,
74  RD_WHEELDOWN = 0x20,
75  RD_KEYDOWN = 0x40
76 };
77 
78 struct MouseEvent {
79  bool pending;
80  uint16 buttons;
81 };
82 
83 struct KeyboardEvent {
84  bool pending;
85  Common::KeyState kbd;
86 };
87 
88 struct StartUp {
89  char description[MAX_description];
90 
91  // id of screen manager object
92  uint32 start_res_id;
93 
94  // Tell the manager which startup you want (if there are more than 1)
95  // (i.e more than 1 entrance to a screen and/or separate game boots)
96  uint32 key;
97 };
98 
99 class Sword2Engine : public Engine {
100 private:
101  uint32 _inputEventFilter;
102 
103  // The event "buffers"
104  MouseEvent _mouseEvent;
105  KeyboardEvent _keyboardEvent;
106 
107  uint32 _bootParam;
108  int32 _saveSlot;
109 
110  void getPlayerStructures();
111  void putPlayerStructures();
112 
113  uint32 saveData(uint16 slotNo, byte *buffer, uint32 bufferSize);
114  uint32 restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize);
115 
116  uint32 calcChecksum(byte *buffer, uint32 size);
117 
118  uint32 _totalStartups;
119  uint32 _totalScreenManagers;
120  uint32 _startRes;
121 
122  bool _useSubtitles;
123  int _gameSpeed;
124 
125  // Used to trigger GMM Loading
126  int _gmmLoadSlot;
127 
128  StartUp _startList[MAX_starts];
129 
130  // We need these to fetch data from SCREENS.CLU, which is
131  // a resource file with custom format keeping background and
132  // parallax data (which is removed from multiscreen files).
133  byte *fetchPsxBackground(uint32 location);
134  byte *fetchPsxParallax(uint32 location, uint8 level); // level: 0 -> bg, 1 -> fg
135 
136  // Original game platform (PC/PSX)
137  static Common::Platform _platform;
138 
139  PauseToken _gamePauseToken;
140 
141 protected:
142  // Engine APIs
143  Common::Error run() override;
144  bool hasFeature(EngineFeature f) const override;
145  void syncSoundSettings() override;
146  void pauseEngineIntern(bool pause) override;
147 
148 public:
149  Sword2Engine(OSystem *syst, const ADGameDescription *gameDesc);
150  ~Sword2Engine() override;
151 
152  int getFramesPerSecond();
153 
154  void registerDefaultSettings();
155  void readSettings();
156  void writeSettings();
157 
158  void setupPersistentResources();
159 
160  bool getSubtitles() { return _useSubtitles; }
161  void setSubtitles(bool b) { _useSubtitles = b; }
162 
163  // GMM Loading/Saving
164  Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
165  bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
166  Common::Error loadGameState(int slot) override;
167  bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
168 
169  uint32 _features;
170 
171  MemoryManager *_memory;
172  ResourceManager *_resman;
173  Sound *_sound;
174  Screen *_screen;
175  Mouse *_mouse;
176  Logic *_logic;
177  FontRenderer *_fontRenderer;
178 
179  bool _isRTL;
180 
181  Debugger *_debugger;
182 
184 
185  uint32 _speechFontId;
186  uint32 _controlsFontId;
187  uint32 _redFontId;
188 
189  uint32 setInputEventFilter(uint32 filter);
190 
191  void parseInputEvents();
192 
193  bool checkForMouseEvents();
194  MouseEvent *mouseEvent();
195  KeyboardEvent *keyboardEvent();
196 
197  bool _wantSfxDebug;
198 
199  int32 _gameCycle;
200 
201  bool _isKorTrs;
202 
203 #if RIGHT_CLICK_CLEARS_LUGGAGE
204  bool heldIsInInventory();
205 #endif
206 
207  void fetchPalette(byte *screenFile, byte *palBuffer);
208  byte *fetchScreenHeader(byte *screenFile);
209  byte *fetchLayerHeader(byte *screenFile, uint16 layerNo);
210  byte *fetchShadingMask(byte *screenFile);
211 
212  byte *fetchAnimHeader(byte *animFile);
213  byte *fetchCdtEntry(byte *animFile, uint16 frameNo);
214  byte *fetchFrameHeader(byte *animFile, uint16 frameNo);
215  byte *fetchBackgroundParallaxLayer(byte *screenFile, int layer);
216  byte *fetchBackgroundLayer(byte *screenFile);
217  byte *fetchForegroundParallaxLayer(byte *screenFile, int layer);
218  byte *fetchTextLine(byte *file, uint32 text_line);
219  bool checkTextLine(byte *file, uint32 text_line);
220  byte *fetchPaletteMatchTable(byte *screenFile);
221 
222  uint32 saveGame(uint16 slotNo, const byte *description);
223  uint32 restoreGame(uint16 slotNo);
224  uint32 getSaveDescription(uint16 slotNo, byte *description);
225  bool saveExists();
226  bool saveExists(uint16 slotNo);
227  uint32 restoreFromBuffer(byte *buffer, uint32 size);
228  Common::String getSaveStateName(int slot) const override;
229  uint32 findBufferSize();
230 
231  void startGame();
232  void gameCycle();
233  void restartGame();
234 
235  void sleepUntil(uint32 time);
236 
237  void initializeFontResourceFlags();
238  void initializeFontResourceFlags(uint8 language);
239 
240  bool initStartMenu();
241  void registerStartPoint(int32 key, char *name);
242 
243  uint32 getNumStarts() { return _totalStartups; }
244  uint32 getNumScreenManagers() { return _totalScreenManagers; }
245  StartUp *getStartList() { return _startList; }
246 
247  void runStart(int start);
248 
249  // Convenience alias for OSystem::getMillis().
250  // This is a bit hackish, of course :-).
251  uint32 getMillis();
252 
253  // Used to check whether we are running PSX version
254  static bool isPsx() { return _platform == Common::kPlatformPSX; }
255 };
256 
257 } // End of namespace Sword2
258 
259 #endif
Definition: engine.h:102
Definition: str.h:59
Definition: animation.h:37
EngineFeature
Definition: engine.h:250
Definition: error.h:84
Definition: advancedDetector.h:120
Definition: random.h:44
Definition: default_display_client.h:78
Definition: sword2.h:99
Definition: memory.h:40
Definition: screen.h:195
Definition: sound.h:175
Definition: maketext.h:80
Definition: sword2.h:83
Definition: sword2.h:78
Definition: ustr.h:57
Definition: sword2.h:88
Definition: logic.h:52
Definition: console.h:32
Definition: resman.h:52
Definition: keyboard.h:294
Definition: system.h:167
Definition: mouse.h:136
Definition: engine.h:143
Platform
Definition: platform.h:46