mirror of
https://github.com/libretro/scummvm.git
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483 lines
14 KiB
C++
483 lines
14 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2004 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 "sword1.h"
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#include "backends/fs/fs.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/timer.h"
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#include "sword1/resman.h"
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#include "sword1/objectman.h"
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#include "sword1/mouse.h"
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#include "sword1/logic.h"
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#include "sword1/sound.h"
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#include "sword1/screen.h"
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#include "sword1/swordres.h"
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#include "sword1/menu.h"
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#include "sword1/music.h"
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#include "sword1/control.h"
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#include "gui/message.h"
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#include "gui/newgui.h"
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using namespace Sword1;
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/* Broken Sword 1 */
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static const GameSettings sword1FullSettings =
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{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER};
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static const GameSettings sword1DemoSettings =
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{"sword1demo", "Broken Sword I (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword1::GF_DEMO };
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// check these subdirectories (if present)
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static const char *g_dirNames[] = { "clusters", "speech" };
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#define NUM_FILES_TO_CHECK 5
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static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
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"swordres.rif",
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"general.clu",
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"compacts.clu",
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"scripts.clu",
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"cows.mad", // this one should only exist in the demo version
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// the engine needs several more files to work, but checking these should be sufficient
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};
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GameList Engine_SWORD1_gameList() {
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GameList games;
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games.push_back(sword1FullSettings);
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games.push_back(sword1DemoSettings);
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return games;
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}
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void Sword1CheckDirectory(const FSList &fslist, bool *filesFound) {
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *fileName = file->displayName().c_str();
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for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
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if (scumm_stricmp(fileName, g_filesToCheck[cnt]) == 0)
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filesFound[cnt] = true;
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} else {
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for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
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if (scumm_stricmp(file->displayName().c_str(), g_dirNames[cnt]) == 0)
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Sword1CheckDirectory(file->listDir(AbstractFilesystemNode::kListFilesOnly), filesFound);
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}
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}
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}
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DetectedGameList Engine_SWORD1_detectGames(const FSList &fslist) {
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DetectedGameList detectedGames;
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bool filesFound[NUM_FILES_TO_CHECK];
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for (int i = 0; i < NUM_FILES_TO_CHECK; i++)
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filesFound[i] = false;
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Sword1CheckDirectory(fslist, filesFound);
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bool mainFilesFound = true;
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for (int i = 0; i < NUM_FILES_TO_CHECK -1; i++)
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if (!filesFound[i])
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mainFilesFound = false;
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if (mainFilesFound && filesFound[NUM_FILES_TO_CHECK - 1])
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detectedGames.push_back(sword1DemoSettings);
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else if (mainFilesFound)
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detectedGames.push_back(sword1FullSettings);
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return detectedGames;
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}
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Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) {
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return new SwordEngine(detector, syst);
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}
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REGISTER_PLUGIN("Broken Sword", Engine_SWORD1_gameList, Engine_SWORD1_create, Engine_SWORD1_detectGames)
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namespace Sword1 {
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SystemVars SwordEngine::_systemVars;
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void SwordEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
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: Engine(syst) {
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_features = detector->_game.features;
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if (!_mixer->isReady())
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warning("Sound initialization failed");
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// Add default file directories
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File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
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File::addDefaultDirectory(_gameDataPath + "MUSIC/");
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File::addDefaultDirectory(_gameDataPath + "SPEECH/");
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File::addDefaultDirectory(_gameDataPath + "VIDEO/");
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File::addDefaultDirectory(_gameDataPath + "clusters/");
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File::addDefaultDirectory(_gameDataPath + "music/");
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File::addDefaultDirectory(_gameDataPath + "speech/");
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File::addDefaultDirectory(_gameDataPath + "video/");
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}
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SwordEngine::~SwordEngine() {
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delete _control;
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delete _logic;
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delete _menu;
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delete _sound;
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delete _music;
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delete _screen;
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delete _mouse;
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delete _objectMan;
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delete _resMan;
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}
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int SwordEngine::init(GameDetector &detector) {
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_system->beginGFXTransaction();
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initCommonGFX(detector);
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_system->initSize(640, 480);
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_system->endGFXTransaction();
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debug(5, "Starting resource manager");
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_resMan = new ResMan("swordres.rif");
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debug(5, "Starting object manager");
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_objectMan = new ObjectMan(_resMan);
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_mixer->setVolume(255);
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_mixer->setMusicVolume(256);
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_mouse = new Mouse(_system, _resMan, _objectMan);
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_screen = new Screen(_system, _resMan, _objectMan);
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_music = new Music(_system, _mixer);
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_sound = new Sound("", _mixer, _resMan);
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_menu = new Menu(_screen, _mouse);
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_logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu, _system, _mixer);
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_mouse->useLogicAndMenu(_logic, _menu);
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ConfMan.registerDefault("speech_volume", 192);
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uint8 musicVol = (uint8)ConfMan.getInt("music_volume");
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uint8 speechVol = (uint8)ConfMan.getInt("speech_volume");
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uint8 sfxVol = (uint8)ConfMan.getInt("sfx_volume");
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_music->setVolume(musicVol, musicVol); // these routines expect left and right volume,
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_sound->setSpeechVol(speechVol, speechVol); // but our config manager doesn't support it.
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_sound->setSfxVol(sfxVol, sfxVol);
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_systemVars.justRestoredGame = 0;
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_systemVars.currentCD = 0;
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_systemVars.controlPanelMode = CP_NEWGAME;
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_systemVars.forceRestart = false;
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_systemVars.wantFade = true;
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_systemVars.engineQuit = false;
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switch (Common::parseLanguage(ConfMan.get("language"))) {
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case Common::DE_DEU:
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_systemVars.language = BS1_GERMAN;
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break;
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case Common::FR_FRA:
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_systemVars.language = BS1_FRENCH;
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break;
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case Common::IT_ITA:
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_systemVars.language = BS1_ITALIAN;
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break;
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case Common::ES_ESP:
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_systemVars.language = BS1_SPANISH;
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break;
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case Common::PT_BRA:
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_systemVars.language = BS1_PORT;
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break;
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case Common::CZ_CZE:
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_systemVars.language = BS1_CZECH;
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break;
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default:
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_systemVars.language = BS1_ENGLISH;
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}
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_systemVars.showText = ConfMan.getBool("subtitles");
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_systemVars.playSpeech = 1;
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_mouseState = 0;
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_logic->initialize();
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_objectMan->initialize();
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_mouse->initialize();
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_control = new Control(_saveFileMan, _resMan, _objectMan, _system, _mouse, _sound, _music);
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return 0;
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}
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void SwordEngine::reinitialize(void) {
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_resMan->flush(); // free everything that's currently alloced and opened. (*evil*)
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_logic->initialize(); // now reinitialize these objects as they (may) have locked
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_objectMan->initialize(); // resources which have just been wiped.
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_mouse->initialize();
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_system->warpMouse(320, 240);
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_systemVars.wantFade = true;
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}
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void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or what...
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const char *speechFiles[] = {
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#ifdef USE_MAD
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"SPEECH%d.CL3",
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#endif
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#ifdef USE_VORBIS
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"SPEECH%d.CLV",
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#endif
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"SPEECH%d.CLU"
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};
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bool fileFound[2] = { false, false };
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File test;
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_systemVars.playSpeech = true;
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_systemVars.isDemo = false;
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for (int i = 1; i <= 2; i++) {
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for (int j = 0; j < ARRAYSIZE(speechFiles); j++) {
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char fileName[12];
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sprintf(fileName, speechFiles[j], i);
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if (test.open(fileName)) {
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test.close();
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fileFound[i - 1] = true;
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break;
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}
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}
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}
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if (fileFound[0] && fileFound[1]) {
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// both files exist, assume running from HDD and everything's fine.
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_systemVars.runningFromCd = false;
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_systemVars.playSpeech = true;
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} else { // speech1 & speech2 not present. are we running from cd?
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if (test.open("cows.mad")) {
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_systemVars.isDemo = true;
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Logic::_scriptVars[PLAYINGDEMO] = 1;
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test.close();
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}
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if (test.open("cd1.id")) {
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_systemVars.runningFromCd = true;
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_systemVars.currentCD = 1;
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test.close();
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} else if (test.open("cd2.id")) {
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_systemVars.runningFromCd = true;
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_systemVars.currentCD = 2;
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test.close();
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} else {
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const char msg[] = "Unable to find the game files.\nPlease read the ScummVM documentation";
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GUI::MessageDialog dialog(msg);
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dialog.runModal();
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error(msg);
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}
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}
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// check cutscene pack version
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_systemVars.cutscenePackVersion = 0;
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#ifdef USE_MPEG2
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if (test.open("intro.snd")) {
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_systemVars.cutscenePackVersion = 1;
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test.close();
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}
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#endif
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}
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int SwordEngine::go() {
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checkCdFiles();
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uint16 startPos = ConfMan.getInt("boot_param");
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if (startPos)
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_logic->startPositions(startPos);
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else {
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if (_control->savegamesExist()) {
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_systemVars.controlPanelMode = CP_NEWGAME;
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if (_control->runPanel() == CONTROL_GAME_RESTORED)
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_control->doRestore();
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else if (!_systemVars.engineQuit)
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_logic->startPositions(0);
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} else // no savegames, start new game.
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_logic->startPositions(0);
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}
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_systemVars.controlPanelMode = CP_NORMAL;
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while (!_systemVars.engineQuit) {
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uint8 action = mainLoop();
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if (!_systemVars.engineQuit) {
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// the mainloop was left, we have to reinitialize.
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reinitialize();
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if (action == CONTROL_GAME_RESTORED)
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_control->doRestore();
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else if (action == CONTROL_RESTART_GAME)
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_logic->startPositions(1);
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_systemVars.forceRestart = false;
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_systemVars.controlPanelMode = CP_NORMAL;
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}
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}
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return 0;
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}
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void SwordEngine::checkCd(void) {
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uint8 needCd = _cdList[Logic::_scriptVars[NEW_SCREEN]];
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if (_systemVars.runningFromCd) { // are we running from cd?
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if (needCd == 0) { // needCd == 0 means we can use either CD1 or CD2.
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if (_systemVars.currentCD == 0) {
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_systemVars.currentCD = 1; // if there is no CD currently inserted, ask for CD1.
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_control->askForCd();
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} // else: there is already a cd inserted and we don't care if it's cd1 or cd2.
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} else if (needCd != _systemVars.currentCD) { // we need a different CD than the one in drive.
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_music->startMusic(0, 0); //
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_sound->closeCowSystem(); // close music and sound files before changing CDs
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_systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd,
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_control->askForCd(); // so it has to be updated before calling it.
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}
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} else { // we're running from HDD, we don't have to care about music files and Sound will take care of
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if (needCd) // switching sound.clu files on Sound::newScreen by itself, so there's nothing to be done.
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_systemVars.currentCD = needCd;
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else if (_systemVars.currentCD == 0)
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_systemVars.currentCD = 1;
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}
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}
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uint8 SwordEngine::mainLoop(void) {
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uint8 retCode = 0;
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_keyPressed = 0;
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while ((retCode == 0) && (!_systemVars.engineQuit)) {
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// do we need the section45-hack from sword.c here?
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checkCd();
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_screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
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_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
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_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
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Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
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do {
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uint32 newTime;
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bool scrollFrameShown = false;
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uint32 frameTime = _system->getMillis();
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_logic->engine();
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_logic->updateScreenParams(); // sets scrolling
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_screen->draw();
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_mouse->animate();
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_sound->engine();
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_menu->refresh(MENU_TOP);
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_menu->refresh(MENU_BOT);
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newTime = _system->getMillis();
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if (newTime - frameTime < 1000 / FRAME_RATE) {
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scrollFrameShown = _screen->showScrollFrame();
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delay((1000 / (FRAME_RATE * 2)) - (_system->getMillis() - frameTime));
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}
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newTime = _system->getMillis();
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if ((newTime - frameTime < 1000 / FRAME_RATE) || (!scrollFrameShown))
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_screen->updateScreen();
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delay((1000 / FRAME_RATE) - (_system->getMillis() - frameTime));
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_mouse->engine( _mouseX, _mouseY, _mouseState);
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if (_systemVars.forceRestart)
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retCode = CONTROL_RESTART_GAME;
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// The control panel is triggered by F5 or ESC.
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// FIXME: This is a very strange way of detecting F5...
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else if (((_keyPressed == 63 || _keyPressed == 27) && (Logic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.controlPanelMode)) {
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retCode = _control->runPanel();
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if (!retCode)
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_screen->fullRefresh();
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}
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_mouseState = _keyPressed = 0;
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} while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!_systemVars.engineQuit));
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if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade && (!_systemVars.engineQuit)) {
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_screen->fadeDownPalette();
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int32 relDelay = (int32)_system->getMillis();
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while (_screen->stillFading()) {
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relDelay += (1000 / FRAME_RATE);
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_screen->updateScreen();
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delay(relDelay - (int32)_system->getMillis());
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}
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}
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_sound->quitScreen();
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_screen->quitScreen(); // close graphic resources
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_objectMan->closeSection(Logic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
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}
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return retCode;
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}
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void SwordEngine::delay(int32 amount) { //copied and mutilated from sky.cpp
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OSystem::Event event;
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uint32 start = _system->getMillis();
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do {
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while (_system->pollEvent(event)) {
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switch (event.type) {
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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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_keyPressed = 8;
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else
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_keyPressed = (uint8)event.kbd.ascii;
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break;
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case OSystem::EVENT_MOUSEMOVE:
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_mouseX = event.mouse.x;
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_mouseY = event.mouse.y;
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break;
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case OSystem::EVENT_LBUTTONDOWN:
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_mouseState |= BS1L_BUTTON_DOWN;
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#ifdef _WIN32_WCE
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_mouseX = event.mouse.x;
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_mouseY = 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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_mouseState |= BS1R_BUTTON_DOWN;
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#ifdef _WIN32_WCE
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_mouseX = event.mouse.x;
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_mouseY = event.mouse.y;
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#endif
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break;
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case OSystem::EVENT_LBUTTONUP:
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_mouseState |= BS1L_BUTTON_UP;
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break;
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case OSystem::EVENT_RBUTTONUP:
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_mouseState |= BS1R_BUTTON_UP;
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break;
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case OSystem::EVENT_QUIT:
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_systemVars.engineQuit = true;
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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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_system->delayMillis(10);
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} while (_system->getMillis() < start + amount);
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}
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} // End of namespace Sword1
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