mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 16:59:06 +00:00
468275bb94
svn-id: r10278
559 lines
16 KiB
C++
559 lines
16 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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//------------------------------------------------------------------------------------
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "driver/palette.h"
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#include "common/gameDetector.h"
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#include "common/config-file.h"
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#include "build_display.h"
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#include "console.h"
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#include "controls.h"
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#include "debug.h"
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#include "events.h"
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#include "header.h"
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#include "interpreter.h"
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#include "layers.h"
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#include "logic.h"
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#include "maketext.h"
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#include "memory.h"
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#include "mouse.h"
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#include "protocol.h"
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#include "resman.h"
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#include "scroll.h"
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#include "sound.h"
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#include "speech.h"
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#include "startup.h"
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#include "sword2.h"
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#include "sync.h"
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#include "save_rest.h"
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#define MAX_PATH 260
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int RunningFromCd();
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uint8 quitGame = 0;
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//------------------------------------------------------------------------------------
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// version & owner details
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//So version string is 18 bytes long :
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//Version String = <8 byte header,5 character version, \0, INT32 time>
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uint8 version_string[HEAD_LEN+10] = {1, 255, 37, 22, 45, 128, 34, 67};
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uint8 unencoded_name[HEAD_LEN+48] = {76, 185, 205, 23, 44, 34, 24, 34,
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'R','e','v','o','l','u','t','i','o','n',' ',
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'S','o','f','t','w','a','r','e',' ','L','t','d',
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0};
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uint8 encoded_name[HEAD_LEN+48] = {44, 32, 190, 222, 123, 65, 233, 99,
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179, 209, 225, 157, 222, 238, 219, 209, 143, 224, 133, 190,
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232, 209, 162, 177, 198, 228, 202, 146, 180, 232, 214, 65,
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65, 65, 116, 104, 116, 114, 107, 104, 32, 49, 64, 35, 123,
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125, 61, 45, 41, 40, 163, 36, 49, 123, 125, 10};
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//------------------------------------------------------------------------------------
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uint8 gamePaused=0; // James17jun97
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//uint32 pause_text_bloc_no=0; // James17jun97
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uint8 graphics_level_fudged=0; // James10july97
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uint8 stepOneCycle=0; // for use while game paused
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//------------------------------------------------------------------------------------
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static const TargetSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword II", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{"sword2demo", "Broken Sword II (Demo)", GID_SWORD2_DEMO, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
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};
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Sword2State *g_sword2 = NULL;
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Sword2Sound *g_sound = NULL;
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const TargetSettings *Engine_SWORD2_targetList() {
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return sword2_settings;
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}
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Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
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return new Sword2State(detector, syst);
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}
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Sword2State::Sword2State(GameDetector *detector, OSystem *syst)
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: Engine(detector, syst) {
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_detector = detector;
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g_sword2 = this;
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_features = detector->_game.features;
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_gameId = detector->_game.id;
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_game_name = strdup(detector->_gameFileName.c_str());
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_bootParam = detector->_bootParam;
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_saveSlot = detector->_save_slot;
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// Setup mixer
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if (!_mixer->bindToSystem(syst))
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warning("Sound initialization failed");
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_mixer->setVolume(kDefaultSFXVolume * kDefaultMasterVolume / 255);
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_mixer->setMusicVolume(kDefaultMusicVolume * kDefaultMasterVolume / 255);
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g_sound = _sound = new Sword2Sound(_mixer);
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File::setDefaultDirectory(_gameDataPath);
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}
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void Sword2State::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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int32 Sword2State::InitialiseGame(void)
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{
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//init engine drivers
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uint8 *file;
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Zdebug("CALLING: Init_memory_manager");
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Init_memory_manager(); // get some falling RAM and put it in your pocket, never let it slip away
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Zdebug("RETURNED.");
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Zdebug("CALLING: res_man.InitResMan");
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res_man.InitResMan(); // initialise the resource manager
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Zdebug("RETURNED from res_man.InitResMan");
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// initialise global script variables
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file=res_man.Res_open(1); // res 1 is the globals list
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Zdebug("CALLING: SetGlobalInterpreterVariables");
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SetGlobalInterpreterVariables((int32*)(file+sizeof(_standardHeader)));
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Zdebug("RETURNED.");
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// res_man.Res_close(1); // DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF MEMORY SO IT CAN'T MOVE!
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file=res_man.Res_open(8); // DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT CAN'T MOVE!
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//----------------------------------------
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Zdebug("CALLING: InitialiseFontResourceFlags");
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InitialiseFontResourceFlags(); // Set up font resource variables for this language version (James31july97)
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// Also set the windows application name to the proper game name
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Zdebug("RETURNED.");
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//----------------------------------------
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Zdebug("CALLING: Init_console");
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Init_console(); // set up the console system
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Zdebug("RETURNED.");
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#ifdef _SWORD2_DEBUG
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Zdebug("CALLING: Init_start_menu");
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Init_start_menu(); // read in all the startup information
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Zdebug("RETURNED from Init_start_menu");
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#endif // _SWORD2_DEBUG
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Zdebug("CALLING: Init_text_bloc_system");
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Init_text_bloc_system(); // no blocs live
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Zdebug("RETURNED.");
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Zdebug("CALLING: Init_sync_system");
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Init_sync_system();
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Zdebug("RETURNED.");
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Zdebug("CALLING: Init_event_system");
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Init_event_system();
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Zdebug("RETURNED.");
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Zdebug("CALLING: Init_fx_queue");
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Init_fx_queue(); // initialise the sound fx queue
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Zdebug("RETURNED.");
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// all demos (not just web)
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if (_gameId == GID_SWORD2_DEMO)
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DEMO=1; // set script variable
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return(0);
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}
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//------------------------------------------------------------------------------------
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void Close_game() //Tony11Oct96
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{
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Zdebug("Close_game() STARTING:");
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EraseBackBuffer();
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Kill_music(); // Stop music instantly! (James22aug97)
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Close_memory_manager(); // free the memory again
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res_man.Close_ResMan();
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Zdebug("Close_game() DONE.");
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}
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//------------------------------------------------------------------------------------
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int32 GameCycle(void)
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{
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//do one game cycle
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{
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if (LLogic.Return_run_list()) //got a screen to run?
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{
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do //run the logic session UNTIL a full loop has been performed
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{
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Reset_render_lists(); // reset the graphic 'buildit' list before a new logic list (see FN_register_frame)
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Reset_mouse_list(); // reset the mouse hot-spot list (see FN_register_mouse & FN_register_frame)
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}
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while(LLogic.Process_session()); //keep going as long as new lists keep getting put in - i.e. screen changes
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}
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else //start the console and print the start options perhaps?
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{
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StartConsole();
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Print_to_console("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
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}
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}
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if (this_screen.scroll_flag) // if this screen is wide
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Set_scrolling(); // recompute the scroll offsets every game-cycle
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Mouse_engine(); //check the mouse
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Process_fx_queue();
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res_man.Res_next_cycle(); // update age and calculate previous cycle memory usage
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if (quitGame)
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return(1);
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else
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return(0);
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}
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//------------------------------------------------------------------------------------
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// int main(int argc, char *argv[])
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// int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
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void Sword2State::go()
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{
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OSystem::Property prop;
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uint32 rv;
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uint8 breakOut = 0;
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char c;
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// Zdebug("[%s]", lpCmdLine);
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#ifndef _SWORD2_DEBUG
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DisableQuitKey(); // so cannot use Ctrl-Q from the release versions (full game or demo)
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#endif
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if (RunningFromCd()) //stop this game being run from CD
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exit(-1);
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// Call the application "Revolution" until the resource manager is ready to dig the name out of a text file
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// See InitialiseGame() which calls InitialiseFontResourceFlags() in maketext.cpp
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// Have to do it like this since we cannot really fire up the resource manager until a window
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// has been created as any errors are displayed via a window, thus time becomes a loop.
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Zdebug("CALLING: InitialiseWindow");
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// rv = InitialiseWindow(hInstance, hPrevInstance, lpCmdLine, nCmdShow, "Revolution");
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rv = RD_OK;
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Zdebug("RETURNED with rv = %.8x", rv);
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if (rv != RD_OK)
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{
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// ReportDriverError(rv);
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return;
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}
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// Override global scaler with any game-specific define
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if (g_config->get("gfx_mode")) {
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prop.gfx_mode = _detector->parseGraphicsMode(g_config->get("gfx_mode"));
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_system->property(OSystem::PROP_SET_GFX_MODE, &prop);
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}
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Zdebug("CALLING: InitialiseDisplay");
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_system->init_size(640, 480);
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rv = InitialiseDisplay(640, 480, 8, RD_FULLSCREEN);
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// Override global fullscreen setting with any game-specific define
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if (g_config->getBool("fullscreen", false)) {
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if (!_system->property(OSystem::PROP_GET_FULLSCREEN, 0))
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_system->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0);
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}
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Zdebug("RETURNED with rv = %.8x", rv);
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if (rv != RD_OK)
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{
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// ReportDriverError(rv);
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CloseAppWindow();
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return;
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}
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Zdebug("CALLING: ReadOptionSettings");
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ReadOptionSettings(); //restore the menu settings
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Zdebug("RETURNED.");
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Zdebug("CALLING: InitialiseGame");
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if (InitialiseGame())
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{
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Zdebug("RETURNED from InitialiseGame - closing game");
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CloseAppWindow();
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return;
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}
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Zdebug("RETURNED from InitialiseGame - ok");
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if (_saveSlot != -1) {
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if (SaveExists(_saveSlot))
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RestoreGame(_saveSlot);
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else { // show restore menu
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Set_mouse(NORMAL_MOUSE_ID);
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if (!Restore_control())
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Start_game();
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}
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} else
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Start_game();
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Zdebug("CALLING: InitialiseRenderCycle");
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InitialiseRenderCycle();
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Zdebug("RETURNED.");
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while (TRUE)
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{
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ServiceWindows();
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// check for events
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parseEvents();
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#ifdef _SWORD2_DEBUG
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if (grabbingSequences && (!console_status))
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GrabScreenShot();
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#endif
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if (breakOut) // if we are closing down the game
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break; // break out of main game loop
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//-----
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#ifdef _SWORD2_DEBUG
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if (console_status)
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{
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if (One_console())
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{
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EndConsole();
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UnpauseAllSound(); // see sound.cpp
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}
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}
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#endif
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if (!console_status) //not in console mode - if the console is quit we want to get a logic cycle in before
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{ //the screen is build. Mostly because of first scroll cycle stuff
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#ifdef _SWORD2_DEBUG
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if (stepOneCycle) // if we've just stepped forward one cycle while the game was paused
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{
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PauseGame();
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stepOneCycle=0;
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}
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#endif
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if (KeyWaiting())
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{
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ReadKey(&c);
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#ifdef _SWORD2_DEBUG
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if (c==27) // ESC whether paused or not
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{
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PauseAllSound(); // see sound.cpp
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StartConsole(); // start the console
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}
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else
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#endif
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if (gamePaused) // if currently paused
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{
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if (toupper(c)=='P') // 'P' while paused = unpause!
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{
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UnpauseGame();
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}
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#ifdef _SWORD2_DEBUG
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else if (toupper(c)==' ') // SPACE bar while paused = step one frame!
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{
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stepOneCycle=1; // step through one game cycle
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UnpauseGame();
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}
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#endif // _SWORD2_DEBUG
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}
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else if (toupper(c)=='P') // 'P' while not paused = pause!
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{
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PauseGame();
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}
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#ifdef _SWORD2_DEBUG // frame-skipping only allowed on debug version
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else if (toupper(c)=='S') // 'S' toggles speed up (by skipping display rendering)
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{
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renderSkip = 1 - renderSkip;
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}
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#endif // _SWORD2_DEBUG
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}
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if (gamePaused==0) // skip GameCycle if we're paused
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{
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#ifdef _SWORD2_DEBUG
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gameCycle += 1;
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#endif
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if (GameCycle())
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break; // break out of main game loop
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}
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#ifdef _SWORD2_DEBUG
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Build_debug_text(); // creates the debug text blocks
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#endif // _SWORD2_DEBUG
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}
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//-----
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// James (24mar97)
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#ifdef _SWORD2_DEBUG
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if ((console_status)||(renderSkip==0)||(gameCycle%4 == 0)) // if not in console & 'renderSkip' is set, only render display once every 4 game-cycles
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Build_display(); // create and flip the screen
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#else
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Build_display(); // create and flip the screen
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#endif // _SWORD2_DEBUG
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}
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Close_game(); //close engine systems down
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CloseAppWindow();
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return; //quit the game
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}
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//------------------------------------------------------------------------------------
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int RunningFromCd()
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{
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/*
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char sCDName[MAX_PATH];
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char sRoot[MAX_PATH];
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DWORD dwMaxCompLength, dwFSFlags;
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GetModuleFileName(NULL , sRoot, _MAX_PATH);
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*(strchr(sRoot,'\\')+1) = '\0';
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if (!GetVolumeInformation(sRoot, sCDName,_MAX_PATH, NULL, &dwMaxCompLength, &dwFSFlags, NULL, 0))
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return -1;
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if (!scumm_strnicmp(sCDName,CD1_LABEL,6))
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return 1;
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if (!scumm_strnicmp(sCDName,CD2_LABEL,6))
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return 2;
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*/
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return 0;
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void Sword2State::Start_game(void) //Tony29May97
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{
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//boot the game straight into a start script
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int screen_manager_id;
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Zdebug("Start_game() STARTING:");
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// all demos not just web
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if (_gameId == GID_SWORD2_DEMO)
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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// FIXME this could be validated against startup.inf for valid numbers
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// to stop people shooting themselves in the foot
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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char *raw_script;
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char *raw_data_ad;
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uint32 null_pc=1; // the required start-scripts are both script #1 in the respective ScreenManager objects
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raw_data_ad = (char*) (res_man.Res_open(8)); // open george object, ready for start script to reference
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raw_script = (char*) (res_man.Res_open(screen_manager_id)); // open the ScreenManager object
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RunScript ( raw_script, raw_data_ad, &null_pc ); // run the start script now (because no console)
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res_man.Res_close(screen_manager_id); // close the ScreenManager object
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res_man.Res_close(8); // close george
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Zdebug("Start_game() DONE.");
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void PauseGame(void) // James17jun97
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{
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// uint8 *text;
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// text = FetchTextLine( res_man.Res_open(3258), 449 ); // open text file & get the line "PAUSED"
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// pause_text_bloc_no = Build_new_block(text+2, 320, 210, 640, 184, RDSPR_TRANS+RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE);
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// res_man.Res_close(3258); // now ok to close the text file
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//---------------------------
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// don't allow Pause while screen fading or while black (James 03sep97)
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if(GetFadeStatus()!=RDFADE_NONE)
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return;
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//---------------------------
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PauseAllSound();
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//make a normal mouse
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ClearPointerText();
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// mouse_mode=MOUSE_normal;
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SetLuggageAnim(NULL, 0); //this is the only place allowed to do it this way
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Set_mouse(0); // blank cursor
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mouse_touching=1; //forces engine to choose a cursor
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if (current_graphics_level==3) // if level at max
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{
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UpdateGraphicsLevel(2); // turn down because palette-matching won't work when dimmed
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graphics_level_fudged=1;
|
|
}
|
|
|
|
if (stepOneCycle==0) // don't dim it if we're single-stepping through frames
|
|
{
|
|
DimPalette(); // dim the palette during the pause (James26jun97)
|
|
}
|
|
|
|
gamePaused=1;
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
void UnpauseGame(void) // James17jun97
|
|
{
|
|
// Kill_text_bloc(pause_text_bloc_no); // removed "PAUSED" from screen
|
|
|
|
if ((OBJECT_HELD)&&(real_luggage_item))
|
|
Set_luggage(real_luggage_item);
|
|
|
|
UnpauseAllSound();
|
|
|
|
SetFullPalette(0xffffffff); // put back game screen palette; see Build_display.cpp (James26jun97)
|
|
|
|
if (graphics_level_fudged) // if level at max
|
|
{
|
|
UpdateGraphicsLevel(3); // turn up again
|
|
graphics_level_fudged=0;
|
|
}
|
|
|
|
gamePaused=0;
|
|
unpause_zone=2;
|
|
|
|
if ((!mouse_status)||(choosing)) //if mouse is about or we're in a chooser menu
|
|
Set_mouse(NORMAL_MOUSE_ID);
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------------
|
|
|