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c3150fea58
consistent with the rest of the loadFixedItems() function. svn-id: r8832
392 lines
10 KiB
C++
392 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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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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* 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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* 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 "sky/sky.h"
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#include "sky/skydefs.h" //game specific defines
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#include "sky/compact.h"
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#include "sky/logic.h"
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#include "sky/debug.h"
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#include "sky/mouse.h"
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#include "common/file.h"
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#include "common/gameDetector.h"
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#include <errno.h>
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#include <time.h>
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#ifdef _WIN32_WCE
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extern bool toolbar_drawn;
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extern bool draw_keyboard;
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#endif
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/*
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At the beginning the reverse engineers were happy, and did rejoice at
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their task, for the engine before them did shineth and was full of
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promise. But then they did look closer and see'th the aweful truth;
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it's code was assembly and messy (rareth was its comments). And so large
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were it's includes that did at first seem small; queereth also was its
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compact(s). Then they did findeth another version, and this was slightly
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different from the first. Then a third, and this was different again.
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All different, but not really better, for all were not really compatible.
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But, eventually, it did come to pass that Steel Sky was implemented on
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a modern platform. And the programmers looked and saw that it was indeed a
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miracle. But they were not joyous and instead did weep for nobody knew
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just what had been done. Except people who read the source. Hello.
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With apologies to the CD32 SteelSky file.
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*/
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static const VersionSettings sky_settings[] = {
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/* Beneath a Steel Sky */
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{"sky", "Beneath a Steel Sky", GID_SKY_FIRST, 99, VersionSettings::ADLIB_DONT_CARE, 0, "sky.dsk" },
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{NULL, NULL, 0, 0, VersionSettings::ADLIB_DONT_CARE, 0, NULL}
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};
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const VersionSettings *Engine_SKY_targetList() {
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return sky_settings;
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}
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Engine *Engine_SKY_create(GameDetector *detector, OSystem *syst) {
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return new SkyState(detector, syst);
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}
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void **SkyState::_itemList[300];
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SystemVars SkyState::_systemVars = {0, 0, 0, 0, 4316, 0, false, false };
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SkyState::SkyState(GameDetector *detector, OSystem *syst)
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: Engine(detector, syst) {
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_game = detector->_game.id;
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if (!_mixer->bindToSystem(syst))
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warning("Sound initialisation failed.");
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_mixer->setVolume(detector->_sfx_volume); //unnecessary?
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_debugMode = detector->_debugMode;
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_debugLevel = detector->_debugLevel;
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_systemVars.language = detector->_language;
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_detector = detector;
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_floppyIntro = detector->_floppyIntro;
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_introTextSpace = 0;
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_introTextSave = 0;
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}
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SkyState::~SkyState() {
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delete _skyLogic;
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delete _skySound;
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delete _skyMusic;
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delete _skyText;
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delete _skyMouse;
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delete _skyScreen;
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}
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void SkyState::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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void SkyState::go() {
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if (!_dump_file)
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_dump_file = stdout;
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initialise();
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bool introSkipped;
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if (!isDemo() || isCDVersion())
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introSkipped = !intro();
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else introSkipped = false;
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_skyDisk->flushPrefetched();
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loadBase0();
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_paintGrid = false;
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/*if (introSkipped)
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_skyControl->restartGame();*/
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while (1) {
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delay(_systemVars.gameSpeed);
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if (_key_pressed == 'r') {
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warning("loading grid");
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_skyLogic->_skyGrid->loadGrids();
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_key_pressed = 0;
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}
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if (_key_pressed == 'g') {
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_paintGrid = !_paintGrid;
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warning("Grid paint: %s",(_paintGrid)?("ON"):("OFF"));
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if (!_paintGrid)
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_skyScreen->forceRefresh();
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_key_pressed = 0;
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}
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if (_key_pressed == 63) {
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_key_pressed = 0;
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_skyControl->doControlPanel();
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}
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/*if ((_key_pressed == 27) && (!_systemVars.pastIntro))
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_skyControl->restartGame();*/
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_skySound->checkFxQueue();
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_skyMouse->mouseEngine((uint16)_sdl_mouse_x, (uint16)_sdl_mouse_y);
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_skyLogic->engine();
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if (!_skyLogic->checkProtection()) { // don't let copy prot. screen flash up
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if (_paintGrid)
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_skyScreen->forceRefresh();
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_skyScreen->recreate();
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_skyScreen->spriteEngine();
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_skyScreen->flip();
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if (_paintGrid)
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_skyScreen->showGrid(_skyLogic->_skyGrid->giveGrid(SkyLogic::_scriptVariables[SCREEN]));
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_system->update_screen();
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}
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}
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}
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void SkyState::initialise(void) {
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_skyDisk = new SkyDisk(_gameDataPath);
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_skySound = new SkySound(_mixer, _skyDisk);
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_systemVars.gameVersion = _skyDisk->determineGameVersion();
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if (_detector->getMidiDriverType() == MD_ADLIB) {
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_systemVars.systemFlags |= SF_SBLASTER;
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_skyMusic = new SkyAdlibMusic(_mixer, _skyDisk, _system);
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} else {
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_systemVars.systemFlags |= SF_ROLAND;
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if (_detector->_native_mt32)
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_skyMusic = new SkyMT32Music(_detector->createMidi(), _skyDisk, _system);
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else
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_skyMusic = new SkyGmMusic(_detector->createMidi(), _skyDisk, _system);
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}
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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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if (isCDVersion())
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_systemVars.systemFlags |= SF_ALLOW_SPEECH | SF_ALLOW_TEXT;
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else
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_systemVars.systemFlags |= SF_ALLOW_TEXT;
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_systemVars.systemFlags |= SF_PLAY_VOCS;
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_systemVars.gameSpeed = 50;
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_skyText = new SkyText(_skyDisk);
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_skyMouse = new SkyMouse(_system, _skyDisk);
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_skyScreen = new SkyScreen(_system, _skyDisk);
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initVirgin();
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initItemList();
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loadFixedItems();
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_skyLogic = new SkyLogic(_skyScreen, _skyDisk, _skyText, _skyMusic, _skyMouse, _skySound);
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_skyMouse->useLogicInstance(_skyLogic);
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_timer = Engine::_timer; // initialize timer *after* _skyScreen has been initialized.
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_timer->installProcedure(&timerHandler, 1000000 / 50); //call 50 times per second
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_skyControl = new SkyControl(_skyScreen, _skyDisk, _skyMouse, _skyText, _skyMusic, _skyLogic, _skySound, _system, getSavePath());
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_skyLogic->useControlInstance(_skyControl);
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if (_systemVars.gameVersion == 288)
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SkyCompact::patchFor288();
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}
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void SkyState::initItemList() {
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//See List.asm for (cryptic) item # descriptions
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for (int i = 0; i < 300; i++)
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_itemList[i] = (void **)NULL;
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//init the non-null items
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_itemList[119] = (void **)SkyCompact::data_0; // Compacts - Section 0
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_itemList[120] = (void **)SkyCompact::data_1; // Compacts - Section 1
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if (isDemo()) {
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_itemList[121] = _itemList[122] = _itemList[123] = _itemList[124] = _itemList[125] = (void **)SkyCompact::data_0;
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} else {
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_itemList[121] = (void **)SkyCompact::data_2; // Compacts - Section 2
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_itemList[122] = (void **)SkyCompact::data_3; // Compacts - Section 3
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_itemList[123] = (void **)SkyCompact::data_4; // Compacts - Section 4
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_itemList[124] = (void **)SkyCompact::data_5; // Compacts - Section 5
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_itemList[125] = (void **)SkyCompact::data_6; // Compacts - Section 6
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}
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}
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void SkyState::loadBase0(void) {
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_skyLogic->fnEnterSection(0, 0, 0);
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_skyMusic->startMusic(2);
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}
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void SkyState::loadFixedItems(void) {
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if (!isDemo())
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_itemList[36] = (void **)_skyDisk->loadFile(36, NULL);
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_itemList[49] = (void **)_skyDisk->loadFile(49, NULL);
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_itemList[50] = (void **)_skyDisk->loadFile(50, NULL);
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_itemList[73] = (void **)_skyDisk->loadFile(73, NULL);
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_itemList[262] = (void **)_skyDisk->loadFile(262, NULL);
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if (isDemo())
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return;
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_itemList[263] = (void **)_skyDisk->loadFile(263, NULL);
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_itemList[264] = (void **)_skyDisk->loadFile(264, NULL);
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_itemList[265] = (void **)_skyDisk->loadFile(265, NULL);
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_itemList[266] = (void **)_skyDisk->loadFile(266, NULL);
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_itemList[267] = (void **)_skyDisk->loadFile(267, NULL);
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_itemList[269] = (void **)_skyDisk->loadFile(269, NULL);
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_itemList[271] = (void **)_skyDisk->loadFile(271, NULL);
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_itemList[272] = (void **)_skyDisk->loadFile(272, NULL);
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}
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void **SkyState::fetchItem(uint32 num) {
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return _itemList[num];
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}
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void SkyState::timerHandler(void *ptr) {
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((SkyState *)ptr)->gotTimerTick();
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}
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void SkyState::gotTimerTick(void) {
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_skyScreen->handleTimer();
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}
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Compact *SkyState::fetchCompact(uint32 a) {
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SkyDebug::fetchCompact(a);
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uint32 sectionNum = (a & 0xf000) >> 12;
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uint32 compactNum = (a & 0x0fff);
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return (Compact *)(_itemList[119 + sectionNum][compactNum]);
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}
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void SkyState::delay(uint amount) { //copied and mutilated from Simon.cpp
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OSystem::Event event;
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uint32 start = _system->get_msecs();
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uint32 cur = start;
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_key_pressed = 0; //reset
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do {
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while (_system->poll_event(&event)) {
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switch (event.event_code) {
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case OSystem::EVENT_KEYDOWN:
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// Make sure backspace works right (this fixes a small issue on OS X)
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if (event.kbd.keycode == 8)
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_key_pressed = 8;
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else
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_key_pressed = (byte)event.kbd.ascii;
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break;
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case OSystem::EVENT_MOUSEMOVE:
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_sdl_mouse_x = event.mouse.x;
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_sdl_mouse_y = event.mouse.y;
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_system->set_mouse_pos(_sdl_mouse_x, _sdl_mouse_y);
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break;
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case OSystem::EVENT_LBUTTONDOWN:
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_skyMouse->buttonPressed(2);
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#ifdef _WIN32_WCE
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_sdl_mouse_x = event.mouse.x;
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_sdl_mouse_y = event.mouse.y;
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#endif
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break;
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case OSystem::EVENT_RBUTTONDOWN:
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_skyMouse->buttonPressed(1);
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break;
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case OSystem::EVENT_QUIT:
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if (!SkyState::_systemVars.quitting)
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_skyControl->showGameQuitMsg(); // will call _system->quit()
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break;
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default:
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break;
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}
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}
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if (amount == 0)
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break;
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{
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uint this_delay = 20; // 1?
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if (this_delay > amount)
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this_delay = amount;
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_system->delay_msecs(this_delay);
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}
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cur = _system->get_msecs();
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} while (cur < start + amount);
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}
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bool SkyState::isDemo(void) {
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switch (_systemVars.gameVersion) {
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case 267: // floppy demo
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case 365: // cd demo
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return true;
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case 288:
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case 303:
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case 331:
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case 348:
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case 368:
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case 372:
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return false;
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default:
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error("Unknown game version");
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}
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}
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bool SkyState::isCDVersion(void) {
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switch (_systemVars.gameVersion) {
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case 267:
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case 288:
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case 303:
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case 331:
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case 348:
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return false;
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case 365:
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case 368:
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case 372:
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return true;
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default:
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error("Unknown game version");
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}
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}
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