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