2005-01-17 10:57:15 +00:00
|
|
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
|
|
|
|
* Copyright (C) 2003-2005 The ScummVM project
|
2003-07-28 01:44:38 +00:00
|
|
|
*
|
|
|
|
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*
|
|
|
|
* $Header$
|
|
|
|
*/
|
|
|
|
|
2003-11-16 14:18:29 +00:00
|
|
|
#include "common/stdafx.h"
|
2005-01-10 22:06:49 +00:00
|
|
|
|
2003-10-17 23:16:53 +00:00
|
|
|
#include "backends/fs/fs.h"
|
2005-01-10 22:06:49 +00:00
|
|
|
|
2003-09-17 22:41:01 +00:00
|
|
|
#include "base/gameDetector.h"
|
2003-09-18 18:23:53 +00:00
|
|
|
#include "base/plugins.h"
|
2005-01-10 22:06:49 +00:00
|
|
|
|
2003-10-08 21:59:23 +00:00
|
|
|
#include "common/config-manager.h"
|
2004-06-28 00:06:31 +00:00
|
|
|
#include "common/file.h"
|
2005-01-10 22:06:49 +00:00
|
|
|
#include "common/system.h"
|
2004-11-14 15:00:01 +00:00
|
|
|
|
2003-10-28 19:51:30 +00:00
|
|
|
#include "sword2/sword2.h"
|
2004-02-05 14:19:07 +00:00
|
|
|
#include "sword2/console.h"
|
|
|
|
#include "sword2/controls.h"
|
2003-10-28 19:51:30 +00:00
|
|
|
#include "sword2/defs.h"
|
2004-02-05 14:19:07 +00:00
|
|
|
#include "sword2/logic.h"
|
|
|
|
#include "sword2/maketext.h"
|
2004-11-14 15:00:01 +00:00
|
|
|
#include "sword2/memory.h"
|
2005-02-19 14:02:16 +00:00
|
|
|
#include "sword2/mouse.h"
|
2004-02-05 14:19:07 +00:00
|
|
|
#include "sword2/resman.h"
|
2005-02-20 15:38:48 +00:00
|
|
|
#include "sword2/router.h"
|
2004-11-14 15:00:01 +00:00
|
|
|
#include "sword2/sound.h"
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-10-26 15:42:49 +00:00
|
|
|
#ifdef _WIN32_WCE
|
|
|
|
extern bool isSmartphone(void);
|
|
|
|
#endif
|
|
|
|
|
2003-12-13 00:20:01 +00:00
|
|
|
struct Sword2GameSettings {
|
|
|
|
const char *name;
|
|
|
|
const char *description;
|
|
|
|
uint32 features;
|
|
|
|
const char *detectname;
|
|
|
|
GameSettings toGameSettings() const {
|
|
|
|
GameSettings dummy = { name, description, features };
|
|
|
|
return dummy;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
static const Sword2GameSettings sword2_settings[] = {
|
2003-10-04 00:52:27 +00:00
|
|
|
/* Broken Sword 2 */
|
2003-12-13 00:20:01 +00:00
|
|
|
{"sword2", "Broken Sword II", GF_DEFAULT_TO_1X_SCALER, "players.clu" },
|
|
|
|
{"sword2alt", "Broken Sword II (alt)", GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
|
|
|
|
{"sword2demo", "Broken Sword II (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword2::GF_DEMO, "players.clu" },
|
|
|
|
{NULL, NULL, 0, NULL}
|
2003-10-04 00:52:27 +00:00
|
|
|
};
|
|
|
|
|
2003-10-17 23:16:53 +00:00
|
|
|
GameList Engine_SWORD2_gameList() {
|
2003-12-13 00:20:01 +00:00
|
|
|
const Sword2GameSettings *g = sword2_settings;
|
2003-10-17 23:16:53 +00:00
|
|
|
GameList games;
|
2003-12-13 00:20:01 +00:00
|
|
|
while (g->name) {
|
|
|
|
games.push_back(g->toGameSettings());
|
|
|
|
g++;
|
|
|
|
}
|
2003-10-17 23:16:53 +00:00
|
|
|
return games;
|
|
|
|
}
|
|
|
|
|
2003-12-21 15:29:52 +00:00
|
|
|
DetectedGameList Engine_SWORD2_detectGames(const FSList &fslist) {
|
|
|
|
DetectedGameList detectedGames;
|
2003-12-13 00:20:01 +00:00
|
|
|
const Sword2GameSettings *g;
|
2003-11-01 16:39:26 +00:00
|
|
|
|
2003-12-01 07:47:54 +00:00
|
|
|
// TODO: It would be nice if we had code here which distinguishes
|
|
|
|
// between the 'sword2' and 'sword2demo' targets. The current code
|
|
|
|
// can't do that since they use the same detectname.
|
2003-10-17 23:16:53 +00:00
|
|
|
|
2003-12-13 00:20:01 +00:00
|
|
|
for (g = sword2_settings; g->name; ++g) {
|
2003-10-17 23:16:53 +00:00
|
|
|
// Iterate over all files in the given directory
|
2004-02-05 00:19:57 +00:00
|
|
|
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
|
2004-12-09 15:06:49 +00:00
|
|
|
if (!file->isDirectory()) {
|
|
|
|
const char *gameName = file->displayName().c_str();
|
2003-10-17 23:16:53 +00:00
|
|
|
|
2004-12-09 15:06:49 +00:00
|
|
|
if (0 == scumm_stricmp(g->detectname, gameName)) {
|
|
|
|
// Match found, add to list of candidates, then abort inner loop.
|
|
|
|
detectedGames.push_back(g->toGameSettings());
|
|
|
|
break;
|
|
|
|
}
|
2003-10-17 23:16:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return detectedGames;
|
2003-10-04 00:52:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
|
2003-10-04 01:09:29 +00:00
|
|
|
return new Sword2::Sword2Engine(detector, syst);
|
2003-10-04 00:52:27 +00:00
|
|
|
}
|
|
|
|
|
2005-03-25 17:55:57 +00:00
|
|
|
REGISTER_PLUGIN(SWORD2, "Broken Sword II")
|
2003-10-04 00:52:27 +00:00
|
|
|
|
|
|
|
namespace Sword2 {
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
|
2004-06-28 00:06:31 +00:00
|
|
|
// Add default file directories
|
2004-10-08 16:09:52 +00:00
|
|
|
File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
|
|
|
|
File::addDefaultDirectory(_gameDataPath + "SWORD2/");
|
|
|
|
File::addDefaultDirectory(_gameDataPath + "VIDEO/");
|
|
|
|
File::addDefaultDirectory(_gameDataPath + "clusters/");
|
|
|
|
File::addDefaultDirectory(_gameDataPath + "sword2/");
|
|
|
|
File::addDefaultDirectory(_gameDataPath + "video/");
|
2004-06-28 00:06:31 +00:00
|
|
|
|
2003-07-28 07:00:15 +00:00
|
|
|
_features = detector->_game.features;
|
2004-11-15 08:22:16 +00:00
|
|
|
_targetName = detector->_targetName;
|
2004-11-16 09:15:25 +00:00
|
|
|
|
2003-10-08 21:59:23 +00:00
|
|
|
_bootParam = ConfMan.getInt("boot_param");
|
|
|
|
_saveSlot = ConfMan.getInt("save_slot");
|
2003-08-02 02:31:36 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_memory = NULL;
|
|
|
|
_resman = NULL;
|
2004-11-16 09:15:25 +00:00
|
|
|
_sound = NULL;
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen = NULL;
|
|
|
|
_mouse = NULL;
|
2004-11-16 09:15:25 +00:00
|
|
|
_logic = NULL;
|
2005-02-19 14:02:16 +00:00
|
|
|
_fontRenderer = NULL;
|
|
|
|
_debugger = NULL;
|
2004-11-16 09:15:25 +00:00
|
|
|
|
2004-05-09 13:32:04 +00:00
|
|
|
_keyboardEvent.pending = false;
|
|
|
|
_mouseEvent.pending = false;
|
|
|
|
|
2003-11-02 15:58:45 +00:00
|
|
|
_wantSfxDebug = false;
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
#ifdef SWORD2_DEBUG
|
2003-11-08 15:47:51 +00:00
|
|
|
_stepOneCycle = false;
|
2004-11-16 09:15:25 +00:00
|
|
|
_renderSkip = false;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
_gamePaused = false;
|
2003-11-08 15:47:51 +00:00
|
|
|
_graphicsLevelFudged = false;
|
2004-11-15 08:22:16 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
_gameCycle = 0;
|
2004-11-15 08:22:16 +00:00
|
|
|
|
|
|
|
_quit = false;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-10-12 14:40:04 +00:00
|
|
|
Sword2Engine::~Sword2Engine() {
|
2003-10-26 15:42:49 +00:00
|
|
|
delete _debugger;
|
2003-11-08 15:47:51 +00:00
|
|
|
delete _sound;
|
2003-11-16 14:18:29 +00:00
|
|
|
delete _fontRenderer;
|
2005-02-19 14:02:16 +00:00
|
|
|
delete _screen;
|
|
|
|
delete _mouse;
|
2003-11-15 09:38:00 +00:00
|
|
|
delete _logic;
|
2003-11-16 14:18:29 +00:00
|
|
|
delete _resman;
|
|
|
|
delete _memory;
|
2003-10-12 14:40:04 +00:00
|
|
|
}
|
|
|
|
|
2003-10-04 01:09:29 +00:00
|
|
|
void Sword2Engine::errorString(const char *buf1, char *buf2) {
|
2003-07-28 01:44:38 +00:00
|
|
|
strcpy(buf2, buf1);
|
2003-10-26 15:42:49 +00:00
|
|
|
|
|
|
|
#ifdef _WIN32_WCE
|
|
|
|
if (isSmartphone())
|
|
|
|
return;
|
|
|
|
#endif
|
|
|
|
|
2003-12-01 07:47:54 +00:00
|
|
|
// Unless an error -originated- within the debugger, spawn the
|
|
|
|
// debugger. Otherwise exit out normally.
|
Re-enabled the CD swapping code, after rewriting it a bit.
If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
2003-11-13 07:59:52 +00:00
|
|
|
if (_debugger && !_debugger->isAttached()) {
|
2003-12-01 07:47:54 +00:00
|
|
|
// (Print it again in case debugger segfaults)
|
|
|
|
printf("%s\n", buf2);
|
2003-10-26 15:42:49 +00:00
|
|
|
_debugger->attach(buf2);
|
|
|
|
_debugger->onFrame();
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2005-02-20 15:38:48 +00:00
|
|
|
void Sword2Engine::registerDefaultSettings() {
|
|
|
|
ConfMan.registerDefault("music_mute", false);
|
|
|
|
ConfMan.registerDefault("speech_mute", false);
|
|
|
|
ConfMan.registerDefault("sfx_mute", false);
|
|
|
|
ConfMan.registerDefault("gfx_details", 2);
|
|
|
|
ConfMan.registerDefault("subtitles", false);
|
|
|
|
ConfMan.registerDefault("reverse_stereo", false);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Sword2Engine::readSettings() {
|
2005-03-09 18:12:54 +00:00
|
|
|
_mixer->setVolumeForSoundType(SoundMixer::kMusicSoundType, ConfMan.getInt("music_volume"));
|
|
|
|
_mixer->setVolumeForSoundType(SoundMixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
|
|
|
|
_mixer->setVolumeForSoundType(SoundMixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
|
2005-02-20 15:38:48 +00:00
|
|
|
setSubtitles(ConfMan.getBool("subtitles"));
|
|
|
|
_sound->muteMusic(ConfMan.getBool("music_mute"));
|
|
|
|
_sound->muteSpeech(ConfMan.getBool("speech_mute"));
|
|
|
|
_sound->muteFx(ConfMan.getBool("sfx_mute"));
|
|
|
|
_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
|
|
|
|
_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
|
|
|
|
_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Sword2Engine::writeSettings() {
|
2005-03-09 18:12:54 +00:00
|
|
|
ConfMan.set("music_volume", _mixer->getVolumeForSoundType(SoundMixer::kMusicSoundType));
|
|
|
|
ConfMan.set("speech_volume", _mixer->getVolumeForSoundType(SoundMixer::kSpeechSoundType));
|
|
|
|
ConfMan.set("sfx_volume", _mixer->getVolumeForSoundType(SoundMixer::kSFXSoundType));
|
2005-02-20 15:38:48 +00:00
|
|
|
ConfMan.set("music_mute", _sound->isMusicMute());
|
|
|
|
ConfMan.set("speech_mute", _sound->isSpeechMute());
|
|
|
|
ConfMan.set("sfx_mute", _sound->isFxMute());
|
|
|
|
ConfMan.set("gfx_details", _screen->getRenderLevel());
|
|
|
|
ConfMan.set("subtitles", getSubtitles());
|
|
|
|
ConfMan.set("object_labels", _mouse->getObjectLabels());
|
|
|
|
ConfMan.set("reverse_stereo", _sound->isReverseStereo());
|
|
|
|
|
|
|
|
ConfMan.flushToDisk();
|
|
|
|
}
|
|
|
|
|
2004-09-08 07:10:54 +00:00
|
|
|
/**
|
|
|
|
* The global script variables and player object should be kept open throughout
|
|
|
|
* the game, so that they are never expelled by the resource manager.
|
|
|
|
*/
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::setupPersistentResources() {
|
2004-09-08 07:10:54 +00:00
|
|
|
Logic::_scriptVars = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader));
|
|
|
|
_resman->openResource(CUR_PLAYER_ID);
|
|
|
|
}
|
|
|
|
|
2004-11-24 00:14:21 +00:00
|
|
|
int Sword2Engine::init(GameDetector &detector) {
|
2004-11-16 09:15:25 +00:00
|
|
|
// Get some falling RAM and put it in your pocket, never let it slip
|
2004-11-15 08:22:16 +00:00
|
|
|
// away
|
|
|
|
|
2004-11-24 00:14:21 +00:00
|
|
|
_system->beginGFXTransaction();
|
|
|
|
initCommonGFX(detector);
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen = new Screen(this, 640, 480);
|
2004-11-24 00:14:21 +00:00
|
|
|
_system->endGFXTransaction();
|
2004-11-15 08:22:16 +00:00
|
|
|
|
|
|
|
// Create the debugger as early as possible (but not before the
|
2005-02-21 08:16:50 +00:00
|
|
|
// screen object!) so that errors can be displayed in it. In
|
2004-11-15 08:22:16 +00:00
|
|
|
// particular, we want errors about missing files to be clearly
|
|
|
|
// visible to the user.
|
|
|
|
|
|
|
|
_debugger = new Debugger(this);
|
|
|
|
|
|
|
|
_memory = new MemoryManager(this);
|
|
|
|
_resman = new ResourceManager(this);
|
|
|
|
_logic = new Logic(this);
|
|
|
|
_fontRenderer = new FontRenderer(this);
|
|
|
|
_sound = new Sound(this);
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouse = new Mouse(this);
|
2004-11-15 08:22:16 +00:00
|
|
|
|
|
|
|
// Setup mixer
|
|
|
|
if (!_mixer->isReady())
|
|
|
|
warning("Sound initialization failed");
|
|
|
|
|
2005-02-20 15:38:48 +00:00
|
|
|
registerDefaultSettings();
|
|
|
|
readSettings();
|
2004-11-15 08:22:16 +00:00
|
|
|
|
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
|
|
|
initStartMenu();
|
|
|
|
|
2004-05-09 13:32:04 +00:00
|
|
|
// During normal gameplay, we care neither about mouse button releases
|
|
|
|
// nor the scroll wheel.
|
|
|
|
setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-09-08 07:10:54 +00:00
|
|
|
setupPersistentResources();
|
2003-10-11 12:26:53 +00:00
|
|
|
initialiseFontResourceFlags();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-12-29 15:30:10 +00:00
|
|
|
if (_features & GF_DEMO)
|
2004-03-17 09:03:15 +00:00
|
|
|
Logic::_scriptVars[DEMO] = 1;
|
2003-12-29 15:30:10 +00:00
|
|
|
else
|
2004-03-17 09:03:15 +00:00
|
|
|
Logic::_scriptVars[DEMO] = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
if (_saveSlot != -1) {
|
|
|
|
if (saveExists(_saveSlot))
|
|
|
|
restoreGame(_saveSlot);
|
|
|
|
else {
|
2005-02-21 08:16:50 +00:00
|
|
|
RestoreDialog dialog(this);
|
2005-02-20 15:38:48 +00:00
|
|
|
if (!dialog.runModal())
|
2004-11-15 08:22:16 +00:00
|
|
|
startGame();
|
|
|
|
}
|
|
|
|
} else if (!_bootParam && saveExists()) {
|
|
|
|
int32 pars[2] = { 221, FX_LOOP };
|
|
|
|
bool result;
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouse->setMouse(NORMAL_MOUSE_ID);
|
2004-11-15 08:22:16 +00:00
|
|
|
_logic->fnPlayMusic(pars);
|
2005-02-20 15:38:48 +00:00
|
|
|
|
|
|
|
StartDialog dialog(this);
|
|
|
|
|
2005-02-21 02:29:18 +00:00
|
|
|
result = (dialog.runModal() != 0);
|
2004-11-15 08:22:16 +00:00
|
|
|
|
|
|
|
// If the game is started from the beginning, the cutscene
|
|
|
|
// player will kill the music for us. Otherwise, the restore
|
|
|
|
// will either have killed the music, or done a crossfade.
|
|
|
|
|
|
|
|
if (_quit)
|
2004-11-23 00:03:25 +00:00
|
|
|
return 0;
|
2004-11-15 08:22:16 +00:00
|
|
|
|
|
|
|
if (result)
|
|
|
|
startGame();
|
|
|
|
} else
|
|
|
|
startGame();
|
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->initialiseRenderCycle();
|
2004-11-23 00:03:25 +00:00
|
|
|
|
|
|
|
return 0;
|
2004-11-15 08:22:16 +00:00
|
|
|
}
|
|
|
|
|
2004-11-23 00:03:25 +00:00
|
|
|
int Sword2Engine::go() {
|
2004-11-15 08:22:16 +00:00
|
|
|
while (1) {
|
|
|
|
if (_debugger->isAttached())
|
|
|
|
_debugger->onFrame();
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
#ifdef SWORD2_DEBUG
|
2004-11-15 08:22:16 +00:00
|
|
|
if (_stepOneCycle) {
|
|
|
|
pauseGame();
|
|
|
|
_stepOneCycle = false;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
KeyboardEvent *ke = keyboardEvent();
|
|
|
|
|
|
|
|
if (ke) {
|
|
|
|
if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
|
|
|
|
_debugger->attach();
|
|
|
|
} else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) {
|
|
|
|
switch (ke->keycode) {
|
|
|
|
case 'p':
|
|
|
|
if (_gamePaused)
|
|
|
|
unpauseGame();
|
|
|
|
else
|
|
|
|
pauseGame();
|
|
|
|
break;
|
|
|
|
case 'c':
|
|
|
|
if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
|
|
|
|
_logic->fnPlayCredits(NULL);
|
|
|
|
break;
|
2004-11-16 09:15:25 +00:00
|
|
|
#ifdef SWORD2_DEBUG
|
2004-11-15 08:22:16 +00:00
|
|
|
case ' ':
|
|
|
|
if (_gamePaused) {
|
|
|
|
_stepOneCycle = true;
|
|
|
|
unpauseGame();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 's':
|
|
|
|
_renderSkip = !_renderSkip;
|
|
|
|
break;
|
|
|
|
#endif
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// skip GameCycle if we're paused
|
|
|
|
if (!_gamePaused) {
|
|
|
|
_gameCycle++;
|
|
|
|
gameCycle();
|
|
|
|
}
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
// We can't use this as termination condition for the loop,
|
2004-11-15 08:22:16 +00:00
|
|
|
// because we want the break to happen before updating the
|
|
|
|
// screen again.
|
|
|
|
|
|
|
|
if (_quit)
|
|
|
|
break;
|
|
|
|
|
|
|
|
// creates the debug text blocks
|
|
|
|
_debugger->buildDebugText();
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
#ifdef SWORD2_DEBUG
|
2004-11-15 08:22:16 +00:00
|
|
|
// if not in console & '_renderSkip' is set, only render
|
|
|
|
// display once every 4 game-cycles
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
if (!_renderSkip || (_gameCycle % 4) == 0)
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->buildDisplay();
|
2004-11-15 08:22:16 +00:00
|
|
|
#else
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->buildDisplay();
|
2004-11-15 08:22:16 +00:00
|
|
|
#endif
|
|
|
|
}
|
2004-11-23 00:03:25 +00:00
|
|
|
|
|
|
|
return 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::closeGame() {
|
2004-01-06 16:49:04 +00:00
|
|
|
_quit = true;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2005-02-20 15:38:48 +00:00
|
|
|
void Sword2Engine::restartGame() {
|
|
|
|
ScreenInfo *screenInfo = _screen->getScreenInfo();
|
|
|
|
uint32 temp_demo_flag;
|
|
|
|
|
|
|
|
_mouse->closeMenuImmediately();
|
|
|
|
|
|
|
|
// Restart the game. To do this, we must...
|
|
|
|
|
|
|
|
// Stop music instantly!
|
|
|
|
_sound->stopMusic(true);
|
|
|
|
|
|
|
|
// In case we were dead - well we're not anymore!
|
|
|
|
Logic::_scriptVars[DEAD] = 0;
|
|
|
|
|
|
|
|
// Restart the game. Clear all memory and reset the globals
|
|
|
|
temp_demo_flag = Logic::_scriptVars[DEMO];
|
|
|
|
|
|
|
|
// Remove all resources from memory, including player object and
|
|
|
|
// global variables
|
|
|
|
_resman->removeAll();
|
|
|
|
|
|
|
|
// Reopen global variables resource and player object
|
|
|
|
setupPersistentResources();
|
|
|
|
|
|
|
|
Logic::_scriptVars[DEMO] = temp_demo_flag;
|
|
|
|
|
|
|
|
// Free all the route memory blocks from previous game
|
|
|
|
_logic->_router->freeAllRouteMem();
|
|
|
|
|
|
|
|
// Call the same function that first started us up
|
|
|
|
startGame();
|
|
|
|
|
|
|
|
// Prime system with a game cycle
|
|
|
|
|
|
|
|
// Reset the graphic 'BuildUnit' list before a new logic list
|
|
|
|
// (see fnRegisterFrame)
|
|
|
|
_screen->resetRenderLists();
|
|
|
|
|
|
|
|
// Reset the mouse hot-spot list (see fnRegisterMouse and
|
|
|
|
// fnRegisterFrame)
|
|
|
|
_mouse->resetMouseList();
|
|
|
|
|
|
|
|
_mouse->closeMenuImmediately();
|
|
|
|
|
|
|
|
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
|
|
|
|
// - this is taken from fnInitBackground
|
|
|
|
// switch on scrolling (2 means first time on screen)
|
|
|
|
screenInfo->scroll_flag = 2;
|
|
|
|
|
|
|
|
if (_logic->processSession())
|
|
|
|
error("restart 1st cycle failed??");
|
|
|
|
|
|
|
|
// So palette not restored immediately after control panel - we want
|
|
|
|
// to fade up instead!
|
|
|
|
screenInfo->new_palette = 99;
|
|
|
|
}
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
bool Sword2Engine::checkForMouseEvents() {
|
2004-05-09 13:32:04 +00:00
|
|
|
return _mouseEvent.pending;
|
|
|
|
}
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
MouseEvent *Sword2Engine::mouseEvent() {
|
2004-05-09 13:32:04 +00:00
|
|
|
if (!_mouseEvent.pending)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
_mouseEvent.pending = false;
|
|
|
|
return &_mouseEvent;
|
|
|
|
}
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
KeyboardEvent *Sword2Engine::keyboardEvent() {
|
2004-05-09 13:32:04 +00:00
|
|
|
if (!_keyboardEvent.pending)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
_keyboardEvent.pending = false;
|
|
|
|
return &_keyboardEvent;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint32 Sword2Engine::setEventFilter(uint32 filter) {
|
|
|
|
uint32 oldFilter = _eventFilter;
|
|
|
|
|
|
|
|
_eventFilter = filter;
|
|
|
|
return oldFilter;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
|
|
|
|
*/
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::parseEvents() {
|
2004-05-09 13:32:04 +00:00
|
|
|
OSystem::Event event;
|
|
|
|
|
2004-09-28 20:19:37 +00:00
|
|
|
while (_system->pollEvent(event)) {
|
2004-12-05 17:42:20 +00:00
|
|
|
switch (event.type) {
|
2004-05-09 13:32:04 +00:00
|
|
|
case OSystem::EVENT_KEYDOWN:
|
|
|
|
if (!(_eventFilter & RD_KEYDOWN)) {
|
|
|
|
_keyboardEvent.pending = true;
|
|
|
|
_keyboardEvent.ascii = event.kbd.ascii;
|
|
|
|
_keyboardEvent.keycode = event.kbd.keycode;
|
|
|
|
_keyboardEvent.modifiers = event.kbd.flags;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_MOUSEMOVE:
|
|
|
|
if (!(_eventFilter & RD_KEYDOWN)) {
|
2005-02-27 16:11:19 +00:00
|
|
|
_mouse->setPos(event.mouse.x, event.mouse.y - MENUDEEP);
|
2004-05-09 13:32:04 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_LBUTTONDOWN:
|
|
|
|
if (!(_eventFilter & RD_LEFTBUTTONDOWN)) {
|
|
|
|
_mouseEvent.pending = true;
|
|
|
|
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_RBUTTONDOWN:
|
|
|
|
if (!(_eventFilter & RD_RIGHTBUTTONDOWN)) {
|
|
|
|
_mouseEvent.pending = true;
|
|
|
|
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_LBUTTONUP:
|
|
|
|
if (!(_eventFilter & RD_LEFTBUTTONUP)) {
|
|
|
|
_mouseEvent.pending = true;
|
|
|
|
_mouseEvent.buttons = RD_LEFTBUTTONUP;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_RBUTTONUP:
|
|
|
|
if (!(_eventFilter & RD_RIGHTBUTTONUP)) {
|
|
|
|
_mouseEvent.pending = true;
|
|
|
|
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_WHEELUP:
|
|
|
|
if (!(_eventFilter & RD_WHEELUP)) {
|
|
|
|
_mouseEvent.pending = true;
|
|
|
|
_mouseEvent.buttons = RD_WHEELUP;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_WHEELDOWN:
|
|
|
|
if (!(_eventFilter & RD_WHEELDOWN)) {
|
|
|
|
_mouseEvent.pending = true;
|
|
|
|
_mouseEvent.buttons = RD_WHEELDOWN;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case OSystem::EVENT_QUIT:
|
|
|
|
closeGame();
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::gameCycle() {
|
2004-11-16 09:15:25 +00:00
|
|
|
// Do one game cycle, that is run the logic session until a full loop
|
|
|
|
// has been performed.
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2003-11-15 09:38:00 +00:00
|
|
|
if (_logic->getRunList()) {
|
2003-09-20 18:33:24 +00:00
|
|
|
do {
|
2004-11-16 09:15:25 +00:00
|
|
|
// Reset the 'BuildUnit' and mouse hot-spot lists
|
|
|
|
// before each new logic list. The service scripts
|
|
|
|
// will fill thrm through fnRegisterFrame() and
|
|
|
|
// fnRegisterMouse().
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->resetRenderLists();
|
|
|
|
_mouse->resetMouseList();
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
// Keep going as long as new lists keep getting put in
|
|
|
|
// - i.e. screen changes.
|
2003-11-15 09:38:00 +00:00
|
|
|
} while (_logic->processSession());
|
2003-09-20 18:33:24 +00:00
|
|
|
} else {
|
2004-11-16 09:15:25 +00:00
|
|
|
// Start the console and print the start options perhaps?
|
2003-11-08 15:47:51 +00:00
|
|
|
_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
|
2003-09-20 18:33:24 +00:00
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
// If this screen is wide, recompute the scroll offsets every cycle
|
2005-02-19 14:02:16 +00:00
|
|
|
ScreenInfo *screenInfo = _screen->getScreenInfo();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2005-02-19 14:02:16 +00:00
|
|
|
if (screenInfo->scroll_flag)
|
|
|
|
_screen->setScrolling();
|
|
|
|
|
|
|
|
_mouse->mouseEngine();
|
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
|
|
|
_sound->processFxQueue();
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::startGame() {
|
2004-11-16 09:15:25 +00:00
|
|
|
// Boot the game straight into a start script. It's always George's
|
|
|
|
// script #1, but with different ScreenManager objects depending on
|
|
|
|
// if it's the demo or the full game, or if we're using a boot param.
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-11-19 19:50:22 +00:00
|
|
|
int screen_manager_id = 0;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
debug(5, "startGame() STARTING:");
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
if (!_bootParam) {
|
|
|
|
if (Logic::_scriptVars[DEMO])
|
|
|
|
screen_manager_id = 19; // DOCKS SECTION START
|
|
|
|
else
|
|
|
|
screen_manager_id = 949; // INTRO & PARIS START
|
|
|
|
} else {
|
|
|
|
// FIXME this could be validated against startup.inf for valid
|
|
|
|
// numbers to stop people shooting themselves in the foot
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
if (_bootParam != 0)
|
|
|
|
screen_manager_id = _bootParam;
|
|
|
|
}
|
2003-09-20 18:33:24 +00:00
|
|
|
|
|
|
|
uint32 null_pc = 1;
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
|
|
|
|
char *raw_script = (char *) _resman->openResource(screen_manager_id);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-15 09:38:00 +00:00
|
|
|
_logic->runScript(raw_script, raw_data_ad, &null_pc);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-16 14:18:29 +00:00
|
|
|
_resman->closeResource(screen_manager_id);
|
2004-09-08 07:10:54 +00:00
|
|
|
_resman->closeResource(CUR_PLAYER_ID);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-10-05 15:28:15 +00:00
|
|
|
// FIXME: Move this to some better place?
|
|
|
|
|
2003-11-11 10:30:25 +00:00
|
|
|
void Sword2Engine::sleepUntil(uint32 time) {
|
2005-01-10 22:06:49 +00:00
|
|
|
while (getMillis() < time) {
|
2004-01-04 15:11:30 +00:00
|
|
|
// Make sure menu animations and fades don't suffer, but don't
|
|
|
|
// redraw the entire scene.
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouse->processMenu();
|
|
|
|
_screen->updateDisplay(false);
|
2004-09-28 20:19:37 +00:00
|
|
|
_system->delayMillis(10);
|
2003-10-05 15:28:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::pauseGame() {
|
2004-11-16 09:15:25 +00:00
|
|
|
// Don't allow Pause while screen fading or while black
|
2005-02-19 14:02:16 +00:00
|
|
|
if (_screen->getFadeStatus() != RDFADE_NONE)
|
2003-07-28 01:44:38 +00:00
|
|
|
return;
|
|
|
|
|
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
|
|
|
_sound->pauseAllSound();
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouse->pauseGame();
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2005-02-20 15:38:48 +00:00
|
|
|
// If render level is at max, turn it down because palette-matching
|
|
|
|
// won't work when the palette is dimmed.
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2005-02-20 15:38:48 +00:00
|
|
|
if (_screen->getRenderLevel() == 3) {
|
|
|
|
_screen->setRenderLevel(2);
|
2003-11-08 15:47:51 +00:00
|
|
|
_graphicsLevelFudged = true;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
#ifdef SWORD2_DEBUG
|
|
|
|
// Don't dim it if we're single-stepping through frames
|
2003-11-03 07:47:42 +00:00
|
|
|
// dim the palette during the pause
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
if (!_stepOneCycle)
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->dimPalette();
|
2004-11-16 09:15:25 +00:00
|
|
|
#else
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->dimPalette();
|
2004-11-16 09:15:25 +00:00
|
|
|
#endif
|
2003-09-20 18:33:24 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
_gamePaused = true;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2004-11-15 08:22:16 +00:00
|
|
|
void Sword2Engine::unpauseGame() {
|
2005-02-19 14:02:16 +00:00
|
|
|
_mouse->unpauseGame();
|
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
2005-01-28 16:33:14 +00:00
|
|
|
_sound->unpauseAllSound();
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
// Put back game screen palette; see build_display.cpp
|
2005-02-19 14:02:16 +00:00
|
|
|
_screen->setFullPalette(-1);
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-09-20 18:33:24 +00:00
|
|
|
// If graphics level at max, turn up again
|
2003-11-08 19:47:20 +00:00
|
|
|
if (_graphicsLevelFudged) {
|
2005-02-20 15:38:48 +00:00
|
|
|
_screen->setRenderLevel(3);
|
2003-11-08 15:47:51 +00:00
|
|
|
_graphicsLevelFudged = false;
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
_gamePaused = false;
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-11-16 09:15:25 +00:00
|
|
|
// If mouse is about or we're in a chooser menu
|
2005-02-19 14:02:16 +00:00
|
|
|
if (!_mouse->getMouseStatus() || _logic->_choosing)
|
|
|
|
_mouse->setMouse(NORMAL_MOUSE_ID);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
2003-10-04 00:52:27 +00:00
|
|
|
|
2005-01-10 22:06:49 +00:00
|
|
|
uint32 Sword2Engine::getMillis() {
|
|
|
|
return _system->getMillis();
|
|
|
|
}
|
|
|
|
|
2003-10-04 00:52:27 +00:00
|
|
|
} // End of namespace Sword2
|