scummvm/sword2/sword2.cpp
Torbjörn Andersson c0a3816e17 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

623 lines
15 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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.
*
* $Header$
*/
#include "common/stdafx.h"
#include "backends/fs/fs.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/driver/d_draw.h"
#ifdef _WIN32_WCE
extern bool isSmartphone(void);
#endif
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[] = {
/* Broken Sword 2 */
{"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}
};
GameList Engine_SWORD2_gameList() {
const Sword2GameSettings *g = sword2_settings;
GameList games;
while (g->name) {
games.push_back(g->toGameSettings());
g++;
}
return games;
}
DetectedGameList Engine_SWORD2_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const Sword2GameSettings *g;
// 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.
for (g = sword2_settings; g->name; ++g) {
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *gameName = file->displayName().c_str();
if (0 == scumm_stricmp(g->detectname, gameName)) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(g->toGameSettings());
break;
}
}
}
}
return detectedGames;
}
Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
return new Sword2::Sword2Engine(detector, syst);
}
REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create, Engine_SWORD2_detectGames)
namespace Sword2 {
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
// Add default file directories
File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
File::addDefaultDirectory(_gameDataPath + "SWORD2/");
File::addDefaultDirectory(_gameDataPath + "VIDEO/");
File::addDefaultDirectory(_gameDataPath + "clusters/");
File::addDefaultDirectory(_gameDataPath + "sword2/");
File::addDefaultDirectory(_gameDataPath + "video/");
_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;
_lastPaletteRes = 0;
_largestLayerArea = 0;
_largestSpriteArea = 0;
strcpy(_largestLayerInfo, "largest layer: none registered");
strcpy(_largestSpriteInfo, "largest sprite: none registered");
_fps = 0;
_cycleTime = 0;
_frameCount = 0;
_wantSfxDebug = false;
// For the menus
_totalTemp = 0;
memset(_tempList, 0, sizeof(_tempList));
_totalMasters = 0;
memset(_masterMenuList, 0, sizeof(_masterMenuList));
memset(&_thisScreen, 0, sizeof(_thisScreen));
memset(_mouseList, 0, sizeof(_mouseList));
_mouseX = _mouseY = 0;
_mouseTouching = 0;
_oldMouseTouching = 0;
_menuSelectedPos = 0;
_examiningMenuIcon = false;
_mousePointerRes = 0;
_mouseMode = 0;
_mouseStatus = false;
_mouseModeLocked = false;
_currentLuggageResource = 0;
_oldButton = 0;
_buttonClick = 0;
_pointerTextBlocNo = 0;
_playerActivityDelay = 0;
_realLuggageItem = 0;
_scrollFraction = 16;
#ifdef SWORD2_DEBUG
_stepOneCycle = false;
_renderSkip = false;
#endif
_gamePaused = false;
_graphicsLevelFudged = false;
_gameCycle = 0;
_quit = false;
}
Sword2Engine::~Sword2Engine() {
delete _debugger;
delete _graphics;
delete _sound;
delete _gui;
delete _fontRenderer;
delete _logic;
delete _resman;
delete _memory;
}
void Sword2Engine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
#ifdef _WIN32_WCE
if (isSmartphone())
return;
#endif
// Unless an error -originated- within the debugger, spawn the
// debugger. Otherwise exit out normally.
if (_debugger && !_debugger->isAttached()) {
// (Print it again in case debugger segfaults)
printf("%s\n", buf2);
_debugger->attach(buf2);
_debugger->onFrame();
}
}
/**
* The global script variables and player object should be kept open throughout
* the game, so that they are never expelled by the resource manager.
*/
void Sword2Engine::setupPersistentResources() {
Logic::_scriptVars = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader));
_resman->openResource(CUR_PLAYER_ID);
}
int Sword2Engine::init(GameDetector &detector) {
// Get some falling RAM and put it in your pocket, never let it slip
// away
_system->beginGFXTransaction();
initCommonGFX(detector);
_graphics = new Graphics(this, 640, 480);
_system->endGFXTransaction();
// Create the debugger as early as possible (but not before the
// graphics object!) so that errors can be displayed in it. In
// 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);
_gui = new Gui(this);
_sound = new Sound(this);
// Setup mixer
if (!_mixer->isReady())
warning("Sound initialization failed");
_mixer->setVolumeForSoundType(SoundMixer::kMusicAudioDataType, ConfMan.getInt("music_volume"));
_mixer->setVolumeForSoundType(SoundMixer::kSpeechAudioDataType, ConfMan.getInt("speech_volume"));
_mixer->setVolumeForSoundType(SoundMixer::kSFXAudioDataType, ConfMan.getInt("sfx_volume"));
initStartMenu();
// During normal gameplay, we care neither about mouse button releases
// nor the scroll wheel.
setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
setupPersistentResources();
initialiseFontResourceFlags();
if (_features & GF_DEMO)
Logic::_scriptVars[DEMO] = 1;
else
Logic::_scriptVars[DEMO] = 0;
_gui->readOptionSettings();
if (_saveSlot != -1) {
if (saveExists(_saveSlot))
restoreGame(_saveSlot);
else {
setMouse(NORMAL_MOUSE_ID);
if (!_gui->restoreControl())
startGame();
}
} else if (!_bootParam && saveExists()) {
int32 pars[2] = { 221, FX_LOOP };
bool result;
setMouse(NORMAL_MOUSE_ID);
_logic->fnPlayMusic(pars);
result = _gui->startControl();
// 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)
return 0;
if (result)
startGame();
} else
startGame();
_graphics->initialiseRenderCycle();
return 0;
}
int Sword2Engine::go() {
while (1) {
if (_debugger->isAttached())
_debugger->onFrame();
#ifdef SWORD2_DEBUG
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;
#ifdef SWORD2_DEBUG
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();
}
// We can't use this as termination condition for the loop,
// because we want the break to happen before updating the
// screen again.
if (_quit)
break;
// creates the debug text blocks
_debugger->buildDebugText();
#ifdef SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
if (!_renderSkip || (_gameCycle % 4) == 0)
buildDisplay();
#else
buildDisplay();
#endif
}
return 0;
}
void Sword2Engine::closeGame() {
_quit = true;
}
bool Sword2Engine::checkForMouseEvents() {
return _mouseEvent.pending;
}
MouseEvent *Sword2Engine::mouseEvent() {
if (!_mouseEvent.pending)
return NULL;
_mouseEvent.pending = false;
return &_mouseEvent;
}
KeyboardEvent *Sword2Engine::keyboardEvent() {
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!
*/
void Sword2Engine::parseEvents() {
OSystem::Event event;
while (_system->pollEvent(event)) {
switch (event.type) {
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)) {
_mouseX = event.mouse.x;
_mouseY = event.mouse.y - RDMENU_MENUDEEP;
}
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;
}
}
}
void Sword2Engine::gameCycle() {
// Do one game cycle, that is run the logic session until a full loop
// has been performed.
if (_logic->getRunList()) {
do {
// Reset the 'BuildUnit' and mouse hot-spot lists
// before each new logic list. The service scripts
// will fill thrm through fnRegisterFrame() and
// fnRegisterMouse().
resetRenderLists();
resetMouseList();
// 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?
_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 (_thisScreen.scroll_flag)
setScrolling();
mouseEngine();
_sound->processFxQueue();
}
void Sword2Engine::startGame() {
// 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 = 0;
debug(5, "startGame() STARTING:");
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
if (_bootParam != 0)
screen_manager_id = _bootParam;
}
uint32 null_pc = 1;
char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
char *raw_script = (char *) _resman->openResource(screen_manager_id);
_logic->runScript(raw_script, raw_data_ad, &null_pc);
_resman->closeResource(screen_manager_id);
_resman->closeResource(CUR_PLAYER_ID);
}
// FIXME: Move this to some better place?
void Sword2Engine::sleepUntil(uint32 time) {
while (getMillis() < time) {
// Make sure menu animations and fades don't suffer, but don't
// redraw the entire scene.
_graphics->processMenu();
_graphics->updateDisplay(false);
_system->delayMillis(10);
}
}
void Sword2Engine::pauseGame() {
// Don't allow Pause while screen fading or while black
if (_graphics->getFadeStatus() != RDFADE_NONE)
return;
_sound->pauseAllSound();
// Make the mouse cursor normal. This is the only place where we are
// allowed to clear the luggage this way.
clearPointerText();
_graphics->setLuggageAnim(NULL, 0);
setMouse(0);
_mouseTouching = 1;
// If level at max, turn down because palette-matching won't work
// when dimmed
if (_gui->_currentGraphicsLevel == 3) {
_gui->updateGraphicsLevel(2);
_graphicsLevelFudged = true;
}
#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;
}
void Sword2Engine::unpauseGame() {
if (Logic::_scriptVars[OBJECT_HELD] && _realLuggageItem)
setLuggage(_realLuggageItem);
_sound->unpauseAllSound();
// Put back game screen palette; see build_display.cpp
setFullPalette(-1);
// If graphics level at max, turn up again
if (_graphicsLevelFudged) {
_gui->updateGraphicsLevel(3);
_graphicsLevelFudged = false;
}
_gamePaused = false;
// If mouse is about or we're in a chooser menu
if (!_mouseStatus || _logic->_choosing)
setMouse(NORMAL_MOUSE_ID);
}
uint32 Sword2Engine::getMillis() {
return _system->getMillis();
}
} // End of namespace Sword2