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02a157e745
global variable which will hopefully be dealt with later.) svn-id: r10734
543 lines
13 KiB
C++
543 lines
13 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "bs2/build_display.h"
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#include "bs2/console.h"
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#include "bs2/controls.h"
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#include "bs2/credits.h"
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#include "bs2/debug.h"
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#include "bs2/events.h"
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#include "bs2/header.h"
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#include "bs2/interpreter.h"
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#include "bs2/layers.h"
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#include "bs2/logic.h"
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#include "bs2/maketext.h"
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#include "bs2/memory.h"
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#include "bs2/mouse.h"
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#include "bs2/protocol.h"
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#include "bs2/resman.h"
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#include "bs2/save_rest.h"
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#include "bs2/scroll.h"
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#include "bs2/sound.h"
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#include "bs2/speech.h"
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#include "bs2/startup.h"
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#include "bs2/sword2.h"
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#include "bs2/sync.h"
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#include "bs2/driver/driver96.h"
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#include "bs2/driver/palette.h"
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extern uint16 _debugLevel;
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static const TargetSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword II", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{"sword2alt", "Broken Sword II (alt)", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
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{"sword2demo", "Broken Sword II (Demo)", GID_SWORD2_DEMO, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
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};
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const TargetSettings *Engine_SWORD2_targetList() {
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return sword2_settings;
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}
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Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
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return new Sword2::Sword2Engine(detector, syst);
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}
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REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_targetList, Engine_SWORD2_create);
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namespace Sword2 {
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uint8 quitGame = 0;
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// version & owner details
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// So version string is 18 bytes long :
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// Version String = <8 byte header,5 character version, \0, INT32 time>
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uint8 version_string[HEAD_LEN + 10] = { 1, 255, 37, 22, 45, 128, 34, 67 };
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uint8 unencoded_name[HEAD_LEN + 48] = {
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76, 185, 205, 23, 44, 34, 24, 34,
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'R','e','v','o','l','u','t','i','o','n',' ',
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'S','o','f','t','w','a','r','e',' ','L','t','d',
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0 };
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uint8 encoded_name[HEAD_LEN + 48] = {
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44, 32, 190, 222, 123, 65, 233, 99,
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179, 209, 225, 157, 222, 238, 219, 209, 143, 224, 133, 190,
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232, 209, 162, 177, 198, 228, 202, 146, 180, 232, 214, 65,
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65, 65, 116, 104, 116, 114, 107, 104, 32, 49, 64, 35, 123,
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125, 61, 45, 41, 40, 163, 36, 49, 123, 125, 10 };
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uint8 gamePaused = 0;
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uint8 graphics_level_fudged = 0;
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uint8 stepOneCycle = 0; // for use while game paused
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Sword2Engine *g_sword2 = NULL;
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Sound *g_sound = NULL;
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Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
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: Engine(detector, syst) {
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_detector = detector;
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g_sword2 = this;
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_features = detector->_game.features;
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_gameId = detector->_game.id;
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_game_name = strdup(detector->_gameFileName.c_str());
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_debugLevel = ConfMan.getInt("debuglevel");
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// Setup mixer
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if (!_mixer->bindToSystem(syst))
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warning("Sound initialization failed");
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// We have our own volume settings panel, so don't let ScummVM's mixer
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// soften the sound in any way.
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_mixer->setVolume(256);
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_mixer->setMusicVolume(256);
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g_sound = _sound = new Sound(_mixer);
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}
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void Sword2Engine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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int32 Sword2Engine::InitialiseGame(void) {
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// init engine drivers
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uint8 *file;
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// get some falling RAM and put it in your pocket, never let it slip
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// away
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debug(5, "CALLING: memory.init");
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memory.init();
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// initialise the resource manager
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debug(5, "CALLING: res_man.init");
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res_man.init();
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// initialise global script variables
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// res 1 is the globals list
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file = res_man.open(1);
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debug(5, "CALLING: SetGlobalInterpreterVariables");
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SetGlobalInterpreterVariables((int32 * ) (file + sizeof(_standardHeader)));
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// DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF
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// MEMORY SO IT CAN'T MOVE!
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// DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT
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// CAN'T MOVE!
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file = res_man.open(8);
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// Set up font resource variables for this language version
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debug(5, "CALLING: initialiseFontResourceFlags");
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initialiseFontResourceFlags();
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// set up the console system
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debug(5, "CALLING: Init_console");
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Init_console();
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#ifdef _SWORD2_DEBUG
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// read in all the startup information
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debug(5, "CALLING: Init_start_menu");
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Init_start_menu();
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#endif
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debug(5, "CALLING: Init_sync_system");
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Init_sync_system();
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debug(5, "CALLING: Init_event_system");
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Init_event_system();
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// initialise the sound fx queue
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debug(5, "CALLING: Init_fx_queue");
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Init_fx_queue();
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// all demos (not just web)
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if (_gameId == GID_SWORD2_DEMO) {
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// set script variable
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DEMO = 1;
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}
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return 0;
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}
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void Close_game() {
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debug(5, "Close_game() STARTING:");
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EraseBackBuffer();
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// Stop music instantly!
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Kill_music();
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// free the memory again
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memory.exit();
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res_man.exit();
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}
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int32 GameCycle(void) {
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// do one game cycle
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//got a screen to run?
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if (LLogic.getRunList()) {
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//run the logic session UNTIL a full loop has been performed
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do {
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// reset the graphic 'buildit' list before a new
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// logic list (see FN_register_frame)
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Reset_render_lists();
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// reset the mouse hot-spot list (see FN_register_mouse
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// & FN_register_frame)
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Reset_mouse_list();
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// keep going as long as new lists keep getting put in
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// - i.e. screen changes
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} while (LLogic.processSession());
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} else {
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// start the console and print the start options perhaps?
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StartConsole();
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Print_to_console("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
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}
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// if this screen is wide, recompute the scroll offsets every cycle
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if (this_screen.scroll_flag)
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Set_scrolling();
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Mouse_engine();
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Process_fx_queue();
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// update age and calculate previous cycle memory usage
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res_man.nextCycle();
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if (quitGame)
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return 1;
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return 0;
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}
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void Sword2Engine::go() {
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uint32 rv;
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uint8 breakOut = 0;
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_keyboardEvent ke;
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// Call the application "Revolution" until the resource manager is
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// ready to dig the name out of a text file. See InitialiseGame()
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// which calls InitialiseFontResourceFlags() in maketext.cpp
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//
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// Have to do it like this since we cannot really fire up the resource
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// manager until a window has been created as any errors are displayed
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// via a window, thus time becomes a loop.
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debug(5, "CALLING: InitialiseDisplay");
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rv = InitialiseDisplay(640, 480);
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if (rv != RD_OK) {
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// ReportDriverError(rv);
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CloseAppWindow();
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return;
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}
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debug(5, "CALLING: readOptionSettings");
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gui.readOptionSettings();
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debug(5, "CALLING: InitialiseGame");
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if (InitialiseGame()) {
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CloseAppWindow();
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return;
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}
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if (_saveSlot != -1) {
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if (SaveExists(_saveSlot))
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RestoreGame(_saveSlot);
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else { // show restore menu
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Set_mouse(NORMAL_MOUSE_ID);
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if (!gui.restoreControl())
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Start_game();
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}
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} else
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Start_game();
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debug(5, "CALLING: InitialiseRenderCycle");
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InitialiseRenderCycle();
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while (1) {
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ServiceWindows();
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#ifdef _SWORD2_DEBUG
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// FIXME: If we want this, we should re-work it to use the backend's
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// screenshot functionality.
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// if (grabbingSequences && !console_status)
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// GrabScreenShot();
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#endif
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// if we are closing down the game, break out of main game loop
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if (breakOut)
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break;
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#ifdef _SWORD2_DEBUG
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if (console_status) {
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if (One_console()) {
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EndConsole();
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UnpauseAllSound(); // see sound.cpp
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}
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}
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#endif
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// not in console mode - if the console is quit we want to get
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// a logic cycle in before
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if (!console_status) {
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// the screen is build. Mostly because of first scroll
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// cycle stuff
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#ifdef _SWORD2_DEBUG
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// if we've just stepped forward one cycle while the
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// game was paused
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if (stepOneCycle) {
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PauseGame();
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stepOneCycle = 0;
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}
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#endif
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if (KeyWaiting()) {
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ReadKey(&ke);
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char c = toupper(ke.ascii);
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#ifdef _SWORD2_DEBUG
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// ESC whether paused or not
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if (ke.keycode == 27) {
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PauseAllSound(); // see sound.cpp
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StartConsole(); // start the console
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} else
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#endif
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if (gamePaused) { // if currently paused
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if (c == 'P') {
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// 'P' while paused = unpause!
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UnpauseGame();
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}
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#ifdef _SWORD2_DEBUG
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// frame-skipping only allowed on
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// debug version
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else if (c == ' ') {
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// SPACE bar while paused =
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// step one frame!
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stepOneCycle = 1;
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UnpauseGame();
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}
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#endif
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} else if (c == 'P') {
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// 'P' while not paused = pause!
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PauseGame();
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} else if (c == 'C' && _gameId == GID_SWORD2) {
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FN_play_credits(NULL);
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}
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#ifdef _SWORD2_DEBUG
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else if (c == 'S') {
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// 'S' toggles speed up (by skipping
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// display rendering)
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renderSkip = 1 - renderSkip;
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}
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#endif
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}
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// skip GameCycle if we're paused
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if (gamePaused == 0) {
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#ifdef _SWORD2_DEBUG
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gameCycle++;
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#endif
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if (GameCycle()) {
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// break out of main game loop
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break;
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}
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}
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#ifdef _SWORD2_DEBUG
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// creates the debug text blocks
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Build_debug_text();
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#endif
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}
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#ifdef _SWORD2_DEBUG
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// if not in console & 'renderSkip' is set, only render
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// display once every 4 game-cycles
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if (console_status || renderSkip == 0 || (gameCycle % 4) == 0)
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Build_display(); // create and flip the screen
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#else
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// create and flip the screen
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Build_display();
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#endif
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}
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Close_game(); //close engine systems down
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CloseAppWindow();
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return; //quit the game
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}
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void Sword2Engine::Start_game(void) {
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// boot the game straight into a start script
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int screen_manager_id;
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debug(5, "Start_game() STARTING:");
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// all demos not just web
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if (_gameId == GID_SWORD2_DEMO)
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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// FIXME this could be validated against startup.inf for valid numbers
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// to stop people shooting themselves in the foot
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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char *raw_script;
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char *raw_data_ad;
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// the required start-scripts are both script #1 in the respective
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// ScreenManager objects
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uint32 null_pc = 1;
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// open george object, ready for start script to reference
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raw_data_ad = (char *) res_man.open(8);
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// open the ScreenManager object
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raw_script = (char *) res_man.open(screen_manager_id);
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// run the start script now (because no console)
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RunScript(raw_script, raw_data_ad, &null_pc);
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// close the ScreenManager object
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res_man.close(screen_manager_id);
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// close george
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res_man.close(8);
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debug(5, "Start_game() DONE.");
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}
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// FIXME: Move this to some better place?
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void sleepUntil(int32 time) {
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while ((int32) SVM_timeGetTime() < time) {
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g_sword2->parseEvents();
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// Make sure menu animations and fades don't suffer
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ProcessMenu();
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ServiceWindows();
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g_system->delay_msecs(10);
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}
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}
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void PauseGame(void) {
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// uint8 *text;
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// open text file & get the line "PAUSED"
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// text = FetchTextLine(res_man.open(3258), 449);
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// pause_text_bloc_no = Build_new_block(text + 2, 320, 210, 640, 184, RDSPR_TRANS | RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE);
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// now ok to close the text file
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// res_man.close(3258);
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// don't allow Pause while screen fading or while black (James 03sep97)
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if (GetFadeStatus() != RDFADE_NONE)
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return;
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PauseAllSound();
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//make a normal mouse
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ClearPointerText();
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// mouse_mode=MOUSE_normal;
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//this is the only place allowed to do it this way
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SetLuggageAnim(NULL, 0);
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// blank cursor
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Set_mouse(0);
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// forces engine to choose a cursor
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mouse_touching = 1;
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// if level at max, turn down because palette-matching won't work
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// when dimmed
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if (gui._currentGraphicsLevel == 3) {
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gui.updateGraphicsLevel(2);
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graphics_level_fudged = 1;
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}
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// don't dim it if we're single-stepping through frames
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// dim the palette during the pause (James26jun97)
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if (stepOneCycle == 0)
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DimPalette();
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gamePaused = 1;
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}
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void UnpauseGame(void) {
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// removed "PAUSED" from screen
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// Kill_text_bloc(pause_text_bloc_no);
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if (OBJECT_HELD && real_luggage_item)
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Set_luggage(real_luggage_item);
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UnpauseAllSound();
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// put back game screen palette; see Build_display.cpp
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SetFullPalette(0xffffffff);
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// If graphics level at max, turn up again
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if (graphics_level_fudged) {
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gui.updateGraphicsLevel(3);
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graphics_level_fudged = 0;
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}
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gamePaused = 0;
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unpause_zone = 2;
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// if mouse is about or we're in a chooser menu
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if (!mouse_status || choosing)
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Set_mouse(NORMAL_MOUSE_ID);
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}
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} // End of namespace Sword2
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