svn-id: r15826
This commit is contained in:
Torbjörn Andersson 2004-11-16 09:15:25 +00:00
parent 525df7cff0
commit 7adc1f419f
7 changed files with 82 additions and 118 deletions

View File

@ -104,12 +104,14 @@ void Debugger::buildDebugText(void) {
makeDebugTextBlock(buf, 0, 105);
}
#ifdef SWORD2_DEBUG
// speed-up indicator
if (_vm->_renderSkip) { // see sword.cpp
if (_vm->_renderSkip) { // see sword2.cpp
sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
makeDebugTextBlock(buf, 0, 120);
}
#endif
// debug info at top of screen - enabled/disabled as one complete unit

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@ -211,7 +211,7 @@ int32 Logic::fnSetValue(int32 *params) {
return IR_CONT;
}
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
#define BLACK 0
#define WHITE 1
#define RED 2
@ -232,7 +232,7 @@ int32 Logic::fnFlash(int32 *params) {
// params: 0 colour to flash
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
// what colour?
switch (params[0]) {
case WHITE:
@ -268,7 +268,7 @@ int32 Logic::fnColour(int32 *params) {
// params 0: colour (see defines above)
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
// what colour?
switch (params[0]) {
case BLACK:

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@ -335,7 +335,7 @@ int32 Logic::fnAddToKillList(int32 *params) {
// params: none
// DON'T EVER KILL GEORGE!
if (_scriptVars[ID] == 8)
if (_scriptVars[ID] == CUR_PLAYER_ID)
return IR_CONT;
// Scan the list to see if it's already included

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@ -75,7 +75,7 @@ ScreenHeader *Sword2Engine::fetchScreenHeader(byte *screenFile) {
*/
LayerHeader *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
ScreenHeader *screenHead = fetchScreenHeader(screenFile);
if (layerNo > screenHead->noLayers - 1)
@ -118,7 +118,7 @@ AnimHeader *Sword2Engine::fetchAnimHeader(byte *animFile) {
CdtEntry *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
AnimHeader *animHead = fetchAnimHeader(animFile);
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
if (frameNo > animHead->noAnimFrames - 1)
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
#endif
@ -144,7 +144,7 @@ FrameHeader *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
Parallax *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
if (mscreenHeader->bg_parallax[layer] == 0)
error("fetchBackgroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
@ -155,7 +155,7 @@ Parallax *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer
Parallax *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
if (mscreenHeader->screen == 0)
error("fetchBackgroundLayer (%d) - No background layer exists");
#endif
@ -166,7 +166,7 @@ Parallax *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
Parallax *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
if (mscreenHeader->fg_parallax[layer] == 0)
error("fetchForegroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif

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@ -1150,7 +1150,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
}
} while (_modularPath[p].dir < NO_DIRECTIONS);
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
if (lastRealDir == 99)
error("slidyWalkAnimatorlast direction error");
#endif

View File

@ -100,8 +100,6 @@ REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create,
namespace Sword2 {
Sword2Engine *g_sword2 = NULL;
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
// Add default file directories
File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
@ -111,20 +109,24 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
File::addDefaultDirectory(_gameDataPath + "sword2/");
File::addDefaultDirectory(_gameDataPath + "video/");
g_sword2 = this;
_debugger = NULL;
_sound = NULL;
_graphics = NULL;
_features = detector->_game.features;
_targetName = detector->_targetName;
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
_debugger = NULL;
_graphics = NULL;
_sound = NULL;
_gui = NULL;
_fontRenderer = NULL;
_logic = NULL;
_resman = NULL;
_memory = NULL;
_keyboardEvent.pending = false;
_mouseEvent.pending = false;
_mouseX = _mouseY = 0;
_lastPaletteRes = 0;
_largestLayerArea = 0;
@ -149,6 +151,7 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
memset(&_thisScreen, 0, sizeof(_thisScreen));
memset(_mouseList, 0, sizeof(_mouseList));
_mouseX = _mouseY = 0;
_mouseTouching = 0;
_oldMouseTouching = 0;
_menuSelectedPos = 0;
@ -164,26 +167,24 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst)
_playerActivityDelay = 0;
_realLuggageItem = 0;
// used to be a define, but now it's flexible
_scrollFraction = 16;
_gamePaused = false;
#ifdef SWORD2_DEBUG
_stepOneCycle = false;
_renderSkip = false;
#endif
_gamePaused = false;
_graphicsLevelFudged = false;
_debugger = NULL;
_graphics = NULL;
_sound = NULL;
_gui = NULL;
_fontRenderer = NULL;
_logic = NULL;
_resman = NULL;
_memory = NULL;
_gameCycle = 0;
_quit = false;
}
Sword2Engine::~Sword2Engine() {
killMusic();
delete _debugger;
delete _graphics;
delete _sound;
@ -223,7 +224,7 @@ void Sword2Engine::setupPersistentResources() {
}
void Sword2Engine::mainInit() {
// get some falling RAM and put it in your pocket, never let it slip
// Get some falling RAM and put it in your pocket, never let it slip
// away
_graphics = new Graphics(this, 640, 480);
@ -255,26 +256,15 @@ void Sword2Engine::mainInit() {
// nor the scroll wheel.
setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
// Initialise global script variables and player object
setupPersistentResources();
// Set up font resource variables for this language version
debug(5, "CALLING: initialiseFontResourceFlags");
initialiseFontResourceFlags();
// initialise the sound fx queue
debug(5, "CALLING: Init_fx_queue");
initFxQueue();
// all demos (not just web)
if (_features & GF_DEMO)
Logic::_scriptVars[DEMO] = 1;
else
Logic::_scriptVars[DEMO] = 0;
debug(5, "CALLING: readOptionSettings");
_gui->readOptionSettings();
if (_saveSlot != -1) {
@ -305,13 +295,7 @@ void Sword2Engine::mainInit() {
} else
startGame();
debug(5, "CALLING: initialiseRenderCycle");
_graphics->initialiseRenderCycle();
_renderSkip = false; // Toggled on 'S' key, to render only
// 1 in 4 frames, to speed up game
_gameCycle = 0;
}
void Sword2Engine::mainRun() {
@ -319,13 +303,7 @@ void Sword2Engine::mainRun() {
if (_debugger->isAttached())
_debugger->onFrame();
// the screen is build. Mostly because of first scroll
// cycle stuff
#ifdef _SWORD2_DEBUG
// if we've just stepped forward one cycle while the
// game was paused
#ifdef SWORD2_DEBUG
if (_stepOneCycle) {
pauseGame();
_stepOneCycle = false;
@ -349,7 +327,7 @@ void Sword2Engine::mainRun() {
if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
_logic->fnPlayCredits(NULL);
break;
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
case ' ':
if (_gamePaused) {
_stepOneCycle = true;
@ -372,7 +350,7 @@ void Sword2Engine::mainRun() {
gameCycle();
}
// We can't use this as termination condition for the looop,
// We can't use this as termination condition for the loop,
// because we want the break to happen before updating the
// screen again.
@ -382,14 +360,13 @@ void Sword2Engine::mainRun() {
// creates the debug text blocks
_debugger->buildDebugText();
#ifdef _SWORD2_DEBUG
#ifdef SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
if (console_status || !_renderSkip || (_gameCycle % 4) == 0)
buildDisplay(); // create and flip the screen
if (!_renderSkip || (_gameCycle % 4) == 0)
buildDisplay();
#else
// create and flip the screen
buildDisplay();
#endif
}
@ -398,9 +375,6 @@ void Sword2Engine::mainRun() {
void Sword2Engine::go() {
mainInit();
mainRun();
// Stop music instantly!
killMusic();
}
void Sword2Engine::closeGame() {
@ -503,29 +477,28 @@ void Sword2Engine::parseEvents() {
}
void Sword2Engine::gameCycle() {
// do one game cycle
// Do one game cycle, that is run the logic session until a full loop
// has been performed.
// got a screen to run?
if (_logic->getRunList()) {
// run the logic session UNTIL a full loop has been performed
do {
// reset the graphic 'BuildUnit' list before a new
// logic list (see fnRegisterFrame)
resetRenderLists();
// Reset the 'BuildUnit' and mouse hot-spot lists
// before each new logic list. The service scripts
// will fill thrm through fnRegisterFrame() and
// fnRegisterMouse().
// reset the mouse hot-spot list (see fnRegisterMouse
// and fnRegisterFrame)
resetRenderLists();
resetMouseList();
// keep going as long as new lists keep getting put in
// - i.e. screen changes
// Keep going as long as new lists keep getting put in
// - i.e. screen changes.
} while (_logic->processSession());
} else {
// start the console and print the start options perhaps?
// Start the console and print the start options perhaps?
_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
}
// if this screen is wide, recompute the scroll offsets every cycle
// If this screen is wide, recompute the scroll offsets every cycle
if (_thisScreen.scroll_flag)
setScrolling();
@ -534,48 +507,36 @@ void Sword2Engine::gameCycle() {
}
void Sword2Engine::startGame() {
// boot the game straight into a start script
// 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.
int screen_manager_id;
debug(5, "startGame() STARTING:");
// all demos not just web
if (Logic::_scriptVars[DEMO])
screen_manager_id = 19; // DOCKS SECTION START
else
screen_manager_id = 949; // INTRO & PARIS START
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
// FIXME this could be validated against startup.inf for valid numbers
// to stop people shooting themselves in the foot
if (_bootParam != 0)
screen_manager_id = _bootParam;
char *raw_script;
char *raw_data_ad;
// the required start-scripts are both script #1 in the respective
// ScreenManager objects
if (_bootParam != 0)
screen_manager_id = _bootParam;
}
uint32 null_pc = 1;
// open george object, ready for start script to reference
raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
char *raw_script = (char *) _resman->openResource(screen_manager_id);
// open the ScreenManager object
raw_script = (char *) _resman->openResource(screen_manager_id);
// run the start script now (because no console)
_logic->runScript(raw_script, raw_data_ad, &null_pc);
// close the ScreenManager object
_resman->closeResource(screen_manager_id);
// close george
_resman->closeResource(CUR_PLAYER_ID);
debug(5, "startGame() DONE.");
}
// FIXME: Move this to some better place?
@ -591,25 +552,21 @@ void Sword2Engine::sleepUntil(uint32 time) {
}
void Sword2Engine::pauseGame() {
// don't allow Pause while screen fading or while black
// Don't allow Pause while screen fading or while black
if (_graphics->getFadeStatus() != RDFADE_NONE)
return;
pauseAllSound();
// make a normal mouse
// Make the mouse cursor normal. This is the only place where we are
// allowed to clear the luggage this way.
clearPointerText();
// this is the only place allowed to do it this way
_graphics->setLuggageAnim(NULL, 0);
// blank cursor
setMouse(0);
// forces engine to choose a cursor
_mouseTouching = 1;
// if level at max, turn down because palette-matching won't work
// If level at max, turn down because palette-matching won't work
// when dimmed
if (_gui->_currentGraphicsLevel == 3) {
@ -617,11 +574,15 @@ void Sword2Engine::pauseGame() {
_graphicsLevelFudged = true;
}
// don't dim it if we're single-stepping through frames
#ifdef SWORD2_DEBUG
// Don't dim it if we're single-stepping through frames
// dim the palette during the pause
if (!_stepOneCycle)
_graphics->dimPalette();
#else
_graphics->dimPalette();
#endif
_gamePaused = true;
}
@ -632,7 +593,7 @@ void Sword2Engine::unpauseGame() {
unpauseAllSound();
// put back game screen palette; see build_display.cpp
// Put back game screen palette; see build_display.cpp
setFullPalette(-1);
// If graphics level at max, turn up again
@ -643,7 +604,7 @@ void Sword2Engine::unpauseGame() {
_gamePaused = false;
// if mouse is about or we're in a chooser menu
// If mouse is about or we're in a chooser menu
if (!_mouseStatus || _logic->_choosing)
setMouse(NORMAL_MOUSE_ID);
}

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@ -241,7 +241,11 @@ public:
bool _wantSfxDebug;
int32 _gameCycle;
#ifdef SWORD2_DEBUG
bool _renderSkip;
bool _stepOneCycle;
#endif
int32 initBackground(int32 res, int32 new_palette);
@ -392,7 +396,6 @@ public:
bool _gamePaused;
bool _graphicsLevelFudged;
bool _stepOneCycle; // for use while game paused
void startGame();
void gameCycle();
@ -405,8 +408,6 @@ public:
void initialiseFontResourceFlags(uint8 language);
};
extern Sword2Engine *g_sword2;
} // End of namespace Sword2
#endif