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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef SWORD1_CONTROL_H
#define SWORD1_CONTROL_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/str-array.h"
#include "sword1/sworddefs.h"
class OSystem;
namespace Common {
class SaveFileManager;
class MemoryWriteStreamDynamic;
}
namespace Sword1 {
enum SNRStatus {
SNR_BLANK = 0,
SNR_MAINPANEL,
SNR_SAVE,
SNR_RESTORE,
SNR_RESTART,
SNR_QUIT,
SNR_SPEED,
SNR_VOLUME,
SNR_SUBTITLES,
SNR_DONE,
SNR_DRIVEFULL = 99
};
enum SaveGameFlags {
SGF_DONE = 0,
SGF_SAVE,
SGF_RESTORE,
SGF_RESTART,
SGF_QUIT
};
enum PsxComponents {
PSX_PANEL = 0,
PSX_DEATHPANEL,
PSX_CONFIRM,
PSX_BUTTON,
PSX_TEXT,
PSX_SLAB,
PSX_SCROLL
};
class SwordEngine;
class ObjectMan;
class ResMan;
class Mouse;
class Sound;
class Screen;
class Logic;
#define SAVEGAME_HEADER MKTAG('B','S','_','1')
#define SAVEGAME_VERSION 2
#define FIRSTFONTCHAR ' '
#define LASTFONTCHAR (32 + 137)
#define CR 13
#define LF 10
#define ESCAPE 27
#define BACKSPACE 8
#define CONTROL_NOTHING_DONE 0
#define CONTROL_GAME_RESTORED 1
#define CONTROL_RESTART_GAME 2
#define VD1X 139
#define VD2X 273
#define VD3X 404
#define VDY 94
#define SCROLL1X 311
#define SCROLL1Y 124
#define SCROLL2X 311
#define SCROLL2Y 188
#define SAVEBUTTONS 14
#define MAXSAVEGAMES 1000
#define OVERLAP 3
#define SP_OVERLAP 2
#define TEXTBUTTONID 7
#define PSX_CREDITS_SPACING (-3)
#define PSX_CREDITS_MIDDLE 450
#define PSX_CREDITS_OFFSET 150
#define PSX_NUM_CREDITS 14
struct Button {
int32 x1;
int32 y1;
int32 x2;
int32 y2;
};
class Control {
public:
Control(SwordEngine *vm, Common::SaveFileManager *saveFileMan, ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, Mouse *pMouse, Sound *pSound, Screen *pScreen, Logic *pLogic);
void getPlayerOptions();
void askForCdMessage(uint32 needCD, bool incorrectCDPhase);
void doRestore();
bool savegamesExist();
void saveGameToFile(uint8 slot);
bool restoreGameFromFile(uint8 slot);
bool restoreGame();
void checkForOldSaveGames();
bool isPanelShown();
const uint8 *getPauseString();
void psxEndCredits();
void setSaveDescription(int slot, const char *desc) {
Common::strcpy_s((char *)_fileDescriptions[slot], sizeof(_fileDescriptions[slot]), desc);
}
private:
void saveRestoreScreen();
void renderSlab(int32 start, int32 i);
void renderSlabs();
void renderText(const uint8 *str, int32 x, int32 y, bool useSpeechFont = false);
void renderRedText(const uint8 *str, int32 x, int32 y);
void renderTexts();
int32 getTextLength(const uint8 *str, bool useSpeechFont = false);
void putButton(int32 x, int32 y, int32 index);
void putSpriteButton(Sprite *spr, int32 x, int32 y, int32 index);
void putTextButton(int32 index);
int32 getCurrentButton(const Button b[]);
void initialiseConfirmation(const uint8 *title);
int32 implementConfirmation();
void removeConfirmation();
void volUp(int32 i, int32 j);
void volDown(int32 i, int32 j);
void renderVolumeLight(int32 i);
void renderVolumeDisc(int32 i, int32 j);
void initialiseVolume();
void implementVolume();
void removeVolume();
void renderScrolls();
void initialiseSpeed();
void implementSpeed();
void removeSpeed();
int16 readFileDescriptions();
void setEditDescription(int32 line);
bool driveSpaceAvailable();
bool attemptSave();
bool saveGame();
void editDescription();
void restoreSelected();
void uneditDescription();
void initialiseSave();
void implementSave();
void removeSave();
void initialiseRestore();
void implementRestore();
void removeRestore();
void initialiseControlPanel();
void implementControlPanel();
void removeControlPanel();
void initialiseResources();
void releaseResources();
uint8 *decompressPsxGfx(uint8 *src, FrameHeader *f);
void drawPsxComponent(int componentType, uint8 *src, uint8 *dst, FrameHeader *f);
bool convertSaveGame(uint8 slot, char *desc);
void delay(uint32 msecs);
bool gameVersionIsAkella();
bool gameVersionIsMediaHouse();
bool loadCustomStrings(const char *filename);
int displayMessage(const char *altButton, MSVC_PRINTF const char *message, ...) GCC_PRINTF(3, 4);
// PSX Credits functions
int32 getCreditsFontHeight(uint8 *font);
int32 getCreditsStringLength(uint8 *str, uint8 *font);
void renderCreditsTextSprite(uint8 *data, uint8 *dst, int16 x, int16 y, int16 width, int16 height);
void createCreditsTextSprite(uint8 *data, int32 pitch, uint8 *str, uint8 *font);
Common::MemoryWriteStreamDynamic *_tempThumbnail;
static const uint8 _languageStrings[8 * 20][43];
static const uint8 _akellaLanguageStrings[20][43];
static const uint8 _mediaHouseLanguageStrings[20][43];
static const uint8 _polishTranslationLanguageStrings[20][43];
uint8 _customStrings[20][43];
const uint8(*_lStrings)[43];
const uint8 _psxPauseStrings[3][7] = { "Paused", "Pause", "Pausa" };
SwordEngine *_vm;
Common::SaveFileManager *_saveFileMan;
ObjectMan *_objMan;
ResMan *_resMan;
OSystem *_system;
Mouse *_mouse;
Sound *_sound;
Screen *_screen;
Logic *_logic;
uint8 *_screenBuf;
Common::KeyState _keyPressed;
Common::CustomEventType _customType;
Common::Point _mouseCoord;
uint16 _mouseState;
int _oldSnrStatus = SNR_BLANK;
bool _newPal = false;
Sprite *_slabs[SAVEBUTTONS - 6];
int32 _scrollIndex[2] = { 0, 0 };
int32 _speedFlag = 0;
int32 _currentButton = 0;
int32 _buttonPressed = 0;
int32 _buttonHold = 0;
int32 _slabSelected = 0;
int32 _firstDescription = 0;
byte _fileDescriptions[MAXSAVEGAMES][40];
int32 _editingDescription = 0;
int32 _gamesSaved = 0;
int32 _textCursor;
int32 _curCharCount;
char _oldString[40];
int32 _scroll = 0;
int32 _scrollCount = 0;
uint8 *_restoreBuf = nullptr;
uint32 _selectedSavegame = 0;
uint8 _numButtons = 0;
uint8 _selectedButton = 0;
bool _panelShown = false;
static const Button panelButtons[8];
// We want the death screen buttons to have
// the same numbers as the panel buttons
static const Button deathButtons[8];
static const Button confirmButtons[2];
static const Button speedButtons[3];
static const Button saveButtons[SAVEBUTTONS];
static const Button restoreButtons[SAVEBUTTONS];
static const Button volumeButtons[25];
};
} // End of namespace Sword1
#endif //BSCONTROL_H
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