mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
1256 lines
41 KiB
C++
1256 lines
41 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "sword1/sword1.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/control.h"
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#include "common/config-manager.h"
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#include "common/textconsole.h"
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#include "common/timer.h"
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#include "engines/advancedDetector.h"
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#include "engines/util.h"
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#include "gui/message.h"
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namespace Sword1 {
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SystemVars SwordEngine::_systemVars;
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SwordEngine::SwordEngine(OSystem *syst, const ADGameDescription *gameDesc)
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: Engine(syst) {
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_features = gameDesc->flags;
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_systemVars.platform = gameDesc->platform;
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// Add default file directories
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const Common::FSNode gameDataDir(ConfMan.getPath("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "music");
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SearchMan.addSubDirectoryMatching(gameDataDir, "speech");
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SearchMan.addSubDirectoryMatching(gameDataDir, "streams"); // PSX videos
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//SearchMan.addSubDirectoryMatching(gameDataDir, "clusters"); // Comes from AD
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SearchMan.addSubDirectoryMatching(gameDataDir, "video"); // Comes from AD
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SearchMan.addSubDirectoryMatching(gameDataDir, "smackshi"); // Comes from AD
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//SearchMan.addSubDirectoryMatching(gameDataDir, "english"); // PSX Demo // Comes from AD
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//SearchMan.addSubDirectoryMatching(gameDataDir, "italian"); // PSX Demo // Comes from AD
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setDebugger(new SwordConsole(this));
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_mouseState = 0;
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_resMan = 0;
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_objectMan = 0;
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_screen = 0;
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_mouse = 0;
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_logic = 0;
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_sound = 0;
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_menu = 0;
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_control = 0;
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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 _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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Common::Error SwordEngine::init() {
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initGraphics(640, 480);
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checkCdFiles();
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debug(5, "Starting resource manager");
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_resMan = new ResMan("swordres.rif", _systemVars.platform == Common::kPlatformMacintosh,
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Common::parseLanguage(ConfMan.get("language")) == Common::KO_KOR);
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debug(5, "Starting object manager");
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_objectMan = new ObjectMan(_resMan);
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_mouse = new Mouse(_system, _resMan, _objectMan);
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_screen = new Screen(_system, this, _resMan, _objectMan);
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_sound = new Sound(_mixer, this, _resMan);
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_menu = new Menu(_screen, _mouse);
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_logic = new Logic(this, _objectMan, _resMan, _screen, _mouse, _sound, _menu, _system, _mixer);
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_mouse->useLogicAndMenu(_logic, _menu);
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_mouse->useScreenMutex(&_screen->_screenAccessMutex);
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// Init the virtual mouse coordinates to be at the center of the screen
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_mouseCoord.x = SCREEN_WIDTH / 2;
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_mouseCoord.y = SCREEN_FULL_DEPTH / 2;
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syncSoundSettings();
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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.saveGameFlag = SGF_DONE;
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_systemVars.snrStatus = SNR_BLANK;
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_systemVars.wantFade = true;
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_systemVars.realLanguage = Common::parseLanguage(ConfMan.get("language"));
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_systemVars.isLangRtl = false;
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_systemVars.debugMode = (gDebugLevel >= 0);
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_systemVars.slowMode = false;
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_systemVars.fastMode = false;
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_systemVars.parallaxOn = true;
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Common::Language langOverride = Common::UNK_LANG;
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if (ConfMan.hasKey("subtitles_language_override", _targetName)) {
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langOverride = Common::parseLanguage(ConfMan.get("subtitles_language_override"));
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// Versions with extended language support have seven languages instead of five...
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bool hasExtendedLangSupport = (_systemVars.realLanguage == Common::PT_BRA || _systemVars.realLanguage == Common::CS_CZE);
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// ...but let's avoid setting one of the extra languages in a five-languages edition
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if (!hasExtendedLangSupport && (langOverride == Common::PT_BRA || langOverride == Common::CS_CZE))
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langOverride = Common::UNK_LANG;
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}
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switch (langOverride != Common::UNK_LANG ? langOverride : _systemVars.realLanguage) {
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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::CS_CZE:
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_systemVars.language = BS1_CZECH;
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break;
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case Common::HE_ISR:
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// Hebrew is using "faked" English
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_systemVars.language = BS1_ENGLISH;
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_systemVars.isLangRtl = true;
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break;
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default:
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_systemVars.language = BS1_ENGLISH;
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break;
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}
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_systemVars.showText = ConfMan.getBool("subtitles");
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_systemVars.textNumber = 0;
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_systemVars.playSpeech = true;
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_mouseState = 0;
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_systemVars.gamePaused = false;
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_systemVars.displayDebugText = false;
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_systemVars.displayDebugMouse = false;
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_systemVars.displayDebugGrid = false;
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_systemVars.framesPerSecondCounter = 0;
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_systemVars.gameCycle = 0;
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// Differences between the DOS and Windows audio drivers:
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// * DOS:
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// - Apparently uses linear volume curves, as per the AIL/Miles drivers;
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// - Music can fade in and out;
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// - Fades sound effects in and out at each scene change;
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// - Lowers the volume of the music each time a speech line is playing;
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//
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// * Windows:
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// - Uses DirectSound with volume tables for game volume -> decibel
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// volume conversion; the resulting logarithmic curve and slightly
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// different volume scaling for sound effects ensures audibly
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// different intensities for some sounds;
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// - Music can only fade out, not in;
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// - Does NOT sound effects in and out at each scene change;
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// - Does NOT lower the volume of the music each time a speech line is playing;
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ConfMan.registerDefault("windows_audio_mode", false);
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if (ConfMan.hasKey("windows_audio_mode", _targetName)) {
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_systemVars.useWindowsAudioMode = !(SwordEngine::isPsx() || SwordEngine::isMac()) && ConfMan.getBool("windows_audio_mode");
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}
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// Some Mac versions use big endian for the speech files but not all of them.
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if (_systemVars.platform == Common::kPlatformMacintosh)
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_sound->checkSpeechFileEndianness();
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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(this, _saveFileMan, _resMan, _objectMan, _system, _mouse, _sound, _screen, _logic);
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_logic->setControlPanelObject(_control);
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return Common::kNoError;
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}
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void SwordEngine::reinitialize() {
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_sound->clearAllFx();
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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::syncSoundSettings() {
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Engine::syncSoundSettings();
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_sound->getVolumes();
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}
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void SwordEngine::flagsToBool(bool *dest, uint8 flags) {
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uint8 bitPos = 0;
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while (flags) {
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if (flags & 1)
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dest[bitPos] = true;
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flags >>= 1;
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bitPos++;
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}
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}
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void SwordEngine::checkKeys() {
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if (_systemVars.gamePaused) {
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_sound->pauseSpeech();
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_sound->pauseMusic();
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_sound->pauseFx();
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while (_customType != kActionPause && !Engine::shouldQuit()) {
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pollInput(0);
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_sound->updateMusicStreaming();
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}
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_sound->unpauseSpeech();
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_sound->unpauseMusic();
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_sound->unpauseFx();
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_systemVars.gamePaused = false;
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_keyPressed.reset();
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_customType = kActionNone;
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}
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switch (_customType) {
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case kActionMainPanel:
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case kActionEscape:
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if ((Logic::_scriptVars[MOUSE_STATUS] & 1) &&
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(Logic::_scriptVars[GEORGE_HOLDING_PIECE] == 0) &&
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(Logic::_scriptVars[SCREEN] != 91)) { // Disable the save screen on the phone envelope room!
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_systemVars.saveGameFlag = SGF_SAVE;
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_systemVars.snrStatus = SNR_MAINPANEL;
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}
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break;
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case kActionQuit:
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Engine::quitGame();
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break;
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case kActionPause:
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_systemVars.gamePaused = true;
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break;
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default:
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break;
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}
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// Debug keys!
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if (!_systemVars.isDemo && _systemVars.debugMode) {
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switch (_keyPressed.keycode) {
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case Common::KEYCODE_t: // CTRL-T: Toggles debug text
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if (_keyPressed.hasFlags(Common::KBD_CTRL))
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_systemVars.displayDebugText = !_systemVars.displayDebugText;
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break;
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case Common::KEYCODE_m: // SHIFT-M: Toggles debug mouse tracking
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// This was originally CTRL-M, but ScummVM steals that event to
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// lock the mouse cursor within the window boundaries.
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if (_keyPressed.hasFlags(Common::KBD_SHIFT))
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_systemVars.displayDebugMouse = !_systemVars.displayDebugMouse;
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_screen->fullRefresh(true);
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break;
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case Common::KEYCODE_g: // CTRL-G: Toggles walkgrid displaying
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if (_keyPressed.hasFlags(Common::KBD_CTRL))
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_systemVars.displayDebugGrid = !_systemVars.displayDebugGrid;
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_screen->fullRefresh(true);
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break;
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case Common::KEYCODE_1: // Slow mode
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{
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if (_systemVars.slowMode) {
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_systemVars.slowMode = false;
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_targetFrameTime = DEFAULT_FRAME_TIME; // 12.5Hz
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} else {
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_systemVars.slowMode = true;
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_targetFrameTime = SLOW_FRAME_TIME; // 2Hz
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}
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_systemVars.fastMode = false; // For good measure...
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_rate = _targetFrameTime / 10;
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}
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break;
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case Common::KEYCODE_4: // Fast mode
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{
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if (_systemVars.fastMode) {
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_systemVars.fastMode = false;
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_targetFrameTime = DEFAULT_FRAME_TIME; // 12.5Hz
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} else {
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_systemVars.fastMode = true;
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_targetFrameTime = FAST_FRAME_TIME; // 100Hz
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}
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_systemVars.slowMode = false; // For good measure...
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_rate = _targetFrameTime / 10;
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}
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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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}
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static const char *const errorMsgs[] = {
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"The file \"%s\" is missing and the game doesn't work without it.\n"
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"Please copy it from CD %d and try starting the game again.\n"
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"The Readme file also contains further information.",
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"%d important files are missing, the game can't start without them.\n"
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"Please copy these files from their corresponding CDs:\n",
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"The file \"%s\" is missing.\n"
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"Even though the game may initially seem to\n"
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"work fine, it will crash when it needs the\n"
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"data from this file and you will be thrown back to your last savegame.\n"
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"Please copy the file from CD %d and start the game again.",
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"%d files are missing.\n"
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"Even though the game may initially seem to\n"
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"work fine, it will crash when it needs the\n"
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"data from these files and you will be thrown back to your last savegame.\n"
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"Please copy these files from their corresponding CDs:\n"
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};
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const CdFile SwordEngine::_pcCdFileList[] = {
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{ "paris2.clu", FLAG_CD1 },
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{ "ireland.clu", FLAG_CD2 },
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{ "paris3.clu", FLAG_CD1 },
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{ "paris4.clu", FLAG_CD1 },
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{ "scotland.clu", FLAG_CD2 },
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{ "spain.clu", FLAG_CD2 },
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{ "syria.clu", FLAG_CD2 },
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{ "train.clu", FLAG_CD2 },
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{ "compacts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "general.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "maps.clu", FLAG_CD1 | FLAG_DEMO },
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{ "paris1.clu", FLAG_CD1 | FLAG_DEMO },
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{ "scripts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "swordres.rif", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "text.clu", FLAG_CD1 | FLAG_DEMO },
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{ "1m14a.wav", FLAG_DEMO },
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{ "speech1.clu", FLAG_SPEECH1 },
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{ "speech2.clu", FLAG_SPEECH2 }
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#ifdef USE_FLAC
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, { "speech1.clf", FLAG_SPEECH1 },
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{ "speech2.clf", FLAG_SPEECH2 }
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#endif
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#ifdef USE_VORBIS
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, { "speech1.clv", FLAG_SPEECH1 },
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{ "speech2.clv", FLAG_SPEECH2 }
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#endif
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#ifdef USE_MAD
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, { "speech1.cl3", FLAG_SPEECH1 },
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{ "speech2.cl3", FLAG_SPEECH2 }
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#endif
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};
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const CdFile SwordEngine::_macCdFileList[] = {
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{ "paris2.clm", FLAG_CD1 },
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{ "ireland.clm", FLAG_CD2 },
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{ "paris3.clm", FLAG_CD1 },
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{ "paris4.clm", FLAG_CD1 },
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{ "scotland.clm", FLAG_CD2 },
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{ "spain.clm", FLAG_CD2 },
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{ "syria.clm", FLAG_CD2 },
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{ "train.clm", FLAG_CD2 },
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{ "compacts.clm", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "general.clm", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "maps.clm", FLAG_CD1 | FLAG_DEMO },
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{ "paris1.clm", FLAG_CD1 | FLAG_DEMO },
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{ "scripts.clm", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "swordres.rif", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "text.clm", FLAG_CD1 | FLAG_DEMO },
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{ "speech1.clu", FLAG_SPEECH1 },
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{ "speech2.clu", FLAG_SPEECH2 }
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#ifdef USE_FLAC
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,{ "speech1.clf", FLAG_SPEECH1 },
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{ "speech2.clf", FLAG_SPEECH2 }
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#endif
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#ifdef USE_VORBIS
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,{ "speech1.clv", FLAG_SPEECH1 },
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{ "speech2.clv", FLAG_SPEECH2 }
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#endif
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#ifdef USE_MAD
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,{ "speech1.cl3", FLAG_SPEECH1 },
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{ "speech2.cl3", FLAG_SPEECH2 }
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#endif
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};
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const CdFile SwordEngine::_psxCdFileList[] = { // PSX edition has only one cd
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{ "paris2.clu", FLAG_CD1 },
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{ "ireland.clu", FLAG_CD1 },
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{ "paris3.clu", FLAG_CD1 },
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{ "paris4.clu", FLAG_CD1 },
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{ "scotland.clu", FLAG_CD1 },
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{ "spain.clu", FLAG_CD1 },
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{ "syria.clu", FLAG_CD1 },
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{ "train.clu", FLAG_CD1 },
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{ "train.plx", FLAG_CD1 },
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{ "compacts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "general.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "maps.clu", FLAG_CD1 | FLAG_DEMO },
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{ "paris1.clu", FLAG_CD1 | FLAG_DEMO},
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{ "scripts.clu", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "swordres.rif", FLAG_CD1 | FLAG_DEMO | FLAG_IMMED },
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{ "text.clu", FLAG_CD1 | FLAG_DEMO },
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{ "speech.dat", FLAG_SPEECH1 | FLAG_DEMO },
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{ "speech.tab", FLAG_SPEECH1 | FLAG_DEMO },
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{ "speech.inf", FLAG_SPEECH1 | FLAG_DEMO },
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{ "speech.lis", FLAG_SPEECH1 | FLAG_DEMO }
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};
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void SwordEngine::showFileErrorMsg(uint8 type, bool *fileExists) {
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char msg[1024];
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int missCnt = 0, missNum = 0;
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if (SwordEngine::isMac()) {
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for (int i = 0; i < ARRAYSIZE(_macCdFileList); i++)
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if (!fileExists[i]) {
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missCnt++;
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missNum = i;
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}
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assert(missCnt > 0); // this function shouldn't get called if there's nothing missing.
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warning("%d files missing", missCnt);
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int msgId = (type == TYPE_IMMED) ? 0 : 2;
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if (missCnt == 1) {
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Common::sprintf_s(msg, errorMsgs[msgId],
|
|
_macCdFileList[missNum].name, (_macCdFileList[missNum].flags & FLAG_CD2) ? 2 : 1);
|
|
warning("%s", msg);
|
|
} else {
|
|
char *pos = msg + Common::sprintf_s(msg, errorMsgs[msgId + 1], missCnt);
|
|
warning("%s", msg);
|
|
for (int i = 0; i < ARRAYSIZE(_macCdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
warning("\"%s\" (CD %d)", _macCdFileList[i].name, (_macCdFileList[i].flags & FLAG_CD2) ? 2 : 1);
|
|
pos += Common::sprintf_s(pos, sizeof(msg) - (pos - msg),
|
|
"\"%s\" (CD %d)\n", _macCdFileList[i].name, (_macCdFileList[i].flags & FLAG_CD2) ? 2 : 1);
|
|
}
|
|
}
|
|
} else if (SwordEngine::isPsx()) {
|
|
for (int i = 0; i < ARRAYSIZE(_psxCdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
missCnt++;
|
|
missNum = i;
|
|
}
|
|
assert(missCnt > 0); // this function shouldn't get called if there's nothing missing.
|
|
warning("%d files missing", missCnt);
|
|
int msgId = (type == TYPE_IMMED) ? 0 : 2;
|
|
if (missCnt == 1) {
|
|
Common::sprintf_s(msg, errorMsgs[msgId], _psxCdFileList[missNum].name, 1);
|
|
warning("%s", msg);
|
|
} else {
|
|
char *pos = msg + Common::sprintf_s(msg, errorMsgs[msgId + 1], missCnt);
|
|
warning("%s", msg);
|
|
for (int i = 0; i < ARRAYSIZE(_psxCdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
warning("\"%s\"", _macCdFileList[i].name);
|
|
pos += Common::sprintf_s(pos, sizeof(msg) - (pos - msg),
|
|
"\"%s\"\n", _macCdFileList[i].name);
|
|
}
|
|
}
|
|
} else {
|
|
for (int i = 0; i < ARRAYSIZE(_pcCdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
missCnt++;
|
|
missNum = i;
|
|
}
|
|
assert(missCnt > 0); // this function shouldn't get called if there's nothing missing.
|
|
warning("%d files missing", missCnt);
|
|
int msgId = (type == TYPE_IMMED) ? 0 : 2;
|
|
if (missCnt == 1) {
|
|
Common::sprintf_s(msg, errorMsgs[msgId],
|
|
_pcCdFileList[missNum].name, (_pcCdFileList[missNum].flags & FLAG_CD2) ? 2 : 1);
|
|
warning("%s", msg);
|
|
} else {
|
|
char *pos = msg + Common::sprintf_s(msg, errorMsgs[msgId + 1], missCnt);
|
|
warning("%s", msg);
|
|
for (int i = 0; i < ARRAYSIZE(_pcCdFileList); i++)
|
|
if (!fileExists[i]) {
|
|
warning("\"%s\" (CD %d)", _pcCdFileList[i].name, (_pcCdFileList[i].flags & FLAG_CD2) ? 2 : 1);
|
|
pos += Common::sprintf_s(pos, sizeof(msg) - (pos - msg),
|
|
"\"%s\" (CD %d)\n", _pcCdFileList[i].name, (_pcCdFileList[i].flags & FLAG_CD2) ? 2 : 1);
|
|
}
|
|
}
|
|
}
|
|
GUI::MessageDialog dialog(msg);
|
|
dialog.runModal();
|
|
if (type == TYPE_IMMED) // we can't start without this file, so error() out.
|
|
error("%s", msg);
|
|
}
|
|
|
|
void SwordEngine::checkCdFiles() { // check if we're running from cd, hdd or what...
|
|
bool fileExists[30];
|
|
bool isFullVersion = false; // default to demo version
|
|
bool missingTypes[8] = { false, false, false, false, false, false, false, false };
|
|
bool foundTypes[8] = { false, false, false, false, false, false, false, false };
|
|
bool cd2FilesFound = false;
|
|
_systemVars.runningFromCd = false;
|
|
_systemVars.playSpeech = true;
|
|
|
|
// check all files and look out if we can find a file that wouldn't exist if this was the demo version
|
|
if (SwordEngine::isMac()) {
|
|
for (int fcnt = 0; fcnt < ARRAYSIZE(_macCdFileList); fcnt++) {
|
|
if (Common::File::exists(_macCdFileList[fcnt].name)) {
|
|
fileExists[fcnt] = true;
|
|
flagsToBool(foundTypes, _macCdFileList[fcnt].flags);
|
|
if (!(_macCdFileList[fcnt].flags & FLAG_DEMO))
|
|
isFullVersion = true;
|
|
if (_macCdFileList[fcnt].flags & FLAG_CD2)
|
|
cd2FilesFound = true;
|
|
} else {
|
|
flagsToBool(missingTypes, _macCdFileList[fcnt].flags);
|
|
fileExists[fcnt] = false;
|
|
}
|
|
}
|
|
} else if (SwordEngine::isPsx()) {
|
|
for (int fcnt = 0; fcnt < ARRAYSIZE(_psxCdFileList); fcnt++) {
|
|
if (Common::File::exists(_psxCdFileList[fcnt].name)) {
|
|
fileExists[fcnt] = true;
|
|
flagsToBool(foundTypes, _psxCdFileList[fcnt].flags);
|
|
if (!(_psxCdFileList[fcnt].flags & FLAG_DEMO))
|
|
isFullVersion = true;
|
|
cd2FilesFound = true;
|
|
} else {
|
|
flagsToBool(missingTypes, _psxCdFileList[fcnt].flags);
|
|
fileExists[fcnt] = false;
|
|
}
|
|
}
|
|
} else {
|
|
for (int fcnt = 0; fcnt < ARRAYSIZE(_pcCdFileList); fcnt++) {
|
|
if (Common::File::exists(_pcCdFileList[fcnt].name)) {
|
|
fileExists[fcnt] = true;
|
|
flagsToBool(foundTypes, _pcCdFileList[fcnt].flags);
|
|
if (!(_pcCdFileList[fcnt].flags & FLAG_DEMO))
|
|
isFullVersion = true;
|
|
if (_pcCdFileList[fcnt].flags & FLAG_CD2)
|
|
cd2FilesFound = true;
|
|
} else {
|
|
flagsToBool(missingTypes, _pcCdFileList[fcnt].flags);
|
|
fileExists[fcnt] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((_features & ADGF_DEMO) == 0) != isFullVersion) // shouldn't happen...
|
|
warning("Your Broken Sword 1 version looks like a %s version but you are starting it as a %s version", isFullVersion ? "full" : "demo", (_features & ADGF_DEMO) ? "demo" : "full");
|
|
|
|
if (foundTypes[TYPE_SPEECH1]) // we found some kind of speech1 file (.clu, .cl3, .clv)
|
|
missingTypes[TYPE_SPEECH1] = false; // so we don't care if there's a different kind missing
|
|
if (foundTypes[TYPE_SPEECH2]) // same for speech2
|
|
missingTypes[TYPE_SPEECH2] = false;
|
|
|
|
if (isFullVersion) // if this is the full version...
|
|
missingTypes[TYPE_DEMO] = false; // then we don't need demo files...
|
|
else // and vice versa
|
|
missingTypes[TYPE_SPEECH1] = missingTypes[TYPE_SPEECH2] = missingTypes[TYPE_CD1] = missingTypes[TYPE_CD2] = false;
|
|
|
|
bool somethingMissing = false;
|
|
for (int i = 0; i < 8; i++)
|
|
somethingMissing |= missingTypes[i];
|
|
if (somethingMissing) { // okay, there *are* files missing
|
|
// first, update the fileExists[] array depending on our changed missingTypes
|
|
if (SwordEngine::isMac()) {
|
|
for (int fileCnt = 0; fileCnt < ARRAYSIZE(_macCdFileList); fileCnt++)
|
|
if (!fileExists[fileCnt]) {
|
|
fileExists[fileCnt] = true;
|
|
for (int flagCnt = 0; flagCnt < 8; flagCnt++)
|
|
if (missingTypes[flagCnt] && ((_macCdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
|
|
fileExists[fileCnt] = false; // this is one of the files we were looking for
|
|
}
|
|
} else if (SwordEngine::isPsx()) {
|
|
for (int fileCnt = 0; fileCnt < ARRAYSIZE(_psxCdFileList); fileCnt++)
|
|
if (!fileExists[fileCnt]) {
|
|
fileExists[fileCnt] = true;
|
|
for (int flagCnt = 0; flagCnt < 8; flagCnt++)
|
|
if (missingTypes[flagCnt] && ((_psxCdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
|
|
fileExists[fileCnt] = false; // this is one of the files we were looking for
|
|
}
|
|
} else {
|
|
for (int fileCnt = 0; fileCnt < ARRAYSIZE(_pcCdFileList); fileCnt++)
|
|
if (!fileExists[fileCnt]) {
|
|
fileExists[fileCnt] = true;
|
|
for (int flagCnt = 0; flagCnt < 8; flagCnt++)
|
|
if (missingTypes[flagCnt] && ((_pcCdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
|
|
fileExists[fileCnt] = false; // this is one of the files we were looking for
|
|
}
|
|
}
|
|
if (missingTypes[TYPE_IMMED]) {
|
|
// important files missing, can't start the game without them
|
|
showFileErrorMsg(TYPE_IMMED, fileExists);
|
|
} else if ((!missingTypes[TYPE_CD1]) && !cd2FilesFound) {
|
|
/* we have all the data from cd one, but not a single one from CD2.
|
|
I'm not sure how we should handle this, for now I'll just assume that the
|
|
user has set up the extrapath correctly and copied the necessary files to HDD.
|
|
A quite optimistic assumption, I'd say. Maybe we should change this for the release
|
|
to warn the user? */
|
|
warning("CD2 data files not found. I hope you know what you're doing and that\n"
|
|
"you have set up the extrapath and additional data correctly.\n"
|
|
"If you didn't, you should better read the ScummVM readme file");
|
|
_systemVars.runningFromCd = true;
|
|
_systemVars.playSpeech = true;
|
|
} else if (missingTypes[TYPE_CD1] || missingTypes[TYPE_CD2]) {
|
|
// several files from CD1 both CDs are missing. we can probably start, but it'll crash sooner or later
|
|
showFileErrorMsg(TYPE_CD1, fileExists);
|
|
} else if (missingTypes[TYPE_SPEECH1] || missingTypes[TYPE_SPEECH2]) {
|
|
// not so important, but there won't be any voices
|
|
if (missingTypes[TYPE_SPEECH1] && missingTypes[TYPE_SPEECH2])
|
|
warning("Unable to find the speech files. The game will work, but you won't hear any voice output.\n"
|
|
"Please copy the SPEECH.CLU files from both CDs and rename them to SPEECH1.CLU and SPEECH2.CLU,\n"
|
|
"corresponding to the CD number.\n"
|
|
"Please read the ScummVM Readme file for more information");
|
|
else
|
|
warning("Unable to find the speech file from CD %d.\n"
|
|
"You won't hear any voice output in that part of the game.\n"
|
|
"Please read the ScummVM Readme file for more information", missingTypes[TYPE_SPEECH1] ? 1 : 2);
|
|
} else if (missingTypes[TYPE_DEMO]) {
|
|
// for the demo version, we simply expect to have all files immediately
|
|
showFileErrorMsg(TYPE_IMMED, fileExists);
|
|
}
|
|
} // everything's fine, let's play.
|
|
/*if (!isFullVersion)
|
|
_systemVars.isDemo = true;
|
|
*/
|
|
// make the demo flag depend on the Gamesettings for now, and not on what the datafiles look like
|
|
_systemVars.isDemo = (_features & ADGF_DEMO) != 0;
|
|
|
|
// Spanish demo has proper speech.clu and uses normal sound and var mapping
|
|
_systemVars.isSpanishDemo = (_systemVars.isDemo && Common::parseLanguage(ConfMan.get("language")) == Common::ES_ESP) != 0;
|
|
}
|
|
|
|
Common::Error SwordEngine::go() {
|
|
_control->checkForOldSaveGames();
|
|
setTotalPlayTime(0);
|
|
|
|
_screen->initFadePaletteServer();
|
|
installTimerRoutines();
|
|
|
|
bool startedFromGMM = false;
|
|
uint16 startPos = ConfMan.getInt("boot_param");
|
|
|
|
if (startPos) {
|
|
_logic->startPositions(startPos);
|
|
} else {
|
|
int saveSlot = ConfMan.getInt("save_slot");
|
|
// Savegames are numbered starting from 1 in the dialog window,
|
|
// but their filenames are numbered starting from 0.
|
|
if (saveSlot >= 0 && _control->savegamesExist() && _control->restoreGameFromFile(saveSlot)) {
|
|
_control->doRestore();
|
|
startedFromGMM = true;
|
|
_systemVars.controlPanelMode = CP_NORMAL;
|
|
} else if (_control->savegamesExist()) {
|
|
_systemVars.snrStatus = SNR_MAINPANEL;
|
|
_systemVars.controlPanelMode = CP_NEWGAME;
|
|
_control->getPlayerOptions();
|
|
|
|
// If player clicked on "Start" (Restart)
|
|
// just ignore it - so game can start from 'startPos'
|
|
// (which will be '0' for normal game anyway)
|
|
if (_systemVars.saveGameFlag == SGF_RESTART)
|
|
_systemVars.saveGameFlag = SGF_DONE;
|
|
}
|
|
}
|
|
|
|
while (!shouldQuit()) {
|
|
if (_systemVars.saveGameFlag == SGF_RESTORE) {
|
|
debug(1, "SwordEngine::go(): Restoring game");
|
|
if (!_control->restoreGame())
|
|
warning("SwordEngine::go(): Couldn't restore game");
|
|
|
|
} else if (_systemVars.saveGameFlag == SGF_RESTART) {
|
|
debug(1, "SwordEngine::go(): Restarting game");
|
|
startPos = 0;
|
|
_logic->startPositions(startPos);
|
|
} else if (!startedFromGMM) { // START GAME
|
|
_logic->startPositions(startPos);
|
|
startPos = 0;
|
|
}
|
|
|
|
mainLoop();
|
|
|
|
if (!shouldQuit()) {
|
|
// the mainloop was left, we have to reinitialize.
|
|
reinitialize();
|
|
}
|
|
}
|
|
|
|
uninstallTimerRoutines();
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
void SwordEngine::showDebugInfo() {
|
|
Object *playerCompact = _objectMan->fetchObject(PLAYER);
|
|
|
|
// Screen coordinates for game cycle string
|
|
int32 gameCycleX = Logic::_scriptVars[SCROLL_OFFSET_X] + 130;
|
|
int32 gameCycleY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for mouse coordinates string
|
|
int32 mouseCoordsX = Logic::_scriptVars[SCROLL_OFFSET_X] + 220;
|
|
int32 mouseCoordsY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for special item string
|
|
int32 specialItemX = Logic::_scriptVars[SCROLL_OFFSET_X] + 350;
|
|
int32 specialItemY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for player coordinates string
|
|
int32 playerCoordsX = Logic::_scriptVars[SCROLL_OFFSET_X] + 475;
|
|
int32 playerCoordsY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for Paris flag string
|
|
int32 parisFlagX = Logic::_scriptVars[SCROLL_OFFSET_X] + 590;
|
|
int32 parisFlagY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for player's script level string
|
|
int32 scriptLevelX = Logic::_scriptVars[SCROLL_OFFSET_X] + 660;
|
|
int32 scriptLevelY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for the talk flag string
|
|
int32 talkFlagX = Logic::_scriptVars[SCROLL_OFFSET_X] + 720;
|
|
int32 talkFlagY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 125;
|
|
|
|
// Screen coordinates for FPS counter string
|
|
int32 fpsX = Logic::_scriptVars[SCROLL_OFFSET_X] + 130;
|
|
int32 fpsY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 145;
|
|
|
|
// Screen coordinates for game speed string
|
|
int32 gameSpeedX = Logic::_scriptVars[SCROLL_OFFSET_X] + 220;
|
|
int32 gameSpeedY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 145;
|
|
|
|
// Screen coordinates for screen number string
|
|
int32 screenX = Logic::_scriptVars[SCROLL_OFFSET_X] + 350;
|
|
int32 screenY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 145;
|
|
|
|
// Screen coordinates for current CD string
|
|
int32 currentCDX = Logic::_scriptVars[SCROLL_OFFSET_X] + 475;
|
|
int32 currentCDY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 145;
|
|
|
|
// Screen coordinates for the end sequence phase string
|
|
int32 endSceneX = Logic::_scriptVars[SCROLL_OFFSET_X] + 590;
|
|
int32 endSceneY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 145;
|
|
|
|
// Screen coordinates for the current text line number string
|
|
int32 textNoX = Logic::_scriptVars[SCROLL_OFFSET_X] + 130;
|
|
int32 textNoY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 165;
|
|
|
|
// Screen coordinates for debug flags string
|
|
int32 debugFlagsX = Logic::_scriptVars[SCROLL_OFFSET_X] + 130;
|
|
int32 debugFlagsY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 185;
|
|
|
|
// Screen coordinates for the paused message string
|
|
int32 pausedX = Logic::_scriptVars[SCROLL_OFFSET_X] + 400;
|
|
int32 pausedY = Logic::_scriptVars[SCROLL_OFFSET_Y] + 315;
|
|
|
|
if (SwordEngine::isPsx()) {
|
|
pausedX += 20;
|
|
pausedY -= 16;
|
|
}
|
|
|
|
uint8 buf[255];
|
|
|
|
if (_systemVars.gamePaused) {
|
|
Common::sprintf_s(buf, "%s", _control->getPauseString());
|
|
_screen->printDebugLine(buf, ' ', pausedX, pausedY);
|
|
}
|
|
|
|
if ((_systemVars.displayDebugText) && (!_systemVars.isDemo)) {
|
|
// Game cycle
|
|
Common::sprintf_s(buf, "%d", _systemVars.gameCycle);
|
|
_screen->printDebugLine(buf, ' ', gameCycleX, gameCycleY);
|
|
|
|
// Mouse coordinates
|
|
Common::sprintf_s(buf, "m %d,%d", Logic::_scriptVars[MOUSE_X], Logic::_scriptVars[MOUSE_Y]);
|
|
_screen->printDebugLine(buf, ' ', mouseCoordsX, mouseCoordsY);
|
|
|
|
// Special item
|
|
Common::sprintf_s(buf, "id %d", Logic::_scriptVars[SPECIAL_ITEM]);
|
|
_screen->printDebugLine(buf, ' ', specialItemX, specialItemY);
|
|
|
|
// Player coordinates
|
|
Common::sprintf_s(buf, "G %d,%d", playerCompact->o_xcoord, playerCompact->o_ycoord);
|
|
_screen->printDebugLine(buf, ' ', playerCoordsX, playerCoordsY);
|
|
|
|
// Paris status flag
|
|
Common::sprintf_s(buf, "pf %d", Logic::_scriptVars[PARIS_FLAG]);
|
|
_screen->printDebugLine(buf, ' ', parisFlagX, parisFlagY);
|
|
|
|
// Player script level
|
|
Common::sprintf_s(buf, "lv %d", playerCompact->o_tree.o_script_level);
|
|
_screen->printDebugLine(buf, ' ', scriptLevelX, scriptLevelY);
|
|
|
|
// Talk flag
|
|
Common::sprintf_s(buf, "tf %d", Logic::_scriptVars[TALK_FLAG]);
|
|
_screen->printDebugLine(buf, ' ', talkFlagX, talkFlagY);
|
|
|
|
// Frames per second
|
|
Common::sprintf_s(buf, "%u fps", _systemVars.framesPerSecondCounter);
|
|
_screen->printDebugLine(buf, ' ', fpsX, fpsY);
|
|
|
|
// Debug game speed (based on pressing keys '1' & '4')
|
|
if (_systemVars.slowMode) {
|
|
Common::sprintf_s(buf, "(slow)");
|
|
} else if (_systemVars.fastMode) {
|
|
Common::sprintf_s(buf, "(fast)");
|
|
} else {
|
|
Common::sprintf_s(buf, "(norm)");
|
|
}
|
|
|
|
_screen->printDebugLine(buf, ' ', gameSpeedX, gameSpeedY);
|
|
|
|
// Screen number
|
|
Common::sprintf_s(buf, "screen %d", Logic::_scriptVars[SCREEN]);
|
|
_screen->printDebugLine(buf, ' ', screenX, screenY);
|
|
|
|
// CD in use
|
|
Common::sprintf_s(buf, "CD-%d", _systemVars.currentCD);
|
|
_screen->printDebugLine(buf, ' ', currentCDX, currentCDY);
|
|
|
|
// End sequence scene number
|
|
if (Logic::_scriptVars[END_SCENE]) {
|
|
Common::sprintf_s(buf, "scene %d", Logic::_scriptVars[END_SCENE]);
|
|
_screen->printDebugLine(buf, ' ', endSceneX, endSceneY);
|
|
}
|
|
|
|
// Debug flags
|
|
if ((Logic::_scriptVars[DEBUG_FLAG_1] > 0) || (Logic::_scriptVars[DEBUG_FLAG_2] > 0) || (Logic::_scriptVars[DEBUG_FLAG_3] > 0)) {
|
|
Common::sprintf_s(buf, "debug flags: %d, %d, %d",
|
|
Logic::_scriptVars[DEBUG_FLAG_1],
|
|
Logic::_scriptVars[DEBUG_FLAG_2],
|
|
Logic::_scriptVars[DEBUG_FLAG_3]);
|
|
_screen->printDebugLine(buf, ' ', debugFlagsX, debugFlagsY);
|
|
}
|
|
}
|
|
|
|
if (_systemVars.displayDebugText) {
|
|
// Text line number
|
|
if (_logic->canShowDebugTextNumber()) {
|
|
Common::sprintf_s(buf, "TEXT %d", _systemVars.textNumber);
|
|
_screen->printDebugLine(buf, ' ', textNoX, textNoY);
|
|
}
|
|
}
|
|
|
|
if (_systemVars.displayDebugGrid) {
|
|
_logic->plotRouteGrid(playerCompact);
|
|
_screen->fullRefresh(true);
|
|
}
|
|
|
|
if (_systemVars.displayDebugMouse) {
|
|
// Draw a cross shaped cursor under the mouse cursor
|
|
_screen->plotPoint(Logic::_scriptVars[MOUSE_X] - 128, Logic::_scriptVars[MOUSE_Y] - 128, 255);
|
|
_screen->plotPoint(Logic::_scriptVars[MOUSE_X] - 130, Logic::_scriptVars[MOUSE_Y] - 128, 255);
|
|
_screen->plotPoint(Logic::_scriptVars[MOUSE_X] - 128, Logic::_scriptVars[MOUSE_Y] - 130, 255);
|
|
_screen->plotPoint(Logic::_scriptVars[MOUSE_X] - 128, Logic::_scriptVars[MOUSE_Y] - 126, 255);
|
|
_screen->plotPoint(Logic::_scriptVars[MOUSE_X] - 126, Logic::_scriptVars[MOUSE_Y] - 128, 255);
|
|
|
|
// Draw a cross shaped cursor on the player coordinates
|
|
_screen->plotPoint(playerCompact->o_xcoord - 128, playerCompact->o_ycoord - 128, 255);
|
|
_screen->plotPoint(playerCompact->o_xcoord - 130, playerCompact->o_ycoord - 128, 255);
|
|
_screen->plotPoint(playerCompact->o_xcoord - 128, playerCompact->o_ycoord - 130, 255);
|
|
_screen->plotPoint(playerCompact->o_xcoord - 128, playerCompact->o_ycoord - 126, 255);
|
|
_screen->plotPoint(playerCompact->o_xcoord - 126, playerCompact->o_ycoord - 128, 255);
|
|
|
|
_screen->fullRefresh(true);
|
|
}
|
|
}
|
|
|
|
void SwordEngine::setMenuToTargetState() {
|
|
_menu->setToTargetState();
|
|
}
|
|
|
|
void SwordEngine::checkCd() {
|
|
uint8 needCd = _cdList[Logic::_scriptVars[NEW_SCREEN]];
|
|
if (_systemVars.runningFromCd) { // are we running from cd?
|
|
if (needCd == 0) { // needCd == 0 means we can use either CD1 or CD2.
|
|
if (_systemVars.currentCD == 0) {
|
|
_systemVars.currentCD = 1; // if there is no CD currently inserted, ask for CD1.
|
|
askForCd();
|
|
} // else: there is already a cd inserted and we don't care if it's cd1 or cd2.
|
|
} else if (needCd != _systemVars.currentCD) { // we need a different CD than the one in drive.
|
|
_sound->closeCowSystem(); // close music and sound files before changing CDs
|
|
_systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd,
|
|
askForCd(); // so it has to be updated before calling it.
|
|
}
|
|
} else { // we're running from HDD, we don't have to care about music files and Sound will take care of
|
|
if (needCd) // switching sound.clu files on Sound::newScreen by itself, so there's nothing to be done.
|
|
_systemVars.currentCD = needCd;
|
|
else if (_systemVars.currentCD == 0)
|
|
_systemVars.currentCD = 1;
|
|
}
|
|
}
|
|
|
|
void SwordEngine::askForCd() {
|
|
char buf[255];
|
|
|
|
_control->askForCdMessage(SwordEngine::_systemVars.currentCD, false);
|
|
|
|
_screen->fnSetFadeTargetPalette(0, 1, 0, BORDER_BLACK); // Set colour 0 to black - for screen borders
|
|
_screen->fnSetFadeTargetPalette(193, 1, 0, TEXT_WHITE); // Set colours 193 to white - for letters
|
|
|
|
while (!shouldQuit()) {
|
|
_screen->startFadePaletteUp(1);
|
|
|
|
uint32 startTime = _system->getMillis();
|
|
while (_screen->stillFading()) {
|
|
if (_vblCount >= _rate)
|
|
_vblCount = 0;
|
|
|
|
pollInput(0);
|
|
|
|
// In the remote event that this wait cycle gets
|
|
// stuck during debugging, trigger a timeout
|
|
if (_system->getMillis() - startTime > 1000)
|
|
break;
|
|
}
|
|
|
|
while (_customType == kActionNone && _keyPressed.keycode == Common::KEYCODE_INVALID && !shouldQuit()) {
|
|
pollInput(0);
|
|
}
|
|
|
|
startFadePaletteDown(1);
|
|
|
|
startTime = _system->getMillis();
|
|
while (_screen->stillFading()) {
|
|
if (_vblCount >= _rate)
|
|
_vblCount = 0;
|
|
|
|
pollInput(0);
|
|
|
|
// In the remote event that this wait cycle gets
|
|
// stuck during debugging, trigger a timeout
|
|
if (_system->getMillis() - startTime > 1000)
|
|
break;
|
|
}
|
|
|
|
startTime = _system->getMillis();
|
|
while (_system->getMillis() - startTime < 500) {
|
|
pollInput(0);
|
|
};
|
|
|
|
_keyPressed.reset();
|
|
_customType = kActionNone;
|
|
|
|
// At this point the original code sets colors 1 to 180 to grey;
|
|
// the only visible effect of this is that the screen flashes when
|
|
// loading a save state. It's not clear what the original wanted to do.
|
|
// for (int i = 1; i < 180; i++) {
|
|
// SetPalette(i, 1, _grey);
|
|
// }
|
|
|
|
Common::sprintf_s(buf, "cd%d.id", SwordEngine::_systemVars.currentCD);
|
|
if (Common::File::exists(buf))
|
|
break;
|
|
|
|
_control->askForCdMessage(SwordEngine::_systemVars.currentCD, true);
|
|
}
|
|
}
|
|
|
|
uint8 SwordEngine::mainLoop() {
|
|
_keyPressed.reset();
|
|
_customType = kActionNone;
|
|
_systemVars.gameCycle = 1;
|
|
|
|
do {
|
|
if (shouldQuit())
|
|
break;
|
|
|
|
if (Logic::_scriptVars[NEW_SCREEN] > 50)
|
|
_objectMan->mainLoopPatch();
|
|
|
|
checkCd();
|
|
|
|
_screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
|
|
|
|
do {
|
|
uint32 newTime;
|
|
uint32 frameTime = _system->getMillis();
|
|
|
|
bool scrollFrameShown = false;
|
|
|
|
_systemVars.saveGameFlag = SGF_DONE;
|
|
|
|
_systemVars.gameCycle++;
|
|
|
|
_logic->engine();
|
|
_sound->setCrossFadeIncrement();
|
|
_logic->updateScreenParams(); // sets scrolling
|
|
|
|
_screen->draw();
|
|
|
|
showDebugInfo();
|
|
|
|
_mouse->animate();
|
|
|
|
if (!Logic::_scriptVars[NEW_PALETTE]) {
|
|
newTime = _system->getMillis();
|
|
if ((int32)(newTime - frameTime) < _targetFrameTime / 2) {
|
|
scrollFrameShown = _screen->showScrollFrame();
|
|
pollInput((_targetFrameTime / 2) - (_system->getMillis() - frameTime));
|
|
}
|
|
|
|
_mainLoopFrameCount++;
|
|
}
|
|
|
|
_sound->engine();
|
|
|
|
newTime = _system->getMillis();
|
|
if (((int32)(newTime - frameTime) < _targetFrameTime) || (!scrollFrameShown))
|
|
_screen->updateScreen();
|
|
_mainLoopFrameCount++;
|
|
pollInput((_targetFrameTime) - (_system->getMillis() - frameTime));
|
|
|
|
_vblCount = 0; // Reset the vBlank counter for the other timers...
|
|
|
|
// Calculation for the frames per second counter for the debug text
|
|
if (_ticker > 5000)
|
|
_ticker = 0;
|
|
if (_ticker > 1000) {
|
|
_systemVars.framesPerSecondCounter = _mainLoopFrameCount;
|
|
_mainLoopFrameCount = 0;
|
|
_ticker -= 1000;
|
|
}
|
|
|
|
_mouse->engine(_mouseCoord.x, _mouseCoord.y, _mouseState);
|
|
|
|
checkKeys();
|
|
|
|
if (_systemVars.saveGameFlag == SGF_SAVE) {
|
|
_control->getPlayerOptions();
|
|
debug(1, "SwordEngine::mainLoop(): Returned to mainloop() from getPlayerOptions()");
|
|
}
|
|
|
|
_mouseState = 0;
|
|
_keyPressed.reset();
|
|
_customType = kActionNone;
|
|
|
|
} while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) &&
|
|
(_systemVars.saveGameFlag == SGF_DONE || _systemVars.saveGameFlag == SGF_SAVE) &&
|
|
(!shouldQuit()));
|
|
|
|
if ((Logic::_scriptVars[SCREEN] != 53) && !shouldQuit()) {
|
|
startFadePaletteDown(1);
|
|
}
|
|
|
|
_screen->quitScreen(); // Close graphic resources
|
|
waitForFade();
|
|
|
|
_sound->clearAllFx(); // Purge the sound AFTER they've been faded
|
|
|
|
_objectMan->closeSection(Logic::_scriptVars[SCREEN]); // Close the section that PLAYER has just left, if it's empty now
|
|
} while ((_systemVars.saveGameFlag < SGF_RESTORE) && (!shouldQuit()));
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SwordEngine::waitForFade() {
|
|
uint32 startTime = _system->getMillis();
|
|
while (_screen->stillFading()) { // This indirectly also waits for FX to be faded
|
|
if (_vblCount >= _rate)
|
|
_vblCount = 0;
|
|
|
|
pollInput(0);
|
|
|
|
// In the remote event that this wait cycle gets
|
|
// stuck during debugging, trigger a timeout
|
|
if (_system->getMillis() - startTime > 2000)
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SwordEngine::pollInput(uint32 delay) { //copied and mutilated from sky.cpp
|
|
|
|
Common::Event event;
|
|
uint32 start = _system->getMillis();
|
|
|
|
do {
|
|
while (_eventMan->pollEvent(event)) {
|
|
switch (event.type) {
|
|
case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
|
|
_customType = event.customType;
|
|
break;
|
|
case Common::EVENT_KEYDOWN:
|
|
_keyPressed = event.kbd;
|
|
break;
|
|
case Common::EVENT_MOUSEMOVE:
|
|
_mouseCoord = event.mouse;
|
|
break;
|
|
case Common::EVENT_LBUTTONDOWN:
|
|
_mouseState |= BS1L_BUTTON_DOWN;
|
|
_mouseCoord = event.mouse;
|
|
break;
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
_mouseState |= BS1R_BUTTON_DOWN;
|
|
_mouseCoord = event.mouse;
|
|
break;
|
|
case Common::EVENT_LBUTTONUP:
|
|
_mouseState |= BS1L_BUTTON_UP;
|
|
_mouseCoord = event.mouse;
|
|
break;
|
|
case Common::EVENT_RBUTTONUP:
|
|
_mouseState |= BS1R_BUTTON_UP;
|
|
_mouseCoord = event.mouse;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
_sound->updateMusicStreaming();
|
|
|
|
_screen->_screenAccessMutex.lock();
|
|
_system->updateScreen();
|
|
_screen->_screenAccessMutex.unlock();
|
|
|
|
if (delay > 0)
|
|
_system->delayMillis(10);
|
|
|
|
} while (_system->getMillis() < start + delay);
|
|
}
|
|
|
|
bool SwordEngine::mouseIsActive() {
|
|
return Logic::_scriptVars[MOUSE_STATUS] & 1;
|
|
}
|
|
|
|
// The following function is needed to restore proper status after GMM load game
|
|
void SwordEngine::reinitRes() {
|
|
checkCd(); // Reset currentCD var to correct value
|
|
_screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
|
|
Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
|
|
_logic->engine();
|
|
_logic->updateScreenParams();
|
|
_screen->fullRefresh();
|
|
_screen->draw();
|
|
}
|
|
|
|
void SwordEngine::updateTopMenu() {
|
|
_menu->refresh(MENU_TOP);
|
|
}
|
|
|
|
void SwordEngine::updateBottomMenu() {
|
|
_menu->refresh(MENU_BOT);
|
|
}
|
|
|
|
void SwordEngine::fadePaletteStep() {
|
|
_screen->fadePalette();
|
|
}
|
|
|
|
void SwordEngine::startFadePaletteDown(int speed) {
|
|
_screen->startFadePaletteDown(speed);
|
|
_sound->fadeFxDown(speed);
|
|
}
|
|
|
|
void SwordEngine::startFadePaletteUp(int speed) {
|
|
_screen->startFadePaletteUp(speed);
|
|
_sound->fadeFxUp(speed);
|
|
}
|
|
|
|
static void vblCallback(void *refCon) {
|
|
SwordEngine *vm = (SwordEngine *)refCon;
|
|
|
|
vm->_ticker += 10;
|
|
vm->_inTimer++;
|
|
|
|
if (vm->_inTimer == 0) {
|
|
vm->_vblCount++;
|
|
vm->_vbl60HzUSecElapsed += TIMER_USEC;
|
|
|
|
if (!vm->screenIsFading()) {
|
|
if ((vm->_vblCount == 1) || (vm->_vblCount == 5)) {
|
|
vm->updateTopMenu();
|
|
}
|
|
|
|
if ((vm->_vblCount == 3) || (vm->_vblCount == 7)) {
|
|
vm->updateBottomMenu();
|
|
}
|
|
} else if (vm->fadeDirectionIsUp()) {
|
|
// This is an optimization for all the locks introduced
|
|
// with the fade palette changes: we disable the menu
|
|
// updates whenever the palette is fading, and we bring
|
|
// the menu to its target state.
|
|
vm->setMenuToTargetState();
|
|
}
|
|
|
|
if (vm->_vbl60HzUSecElapsed >= PALETTE_FADE_USEC) {
|
|
vm->_vbl60HzUSecElapsed -= PALETTE_FADE_USEC;
|
|
|
|
vm->fadePaletteStep();
|
|
}
|
|
}
|
|
|
|
vm->_inTimer--;
|
|
}
|
|
|
|
bool SwordEngine::screenIsFading() {
|
|
return _screen->stillFading() != 0;
|
|
}
|
|
|
|
bool SwordEngine::fadeDirectionIsUp() {
|
|
return _screen->stillFading() == 1;
|
|
}
|
|
|
|
void SwordEngine::installTimerRoutines() {
|
|
debug(2, "SwordEngine::installTimerRoutines(): Installing timers...");
|
|
_ticker = 0;
|
|
getTimerManager()->installTimerProc(&vblCallback, 1000000 / TIMER_RATE, this, "AILTimer");
|
|
_sound->installFadeTimer();
|
|
}
|
|
|
|
void SwordEngine::uninstallTimerRoutines() {
|
|
debug(2, "SwordEngine::uninstallTimerRoutines(): Uninstalling timers...");
|
|
getTimerManager()->removeTimerProc(&vblCallback);
|
|
_sound->uninstallFadeTimer();
|
|
}
|
|
|
|
} // End of namespace Sword1
|