/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * */ #ifndef SWORD1_SWORD1_H #define SWORD1_SWORD1_H #include "engines/engine.h" #include "common/error.h" #include "common/keyboard.h" #include "common/rect.h" #include "common/util.h" #include "common/events.h" #include "sword1/sworddefs.h" #include "sword1/console.h" struct ADGameDescription; /** * This is the namespace of the Sword1 engine. * * Status of this engine: ??? * * Games using this engine: * - Broken Sword: The Shadow of the Templars */ namespace Sword1 { enum SWORD1Action { kActionNone, kActionPause, kActionQuit, kActionMainPanel, kActionEscape }; enum ControlPanelMode { CP_NORMAL = 0, CP_DEATHSCREEN, CP_THEEND, CP_NEWGAME }; class Screen; class Sound; class Logic; class Mouse; class ResMan; class ObjectMan; class Menu; class Control; struct SystemVars { bool runningFromCd; uint32 currentCD; // starts at zero, then either 1 or 2 depending on section being played uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c uint8 controlPanelMode; // 1 death screen version of the control panel, 2 = successful end of game, 3 = force restart uint8 saveGameFlag; int snrStatus; bool wantFade; // when true => fade during scene change, else cut. bool playSpeech; bool textRunning; uint32 speechRunning; bool speechFinished; bool showText; int32 textNumber; uint8 language; bool isDemo; bool isSpanishDemo; Common::Platform platform; Common::Language realLanguage; bool isLangRtl; bool debugMode; bool slowMode; bool fastMode; bool parallaxOn; bool gamePaused; bool displayDebugText; bool displayDebugMouse; bool displayDebugGrid; uint32 framesPerSecondCounter; uint32 gameCycle; bool useWindowsAudioMode; // DOS and Windows use different implementations of the audio driver, each with their own behavior }; class SwordEngine : public Engine { friend class SwordConsole; friend class Screen; friend class Control; public: SwordEngine(OSystem *syst, const ADGameDescription *gameDesc); ~SwordEngine() override; static SystemVars _systemVars; void reinitialize(); uint32 _features; int _inTimer = -1; // Is the timer running? int32 _vbl60HzUSecElapsed = 0; // 60 Hz counter for palette fades int _vblCount = 0; // How many vblCallback calls have been made? int _rate = DEFAULT_FRAME_TIME / 10; int _targetFrameTime = DEFAULT_FRAME_TIME; uint32 _mainLoopFrameCount = 0; uint32 _ticker = 0; // For the frame time shown within the debug text bool mouseIsActive(); static bool isMac() { return _systemVars.platform == Common::kPlatformMacintosh; } static bool isPsx() { return _systemVars.platform == Common::kPlatformPSX; } static bool isWindows() { return _systemVars.platform == Common::kPlatformWindows ; } // Used by timer void updateTopMenu(); void updateBottomMenu(); void fadePaletteStep(); void startFadePaletteDown(int speed); void startFadePaletteUp(int speed); void waitForFade(); bool screenIsFading(); bool fadeDirectionIsUp(); void setMenuToTargetState(); void showDebugInfo(); protected: // Engine APIs Common::Error init(); Common::Error go(); Common::Error run() override { Common::Error err; err = init(); if (err.getCode() != Common::kNoError) return err; return go(); } bool hasFeature(EngineFeature f) const override; void syncSoundSettings() override; Common::Error loadGameState(int slot) override; bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; Common::String getSaveStateName(int slot) const override { return Common::String::format("sword1.%03d", slot); } private: void pollInput(uint32 delay); void checkKeys(); void checkCdFiles(); void checkCd(); void askForCd(); void showFileErrorMsg(uint8 type, bool *fileExists); void flagsToBool(bool *dest, uint8 flags); void reinitRes(); //Reinits the resources after a GMM load void installTimerRoutines(); void uninstallTimerRoutines(); uint8 mainLoop(); Common::Point _mouseCoord; uint16 _mouseState; Common::KeyState _keyPressed; Common::CustomEventType _customType; ResMan *_resMan; ObjectMan *_objectMan; Screen *_screen; Mouse *_mouse; Logic *_logic; Sound *_sound; Menu *_menu; Control *_control; static const uint8 _cdList[TOTAL_SECTIONS]; static const CdFile _pcCdFileList[]; static const CdFile _macCdFileList[]; static const CdFile _psxCdFileList[]; }; } // End of namespace Sword1 #endif // SWORD1_SWORD1_H