scummvm/engines/sword2/sword2.cpp
Eugene Sandulenko cd8a5f3a98 First phase of detection-related plugins interface improvements. Now plugins
return StringMap instead of fixed list of parameters. This adds great
flexibility.

Current patch should not alter any functionality, i.e. if there are regressions,
submit a report. Phase 2 will benefit from these changes and will come later.

svn-id: r25134
2007-01-20 21:27:57 +00:00

719 lines
18 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
namespace Sword2 {
struct GameSettings {
const char *gameid;
const char *description;
uint32 features;
const char *detectname;
};
static const GameSettings sword2_settings[] = {
/* Broken Sword 2 */
{"sword2", "Broken Sword 2: The Smoking Mirror", 0, "players.clu" },
{"sword2alt", "Broken Sword 2: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
{"sword2demo", "Broken Sword 2: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
{NULL, NULL, 0, NULL}
};
} // End of namespace Sword2
GameList Engine_SWORD2_gameIDList() {
const Sword2::GameSettings *g = Sword2::sword2_settings;
GameList games;
while (g->gameid) {
games.push_back(GameDescriptor(g->gameid, g->description));
g++;
}
return games;
}
GameDescriptor Engine_SWORD2_findGameID(const char *gameid) {
const Sword2::GameSettings *g = Sword2::sword2_settings;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
break;
g++;
}
return GameDescriptor(g->gameid, g->description);
}
GameList Engine_SWORD2_detectGames(const FSList &fslist) {
GameList detectedGames;
const Sword2::GameSettings *g;
// TODO: It would be nice if we had code here which distinguishes
// between the 'sword2' and 'sword2demo' targets. The current code
// can't do that since they use the same detectname.
for (g = Sword2::sword2_settings; g->gameid; ++g) {
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *fileName = file->name().c_str();
if (0 == scumm_stricmp(g->detectname, fileName)) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(GameDescriptor(g->gameid, g->description));
break;
}
}
}
}
return detectedGames;
}
PluginError Engine_SWORD2_create(OSystem *syst, Engine **engine) {
assert(syst);
assert(engine);
FSList fslist;
FilesystemNode dir(ConfMan.get("path"));
if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
return kInvalidPathError;
}
// Invoke the detector
Common::String gameid = ConfMan.get("gameid");
GameList detectedGames = Engine_SWORD2_detectGames(fslist);
for (uint i = 0; i < detectedGames.size(); i++) {
if (detectedGames[i].gameid() == gameid) {
*engine = new Sword2::Sword2Engine(syst);
return kNoError;
}
}
return kNoGameDataFoundError;
}
REGISTER_PLUGIN(SWORD2, "Broken Sword 2", "Broken Sword Games (C) Revolution");
namespace Sword2 {
Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
// Add default file directories
Common::File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
Common::File::addDefaultDirectory(_gameDataPath + "SWORD2/");
Common::File::addDefaultDirectory(_gameDataPath + "VIDEO/");
Common::File::addDefaultDirectory(_gameDataPath + "clusters/");
Common::File::addDefaultDirectory(_gameDataPath + "sword2/");
Common::File::addDefaultDirectory(_gameDataPath + "video/");
if (0 == scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2demo"))
_features = GF_DEMO;
else
_features = 0;
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
_memory = NULL;
_resman = NULL;
_sound = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_fontRenderer = NULL;
_debugger = NULL;
_keyboardEvent.pending = false;
_keyboardEvent.repeat = 0;
_mouseEvent.pending = false;
_wantSfxDebug = false;
#ifdef SWORD2_DEBUG
_stepOneCycle = false;
_renderSkip = false;
#endif
_gamePaused = false;
_graphicsLevelFudged = false;
_gameCycle = 0;
_gameSpeed = 1;
_quit = false;
}
Sword2Engine::~Sword2Engine() {
delete _debugger;
delete _sound;
delete _fontRenderer;
delete _screen;
delete _mouse;
delete _logic;
delete _resman;
delete _memory;
}
GUI::Debugger *Sword2Engine::getDebugger() {
return _debugger;
}
void Sword2Engine::registerDefaultSettings() {
ConfMan.registerDefault("gfx_details", 2);
ConfMan.registerDefault("reverse_stereo", false);
}
void Sword2Engine::readSettings() {
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
setSubtitles(ConfMan.getBool("subtitles"));
_sound->muteMusic(ConfMan.getBool("music_mute"));
_sound->muteSpeech(ConfMan.getBool("speech_mute"));
_sound->muteFx(ConfMan.getBool("sfx_mute"));
_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
}
void Sword2Engine::writeSettings() {
ConfMan.setInt("music_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType));
ConfMan.setInt("speech_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType));
ConfMan.setInt("sfx_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType));
ConfMan.setBool("music_mute", _sound->isMusicMute());
ConfMan.setBool("speech_mute", _sound->isSpeechMute());
ConfMan.setBool("sfx_mute", _sound->isFxMute());
ConfMan.setInt("gfx_details", _screen->getRenderLevel());
ConfMan.setBool("subtitles", getSubtitles());
ConfMan.setBool("object_labels", _mouse->getObjectLabels());
ConfMan.setInt("reverse_stereo", _sound->isReverseStereo());
ConfMan.flushToDisk();
}
int Sword2Engine::getFramesPerSecond() {
return _gameSpeed * FRAMES_PER_SECOND;
}
/**
* The global script variables and player object should be kept open throughout
* the game, so that they are never expelled by the resource manager.
*/
void Sword2Engine::setupPersistentResources() {
_logic->_scriptVars = _resman->openResource(1) + ResHeader::size();
_resman->openResource(CUR_PLAYER_ID);
}
int Sword2Engine::init() {
// Get some falling RAM and put it in your pocket, never let it slip
// away
_debugger = NULL;
_sound = NULL;
_fontRenderer = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_resman = NULL;
_memory = NULL;
_system->beginGFXTransaction();
initCommonGFX(true);
_screen = new Screen(this, 640, 480);
_system->endGFXTransaction();
// Create the debugger as early as possible (but not before the
// screen object!) so that errors can be displayed in it. In
// particular, we want errors about missing files to be clearly
// visible to the user.
_debugger = new Debugger(this);
_memory = new MemoryManager(this);
_resman = new ResourceManager(this);
if (!_resman->init())
return 1;
_logic = new Logic(this);
_fontRenderer = new FontRenderer(this);
_sound = new Sound(this);
_mouse = new Mouse(this);
// Setup mixer
if (!_mixer->isReady())
warning("Sound initialization failed");
registerDefaultSettings();
readSettings();
initStartMenu();
// During normal gameplay, we care neither about mouse button releases
// nor the scroll wheel.
setInputEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
setupPersistentResources();
initialiseFontResourceFlags();
if (_features & GF_DEMO)
_logic->writeVar(DEMO, 1);
else
_logic->writeVar(DEMO, 0);
if (_saveSlot != -1) {
if (saveExists(_saveSlot))
restoreGame(_saveSlot);
else {
RestoreDialog dialog(this);
if (!dialog.runModal())
startGame();
}
} else if (!_bootParam && saveExists()) {
int32 pars[2] = { 221, FX_LOOP };
bool result;
_mouse->setMouse(NORMAL_MOUSE_ID);
_logic->fnPlayMusic(pars);
StartDialog dialog(this);
result = (dialog.runModal() != 0);
// If the game is started from the beginning, the cutscene
// player will kill the music for us. Otherwise, the restore
// will either have killed the music, or done a crossfade.
if (_quit)
return 0;
if (result)
startGame();
} else
startGame();
_screen->initialiseRenderCycle();
return 0;
}
int Sword2Engine::go() {
while (1) {
if (_debugger->isAttached())
_debugger->onFrame();
#ifdef SWORD2_DEBUG
if (_stepOneCycle) {
pauseGame();
_stepOneCycle = false;
}
#endif
KeyboardEvent *ke = keyboardEvent();
if (ke) {
if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
// HACK: We have to clear the 'repeat' flag, or
// it will probably trigger a keyboard repeat
// immediately after the debug console closes.
_keyboardEvent.repeat = 0;
_debugger->attach();
} else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) {
switch (ke->keycode) {
case 'p':
if (_gamePaused)
unpauseGame();
else
pauseGame();
break;
case 'c':
if (!_logic->readVar(DEMO) && !_mouse->isChoosing()) {
ScreenInfo *screenInfo = _screen->getScreenInfo();
_logic->fnPlayCredits(NULL);
screenInfo->new_palette = 99;
}
break;
#ifdef SWORD2_DEBUG
case ' ':
if (_gamePaused) {
_stepOneCycle = true;
unpauseGame();
}
break;
case 's':
_renderSkip = !_renderSkip;
break;
#endif
default:
break;
}
}
}
// skip GameCycle if we're paused
if (!_gamePaused) {
_gameCycle++;
gameCycle();
}
// We can't use this as termination condition for the loop,
// because we want the break to happen before updating the
// screen again.
if (_quit)
break;
// creates the debug text blocks
_debugger->buildDebugText();
#ifdef SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
if (!_renderSkip || (_gameCycle % 4) == 0)
_screen->buildDisplay();
#else
_screen->buildDisplay();
#endif
}
return 0;
}
void Sword2Engine::closeGame() {
_quit = true;
}
void Sword2Engine::restartGame() {
ScreenInfo *screenInfo = _screen->getScreenInfo();
uint32 temp_demo_flag;
_mouse->closeMenuImmediately();
// Restart the game. To do this, we must...
// Stop music instantly!
_sound->stopMusic(true);
// In case we were dead - well we're not anymore!
_logic->writeVar(DEAD, 0);
// Restart the game. Clear all memory and reset the globals
temp_demo_flag = _logic->readVar(DEMO);
// Remove all resources from memory, including player object and
// global variables
_resman->removeAll();
// Reopen global variables resource and player object
setupPersistentResources();
_logic->writeVar(DEMO, temp_demo_flag);
// Free all the route memory blocks from previous game
_logic->_router->freeAllRouteMem();
// Call the same function that first started us up
startGame();
// Prime system with a game cycle
// Reset the graphic 'BuildUnit' list before a new logic list
// (see fnRegisterFrame)
_screen->resetRenderLists();
// Reset the mouse hot-spot list (see fnRegisterMouse and
// fnRegisterFrame)
_mouse->resetMouseList();
_mouse->closeMenuImmediately();
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
// - this is taken from fnInitBackground
// switch on scrolling (2 means first time on screen)
screenInfo->scroll_flag = 2;
if (_logic->processSession())
error("restart 1st cycle failed??");
// So palette not restored immediately after control panel - we want
// to fade up instead!
screenInfo->new_palette = 99;
}
bool Sword2Engine::checkForMouseEvents() {
return _mouseEvent.pending;
}
MouseEvent *Sword2Engine::mouseEvent() {
if (!_mouseEvent.pending)
return NULL;
_mouseEvent.pending = false;
return &_mouseEvent;
}
KeyboardEvent *Sword2Engine::keyboardEvent() {
if (!_keyboardEvent.pending)
return NULL;
_keyboardEvent.pending = false;
return &_keyboardEvent;
}
uint32 Sword2Engine::setInputEventFilter(uint32 filter) {
uint32 oldFilter = _inputEventFilter;
_inputEventFilter = filter;
return oldFilter;
}
/**
* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
*/
void Sword2Engine::parseInputEvents() {
OSystem::Event event;
uint32 now = _system->getMillis();
while (_system->pollEvent(event)) {
switch (event.type) {
case OSystem::EVENT_KEYDOWN:
if (event.kbd.flags == OSystem::KBD_CTRL) {
if (event.kbd.keycode == 'f') {
if (_gameSpeed == 1)
_gameSpeed = 2;
else
_gameSpeed = 1;
}
}
if (!(_inputEventFilter & RD_KEYDOWN)) {
_keyboardEvent.pending = true;
_keyboardEvent.repeat = now + 400;
_keyboardEvent.ascii = event.kbd.ascii;
_keyboardEvent.keycode = event.kbd.keycode;
_keyboardEvent.modifiers = event.kbd.flags;
}
break;
case OSystem::EVENT_KEYUP:
_keyboardEvent.repeat = 0;
break;
case OSystem::EVENT_MOUSEMOVE:
if (!(_inputEventFilter & RD_KEYDOWN)) {
_mouse->setPos(event.mouse.x, event.mouse.y - MENUDEEP);
}
break;
case OSystem::EVENT_LBUTTONDOWN:
if (!(_inputEventFilter & RD_LEFTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
}
break;
case OSystem::EVENT_RBUTTONDOWN:
if (!(_inputEventFilter & RD_RIGHTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
}
break;
case OSystem::EVENT_LBUTTONUP:
if (!(_inputEventFilter & RD_LEFTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONUP;
}
break;
case OSystem::EVENT_RBUTTONUP:
if (!(_inputEventFilter & RD_RIGHTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
}
break;
case OSystem::EVENT_WHEELUP:
if (!(_inputEventFilter & RD_WHEELUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELUP;
}
break;
case OSystem::EVENT_WHEELDOWN:
if (!(_inputEventFilter & RD_WHEELDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELDOWN;
}
break;
case OSystem::EVENT_QUIT:
closeGame();
break;
default:
break;
}
}
// Handle keyboard auto-repeat
if (!_keyboardEvent.pending && _keyboardEvent.repeat && now >= _keyboardEvent.repeat) {
_keyboardEvent.pending = true;
_keyboardEvent.repeat = now + 100;
}
}
void Sword2Engine::gameCycle() {
// Do one game cycle, that is run the logic session until a full loop
// has been performed.
if (_logic->getRunList()) {
do {
// Reset the 'BuildUnit' and mouse hot-spot lists
// before each new logic list. The service scripts
// will fill thrm through fnRegisterFrame() and
// fnRegisterMouse().
_screen->resetRenderLists();
_mouse->resetMouseList();
// Keep going as long as new lists keep getting put in
// - i.e. screen changes.
} while (_logic->processSession());
} else {
// Start the console and print the start options perhaps?
_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
}
// If this screen is wide, recompute the scroll offsets every cycle
ScreenInfo *screenInfo = _screen->getScreenInfo();
if (screenInfo->scroll_flag)
_screen->setScrolling();
_mouse->mouseEngine();
_sound->processFxQueue();
}
void Sword2Engine::startGame() {
// Boot the game straight into a start script. It's always George's
// script #1, but with different ScreenManager objects depending on
// if it's the demo or the full game, or if we're using a boot param.
int screen_manager_id = 0;
debug(5, "startGame() STARTING:");
if (!_bootParam) {
if (_logic->readVar(DEMO))
screen_manager_id = 19; // DOCKS SECTION START
else
screen_manager_id = 949; // INTRO & PARIS START
} else {
// FIXME this could be validated against startup.inf for valid
// numbers to stop people shooting themselves in the foot
if (_bootParam != 0)
screen_manager_id = _bootParam;
}
_logic->runResObjScript(screen_manager_id, CUR_PLAYER_ID, 1);
}
// FIXME: Move this to some better place?
void Sword2Engine::sleepUntil(uint32 time) {
while (getMillis() < time) {
// Make sure menu animations and fades don't suffer, but don't
// redraw the entire scene.
_mouse->processMenu();
_screen->updateDisplay(false);
_system->delayMillis(10);
}
}
void Sword2Engine::pauseGame() {
// Don't allow Pause while screen fading or while black
if (_screen->getFadeStatus() != RDFADE_NONE)
return;
_sound->pauseAllSound();
_mouse->pauseGame();
// If render level is at max, turn it down because palette-matching
// won't work when the palette is dimmed.
if (_screen->getRenderLevel() == 3) {
_screen->setRenderLevel(2);
_graphicsLevelFudged = true;
}
#ifdef SWORD2_DEBUG
// Don't dim it if we're single-stepping through frames
// dim the palette during the pause
if (!_stepOneCycle)
_screen->dimPalette();
#else
_screen->dimPalette();
#endif
_gamePaused = true;
}
void Sword2Engine::unpauseGame() {
_mouse->unpauseGame();
_sound->unpauseAllSound();
// Put back game screen palette; see screen.cpp
_screen->setFullPalette(-1);
// If graphics level at max, turn up again
if (_graphicsLevelFudged) {
_screen->setRenderLevel(3);
_graphicsLevelFudged = false;
}
_gamePaused = false;
// If mouse is about or we're in a chooser menu
if (!_mouse->getMouseStatus() || _mouse->isChoosing())
_mouse->setMouse(NORMAL_MOUSE_ID);
}
uint32 Sword2Engine::getMillis() {
return _system->getMillis();
}
} // End of namespace Sword2