scummvm/engines/icb/p4_pc.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/icb/common/px_windows.h"
#ifdef _WIN32
#include <direct.h> // _getcwd()
#else
#endif
#include "keyboard.h"
#include "mouse.h"
#include "debug.h"
#include "res_man.h"
#include "options_manager_pc.h"
#include "p4.h"
#include "global_vars.h"
#include "engines/icb/common/px_common.h"
#include "engines/icb/common/px_bitmap.h"
#include "stage_draw.h"
#include "mission.h"
#include "cluster_manager_pc.h"
#include "configfile.h"
#include "common/str.h"
#include "common/config-manager.h"
#include "common/system.h"
#include "common/events.h"
namespace ICB {
BOOL gRegainedFocus = false;
BOOL gotTheFocus = false;
pxString font_cluster = FONT_CLUSTER_PATH;
char g_characters[] = "characters\\";
char root[ENGINE_STRING_LEN];
char croot[ENGINE_STRING_LEN];
char gamelanguage[ENGINE_STRING_LEN] = "english";
bool8 camera_hack;
uint32 BACKGROUND_BUFFER_SIZE;
uint32 ANIMATION_BUFFER_SIZE;
uint32 BITMAP_BUFFER_SIZE;
uint32 SONICS_BUFFER_SIZE;
// private session data (scripts+objects+walkgrids) : 200KB
#define PRIVATE_RESMAN_SIZE (400 * 1024)
// local prototypes
void Mission_and_console();
uint32 getConfigValueWithDefault(const Common::String &key, uint32 defaultValue) {
uint32 result = defaultValue;
if (ConfMan.hasKey(key)) {
result = ConfMan.getInt(key);
}
return result;
}
void ReadConfigFromIniFile() {
char configFile[1024];
uint32 temp;
const uint32 k128 = 128;
const uint32 k0 = 0;
sprintf(configFile, CONFIG_INI_FILENAME);
ConfigFile config;
pxString filename = configFile;
filename.ConvertPath();
config.readFile(filename.c_str());
// Music volume
temp = getConfigValueWithDefault("music_volume", 255); // TODO: Fix the internal volume settings to use 0-255 instead of 0-128
temp = MIN(MAX(k0, temp), k128);
SetMusicVolume(temp);
// Speech volume
temp = getConfigValueWithDefault("speech_volume", 255);
temp = MIN(MAX(k0, temp), k128);
SetSpeechVolume(temp);
// Sfx volume
temp = getConfigValueWithDefault("sfx_volume", 255);
temp = MIN(MAX(k0, temp), k128);
SetSfxVolume(temp);
// Has the game been completed previously
temp = config.readIntSetting("Extras", pxVString("%X", HashString("Game Completed")), 0);
// HACK: Enable all extras for now
temp = 1;
warning("Enabling all extras for development purposes");
if (temp == 0)
px.game_completed = FALSE8;
else
px.game_completed = TRUE8;
// Let command line switch take priority for this setting (for Daves translations work)
// ie only look at ini value if command line hasn't set it already
// Subtitle switch
temp = false;
if (ConfMan.hasKey("subtitles")) {
temp = ConfMan.getBool("subtitles");
}
if (temp == 0)
px.on_screen_text = FALSE8;
else
px.on_screen_text = TRUE8;
// Semitransparency switch
temp = config.readIntSetting("Video Settings", "Semitransparency", 0);
if (temp == 0)
px.semitransparencies = FALSE8;
else
px.semitransparencies = TRUE8;
// Control device
temp = config.readIntSetting("Controller Settings", "Device", 0);
if (temp == 0)
currentJoystick = NO_JOYSTICK;
else
currentJoystick = ANALOGUE_JOYSTICK;
// A call to this will validate the above setting
Poll_direct_input();
// Control method
temp = config.readIntSetting("Controller Settings", "Method", 0);
if ((__Actor_control_mode)temp == SCREEN_RELATIVE)
g_icb_session->player.Set_control_mode(SCREEN_RELATIVE);
else
g_icb_session->player.Set_control_mode(ACTOR_RELATIVE);
// Set the default keys first in case the ini file mappings are invalid somehow
SetDefaultKeys();
// Keyboard mappings
temp = config.readIntSetting("Keyboard Mappings", "Up", 0);
if (GetKeyName((uint8)temp))
up_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Down", 0);
if (GetKeyName((uint8)temp))
down_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Left", 0);
if (GetKeyName((uint8)temp))
left_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Right", 0);
if (GetKeyName((uint8)temp))
right_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Sidestep", 0);
if (GetKeyName((uint8)temp))
sidestep_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Run", 0);
if (GetKeyName((uint8)temp))
run_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Crouch", 0);
if (GetKeyName((uint8)temp))
crouch_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Interact", 0);
if (GetKeyName((uint8)temp))
interact_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Arm", 0);
if (GetKeyName((uint8)temp))
arm_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Attack", 0);
if (GetKeyName((uint8)temp))
fire_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Inventory", 0);
if (GetKeyName((uint8)temp))
inventory_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Remora", 0);
if (GetKeyName((uint8)temp))
remora_key = (uint8)temp;
temp = config.readIntSetting("Keyboard Mappings", "Pause", 0);
if (GetKeyName((uint8)temp))
pause_key = (uint8)temp;
// Unset all joystick
UnsetJoystickConfig();
// Joystick mappings
temp = config.readIntSetting("Joystick Mappings", "Up", 0);
if (GetAxisName((uint8)temp))
up_joy = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Down", 0);
if (GetAxisName((uint8)temp))
down_joy = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Left", 0);
if (GetAxisName((uint8)temp))
left_joy = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Right", 0);
if (GetAxisName((uint8)temp))
right_joy = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Sidestep", 0);
if (GetButtonName((uint8)temp))
sidestep_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Run", 0);
if (GetButtonName((uint8)temp))
run_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Crouch", 0);
if (GetButtonName((uint8)temp))
crouch_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Interact", 0);
if (GetButtonName((uint8)temp))
interact_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Arm", 0);
if (GetButtonName((uint8)temp))
arm_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Attack", 0);
if (GetButtonName((uint8)temp))
fire_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Inventory", 0);
if (GetButtonName((uint8)temp))
inventory_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Remora", 0);
if (GetButtonName((uint8)temp))
remora_button = (uint8)temp;
temp = config.readIntSetting("Joystick Mappings", "Pause", 0);
if (GetButtonName((uint8)temp))
pause_button = (uint8)temp;
// Read the movie library settings
for (uint32 i = 0; i < TOTAL_NUMBER_OF_MOVIES; i++) {
temp = config.readIntSetting("Movie Library", pxVString("%X", HashString(g_movieLibrary[i].filename)), 0);
if (temp == 0)
g_movieLibrary[i].visible = FALSE8;
else
g_movieLibrary[i].visible = TRUE8;
}
}
void Save_config_file() {
// Whip some bytes off the stack
char configFile[1024];
char tempBuff[1024];
sprintf(configFile, CONFIG_INI_FILENAME);
// Should really delete the existing ini file before writing the current settings...
remove(configFile);
ConfigFile config;
// Update ini file settings when we shutdown correctly
sprintf(tempBuff, "%d", GetMusicVolume());
config.writeSetting("Option Settings", "MusicVolume", tempBuff);
sprintf(tempBuff, "%d", GetSpeechVolume());
config.writeSetting("Option Settings", "SpeechVolume", tempBuff);
sprintf(tempBuff, "%d", GetSfxVolume());
config.writeSetting("Option Settings", "SfxVolume", tempBuff);
sprintf(tempBuff, "%d", px.on_screen_text);
config.writeSetting("Video Settings", "Subtitles", tempBuff);
sprintf(tempBuff, "%d", px.semitransparencies);
config.writeSetting("Video Settings", "Semitransparency", tempBuff);
sprintf(tempBuff, "%d", px.actorShadows);
sprintf(tempBuff, "%d", currentJoystick);
config.writeSetting("Controller Settings", "Device", pxVString("%d", currentJoystick));
sprintf(tempBuff, "%d", g_icb_session->player.Get_control_mode());
config.writeSetting("Controller Settings", "Method", pxVString("%d", g_icb_session->player.Get_control_mode()));
sprintf(tempBuff, "%d", up_key);
config.writeSetting("Keyboard Mappings", "Up", tempBuff);
sprintf(tempBuff, "%d", down_key);
config.writeSetting("Keyboard Mappings", "Down", tempBuff);
sprintf(tempBuff, "%d", left_key);
config.writeSetting("Keyboard Mappings", "Left", tempBuff);
sprintf(tempBuff, "%d", right_key);
config.writeSetting("Keyboard Mappings", "Right", tempBuff);
sprintf(tempBuff, "%d", sidestep_key);
config.writeSetting("Keyboard Mappings", "Sidestep", tempBuff);
sprintf(tempBuff, "%d", run_key);
config.writeSetting("Keyboard Mappings", "Run", tempBuff);
sprintf(tempBuff, "%d", crouch_key);
config.writeSetting("Keyboard Mappings", "Crouch", tempBuff);
sprintf(tempBuff, "%d", interact_key);
config.writeSetting("Keyboard Mappings", "Interact", tempBuff);
sprintf(tempBuff, "%d", arm_key);
config.writeSetting("Keyboard Mappings", "Arm", tempBuff);
sprintf(tempBuff, "%d", fire_key);
config.writeSetting("Keyboard Mappings", "Attack", tempBuff);
sprintf(tempBuff, "%d", inventory_key);
config.writeSetting("Keyboard Mappings", "Inventory", tempBuff);
sprintf(tempBuff, "%d", remora_key);
config.writeSetting("Keyboard Mappings", "Remora", tempBuff);
sprintf(tempBuff, "%d", pause_key);
config.writeSetting("Keyboard Mappings", "Pause", tempBuff);
sprintf(tempBuff, "%d", up_joy);
config.writeSetting("Joystick Mappings", "Up", tempBuff);
sprintf(tempBuff, "%d", down_joy);
config.writeSetting("Joystick Mappings", "Down", tempBuff);
sprintf(tempBuff, "%d", left_joy);
config.writeSetting("Joystick Mappings", "Left", tempBuff);
sprintf(tempBuff, "%d", right_joy);
config.writeSetting("Joystick Mappings", "Right", tempBuff);
sprintf(tempBuff, "%d", sidestep_button);
config.writeSetting("Joystick Mappings", "Sidestep", tempBuff);
sprintf(tempBuff, "%d", run_button);
config.writeSetting("Joystick Mappings", "Run", tempBuff);
sprintf(tempBuff, "%d", crouch_button);
config.writeSetting("Joystick Mappings", "Crouch", tempBuff);
sprintf(tempBuff, "%d", interact_button);
config.writeSetting("Joystick Mappings", "Interact", tempBuff);
sprintf(tempBuff, "%d", arm_button);
config.writeSetting("Joystick Mappings", "Arm", tempBuff);
sprintf(tempBuff, "%d", fire_button);
config.writeSetting("Joystick Mappings", "Attack", tempBuff);
sprintf(tempBuff, "%d", inventory_button);
config.writeSetting("Joystick Mappings", "Inventory", tempBuff);
sprintf(tempBuff, "%d", remora_button);
config.writeSetting("Joystick Mappings", "Remora", tempBuff);
sprintf(tempBuff, "%d", pause_button);
config.writeSetting("Joystick Mappings", "Pause", tempBuff);
char temp[1024];
// Has the game been completed
if (px.game_completed) {
sprintf(temp, "%X", HashString("Game Completed"));
config.writeSetting("Extras", temp, "1");
}
// Write the movie library settings
for (uint32 i = 0; i < TOTAL_NUMBER_OF_MOVIES; i++) {
// Only write a setting when it's been achieved
if (g_movieLibrary[i].visible) {
sprintf(temp, "%X", HashString(g_movieLibrary[i].filename));
sprintf(tempBuff, "%d", g_movieLibrary[i].visible);
config.writeSetting("Movie Library", temp, tempBuff);
}
}
pxString filename = configFile;
filename.ConvertPath();
config.writeFile(filename.c_str());
}
void InitEngine(const char *lpCmdLine) {
CreateGlobalObjects();
{ // TODO: Get rid of this when refactoring to SearchMan
Common::String path = ConfMan.get("path");
#ifdef _WIN32
sprintf(root, "%s\\", path.c_str());
#else
sprintf(root, "%s/", path.c_str());
#endif
warning("Root: %s", root);
}
// Set the character root directory to be the same as the normal root directory
Set_string(root, croot);
camera_hack = false; // defaults to off
#ifdef USE_SDL_DIRECTLY
sdl_window = SDL_CreateWindow("In Cold Blood (C)2000 Revolution Software Ltd", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, sdl_flags);
#endif
// create the surface manaager
surface_manager = new _surface_manager;
// Init the low level direct draw object
surface_manager->Init_direct_draw();
// Init the sound engine
if (!Init_Sound_Engine()) {
Message_box("Sound device unavailable.");
Zdebug("Failed to start the sound engine");
noSoundEngine = TRUE8;
}
// See how much memory we have in this machine
Memory_stats();
// Animations
rs1 = new res_man(ANIMATION_BUFFER_SIZE, false); // TODO: Should be true, but threads are broken atm.
rs1->Set_auto_timeframe_advance();
rs_anims = rs1;
// Icons, Fonts and Remora
rs3 = new res_man(BITMAP_BUFFER_SIZE, false);
rs3->Set_auto_timeframe_advance();
rs_icons = rs3;
rs_remora = rs3;
rs_font = rs3;
// Stage
rs2 = new res_man(BACKGROUND_BUFFER_SIZE, false);
rs2->Set_auto_timeframe_advance();
rs_bg = rs2;
// Privates
private_session_resman = new res_man(PRIVATE_RESMAN_SIZE, false); // size, no ASYNC
// Initalize the Revolution Render Device
InitRevRenderDevice();
// we run a special check for a font file - otherwise, res-open will fail triggering a con-fatal-error - not good
sys_font_hash = HashString(SYS_FONT);
font_cluster_hash = HashString(font_cluster);
// inti direct input
Init_direct_input();
// init global variables
Zdebug("Init_globals");
Init_globals();
g_globalScriptVariables.SetVariable("missionelapsedtime", 0);
g_globalScriptVariables.SetVariable("demo", 0);
Zdebug("~Init_globals");
// ok, see if the special gameScript is present
// if so set the stub mode to GameScript mode
if (gs.Init_game_script() && strstr(lpCmdLine, "mission") == NULL) {
// GameScript mode
// unless there is a console.icb file we dont allow debugging
// set base mode of stub to gameScript processor
stub.Set_current_stub_mode(__game_script);
// are all resources present?
Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead("full.icb");
if (stream) {
px.pc_full_intall = TRUE8;
delete stream;
}
} else
stub.Set_current_stub_mode(__mission_and_console);
// Initialise the runtime cluster manager
g_theClusterManager->Initialise();
zdebug = FALSE8; // no console so switch off debugging (zoff)
// Load settings from our ini file (must be called AFTER everything has been setup)
ReadConfigFromIniFile();
}
bool mainLoopIteration() {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
/*
case SDL_TEXTINPUT:
if (event.text.text[0] && event.text.text[1] == 0) {
uint8 key = event.text.text[0];
WriteKey(key);
}
break;
*/
case Common::EVENT_KEYDOWN: {
// Pass ENTER and BACKSPACE KEYDOWN events to WriteKey() so the save menu in options_manager_pc.cpp can see them.
if (event.kbd.keycode == Common::KEYCODE_RETURN) {
WriteKey((char)event.kbd.keycode);
} else if (event.kbd.keycode == Common::KEYCODE_BACKSPACE) {
WriteKey((char)event.kbd.keycode);
} else {
WriteKey(event.kbd.keycode);
}
setKeyState(event.kbd.keycode, true);
} break;
case Common::EVENT_KEYUP: {
setKeyState(event.kbd.keycode, false);
break;
}
case Common::EVENT_MOUSEMOVE:
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_LBUTTONDOWN:
LogMouseEvent(RD_LEFTBUTTONDOWN);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_RBUTTONDOWN:
LogMouseEvent(RD_RIGHTBUTTONDOWN);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_LBUTTONUP:
LogMouseEvent(RD_LEFTBUTTONUP);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_RBUTTONUP:
LogMouseEvent(RD_RIGHTBUTTONUP);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
/*case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
SDL_ShowCursor(SDL_FALSE);
gRegainedFocus = TRUE8;
gotTheFocus = TRUE8;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
SDL_ShowCursor(SDL_TRUE);
gRegainedFocus = FALSE8;
gotTheFocus = FALSE8;
break;
case SDL_WINDOWEVENT_EXPOSED:
stub.Process_stub();
break;
case SDL_WINDOWEVENT_CLOSE:
break;
}
break;*/
// TODO: Fix sound
/*case SDL_USEREVENT:
if (g_TimerOn) {
UpdateSounds10Hz();
Poll_Sound_Engine();
}
break;*/
case Common::EVENT_QUIT:
Zdebug("\nap closed");
Zdebug("Be Vigilant!\n");
if (g_mission)
g_icb_mission->___delete_mission();
Close_Sound_Engine();
if (surface_manager)
delete surface_manager;
Save_config_file(); // write user options ini file
DestoryRevRenderDevice();
// Shutdown the runtime cluster manager
g_theClusterManager->Shutdown();
DestroyGlobalObjects();
return false;
default:
break;
}
}
// Used to be triggered by else if(gotTheFocus).
stub.Process_stub();
g_system->delayMillis(1);
return true;
}
void Mission_and_console() {
// run the mission with console facility
// this mode will run forever
uint32 mission_ret;
gameCycle += 1; // tick up the game cycle flag
// logic
mission_ret = g_mission->Game_cycle();
if (mission_ret) {
// the mission has terminated of its own accord - as apposed to a user quit
// if the player died then we bring up a restart/continue menu here
c_game_object *ob = (c_game_object *)MS->objects->Fetch_item_by_number(MS->player.Fetch_player_id());
int32 ret = ob->GetVariable("state");
if (ob->GetIntegerVariable(ret)) {
// Return to avoid deleting the mission
stub.Push_stub_mode(__gameover_menu);
return;
}
g_icb_mission->___delete_mission();
if (!gs.Running_from_gamescript())
Fatal_error("Thank you for playing In Cold Blood");
else
stub.Pop_stub_mode(); // back to game script server
} else
g_mission->Create_display();
}
void Terminate_ap() {
// can be called from any service loop to exit the program and return to windows
Fatal_error("Terminate Ap");
}
void _stub::Fix_time() {
// wait until target time has elapsed
// presumably 1/12 second - pc==80ms
uint32 targetTime = (TARGET_TIME * 100) / cycle_speed;
do {
g_system->delayMillis(1);
} while ((g_system->getMillis() - stub_timer_time) < targetTime);
}
int WhichCD(const char * /* mission */) { return 1; }
BOOL HasMMXTechnology() { return true; }
void _mission::LoadPlatformSpecific(Common::SeekableReadStream * /* fh */) {
// No PC specific stuff in here (at the moment)
}
void _mission::SavePlatformSpecific(Common::WriteStream * /* fh */) {
// No PC specific stuff in here (at the moment)
}
} // End of namespace ICB