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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_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
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