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b3e404109c
These functions are only used internally be Engine subclasses, and by moving them to a separate header we can reduce indirect header dependencies. svn-id: r48934
893 lines
24 KiB
C++
893 lines
24 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/events.h"
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#include "common/EventRecorder.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "engines/metaengine.h"
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#include "engines/util.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/console.h"
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#include "sword2/controls.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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#include "sword2/saveload.h"
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namespace Sword2 {
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Common::Platform Sword2Engine::_platform;
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struct GameSettings {
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const char *gameid;
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const char *description;
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uint32 features;
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const char *detectname;
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};
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static const GameSettings sword2_settings[] = {
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/* Broken Sword II */
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{"sword2", "Broken Sword II: The Smoking Mirror", 0, "players.clu" },
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{"sword2alt", "Broken Sword II: The Smoking Mirror (alt)", 0, "r2ctlns.ocx" },
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{"sword2psx", "Broken Sword II: The Smoking Mirror (PlayStation)", 0, "screens.clu"},
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{"sword2psxdemo", "Broken Sword II: The Smoking Mirror (PlayStation/Demo)", Sword2::GF_DEMO, "screens.clu"},
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{"sword2demo", "Broken Sword II: The Smoking Mirror (Demo)", Sword2::GF_DEMO, "players.clu" },
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{NULL, NULL, 0, NULL}
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};
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} // End of namespace Sword2
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class Sword2MetaEngine : public MetaEngine {
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public:
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virtual const char *getName() const {
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return "Broken Sword II";
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}
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virtual const char *getOriginalCopyright() const {
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return "Broken Sword Games (C) Revolution";
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}
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virtual bool hasFeature(MetaEngineFeature f) const;
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virtual GameList getSupportedGames() const;
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virtual GameDescriptor findGame(const char *gameid) const;
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virtual GameList detectGames(const Common::FSList &fslist) const;
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virtual SaveStateList listSaves(const char *target) const;
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virtual int getMaximumSaveSlot() const;
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virtual void removeSaveState(const char *target, int slot) const;
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
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};
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bool Sword2MetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup) ||
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(f == kSupportsDeleteSave);
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}
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bool Sword2::Sword2Engine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL) ||
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(f == kSupportsSubtitleOptions) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsLoadingDuringRuntime);
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}
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GameList Sword2MetaEngine::getSupportedGames() const {
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const Sword2::GameSettings *g = Sword2::sword2_settings;
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GameList games;
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while (g->gameid) {
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games.push_back(GameDescriptor(g->gameid, g->description));
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g++;
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}
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return games;
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}
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GameDescriptor Sword2MetaEngine::findGame(const char *gameid) const {
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const Sword2::GameSettings *g = Sword2::sword2_settings;
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while (g->gameid) {
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if (0 == scumm_stricmp(gameid, g->gameid))
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break;
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g++;
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}
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return GameDescriptor(g->gameid, g->description);
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}
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GameList Sword2MetaEngine::detectGames(const Common::FSList &fslist) const {
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GameList detectedGames;
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const Sword2::GameSettings *g;
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Common::FSList::const_iterator file;
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// TODO: It would be nice if we had code here which distinguishes
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// between the 'sword2' and 'sword2demo' targets. The current code
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// can't do that since they use the same detectname.
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for (g = Sword2::sword2_settings; g->gameid; ++g) {
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// Iterate over all files in the given directory
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for (file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *fileName = file->getName().c_str();
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if (0 == scumm_stricmp(g->detectname, fileName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(GameDescriptor(g->gameid, g->description, Common::UNK_LANG, Common::kPlatformUnknown, Common::GUIO_NOMIDI));
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break;
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}
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}
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}
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}
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if (detectedGames.empty()) {
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// Nothing found -- try to recurse into the 'clusters' subdirectory,
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// present e.g. if the user copied the data straight from CD.
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for (file = fslist.begin(); file != fslist.end(); ++file) {
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if (file->isDirectory()) {
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const char *fileName = file->getName().c_str();
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if (0 == scumm_stricmp("clusters", fileName)) {
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Common::FSList recList;
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if (file->getChildren(recList, Common::FSNode::kListAll)) {
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GameList recGames(detectGames(recList));
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if (!recGames.empty()) {
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detectedGames.push_back(recGames);
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break;
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}
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}
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}
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}
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}
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}
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return detectedGames;
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}
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SaveStateList Sword2MetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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Common::StringArray filenames;
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char saveDesc[SAVE_DESCRIPTION_LEN];
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Common::String pattern = target;
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pattern += ".???";
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filenames = saveFileMan->listSavefiles(pattern);
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sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
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SaveStateList saveList;
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
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// Obtain the last 3 digits of the filename, since they correspond to the save slot
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int slotNum = atoi(file->c_str() + file->size() - 3);
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if (slotNum >= 0 && slotNum <= 999) {
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Common::InSaveFile *in = saveFileMan->openForLoading(*file);
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if (in) {
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in->readUint32LE();
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in->read(saveDesc, SAVE_DESCRIPTION_LEN);
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saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
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delete in;
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}
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}
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}
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return saveList;
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}
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int Sword2MetaEngine::getMaximumSaveSlot() const { return 999; }
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void Sword2MetaEngine::removeSaveState(const char *target, int slot) const {
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char extension[6];
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snprintf(extension, sizeof(extension), ".%03d", slot);
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Common::String filename = target;
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filename += extension;
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g_system->getSavefileManager()->removeSavefile(filename);
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}
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Common::Error Sword2MetaEngine::createInstance(OSystem *syst, Engine **engine) const {
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assert(syst);
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assert(engine);
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Common::FSList fslist;
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Common::FSNode dir(ConfMan.get("path"));
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if (!dir.getChildren(fslist, Common::FSNode::kListAll)) {
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return Common::kNoGameDataFoundError;
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}
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// Invoke the detector
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Common::String gameid = ConfMan.get("gameid");
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GameList detectedGames = detectGames(fslist);
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for (uint i = 0; i < detectedGames.size(); i++) {
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if (detectedGames[i].gameid() == gameid) {
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*engine = new Sword2::Sword2Engine(syst);
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return Common::kNoError;
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}
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}
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return Common::kNoGameDataFoundError;
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}
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#if PLUGIN_ENABLED_DYNAMIC(SWORD2)
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REGISTER_PLUGIN_DYNAMIC(SWORD2, PLUGIN_TYPE_ENGINE, Sword2MetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(SWORD2, PLUGIN_TYPE_ENGINE, Sword2MetaEngine);
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#endif
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namespace Sword2 {
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Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
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// Add default file directories
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "clusters");
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SearchMan.addSubDirectoryMatching(gameDataDir, "sword2");
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SearchMan.addSubDirectoryMatching(gameDataDir, "video");
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SearchMan.addSubDirectoryMatching(gameDataDir, "smacks");
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if (!scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2demo") || !scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psxdemo"))
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_features = GF_DEMO;
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else
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_features = 0;
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// Check if we are running PC or PSX version.
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if (!scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psx") || !scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psxdemo"))
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Sword2Engine::_platform = Common::kPlatformPSX;
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else
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Sword2Engine::_platform = Common::kPlatformPC;
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_memory = NULL;
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_resman = NULL;
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_sound = NULL;
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_screen = NULL;
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_mouse = NULL;
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_logic = NULL;
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_fontRenderer = NULL;
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_debugger = NULL;
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_keyboardEvent.pending = false;
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_mouseEvent.pending = false;
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_wantSfxDebug = false;
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#ifdef SWORD2_DEBUG
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_stepOneCycle = false;
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_renderSkip = false;
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#endif
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_gamePaused = false;
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_gameCycle = 0;
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_gameSpeed = 1;
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_gmmLoadSlot = -1; // Used to manage GMM Loading
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g_eventRec.registerRandomSource(_rnd, "sword2");
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}
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Sword2Engine::~Sword2Engine() {
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delete _debugger;
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delete _sound;
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delete _fontRenderer;
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delete _screen;
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delete _mouse;
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delete _logic;
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delete _resman;
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delete _memory;
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}
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GUI::Debugger *Sword2Engine::getDebugger() {
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return _debugger;
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}
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void Sword2Engine::registerDefaultSettings() {
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ConfMan.registerDefault("gfx_details", 2);
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ConfMan.registerDefault("reverse_stereo", false);
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}
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void Sword2Engine::syncSoundSettings() {
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// Sound settings. At the time of writing, not all of these can be set
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// by the global options dialog, but it seems silly to split them up.
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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setSubtitles(ConfMan.getBool("subtitles"));
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_sound->muteMusic(ConfMan.getBool("music_mute"));
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_sound->muteSpeech(ConfMan.getBool("speech_mute"));
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_sound->muteFx(ConfMan.getBool("sfx_mute"));
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_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
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}
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void Sword2Engine::readSettings() {
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syncSoundSettings();
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_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
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_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
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}
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void Sword2Engine::writeSettings() {
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ConfMan.setInt("music_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType));
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ConfMan.setInt("speech_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType));
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ConfMan.setInt("sfx_volume", _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType));
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ConfMan.setBool("music_mute", _sound->isMusicMute());
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ConfMan.setBool("speech_mute", _sound->isSpeechMute());
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ConfMan.setBool("sfx_mute", _sound->isFxMute());
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ConfMan.setInt("gfx_details", _screen->getRenderLevel());
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ConfMan.setBool("subtitles", getSubtitles());
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ConfMan.setBool("object_labels", _mouse->getObjectLabels());
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ConfMan.setInt("reverse_stereo", _sound->isReverseStereo());
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ConfMan.flushToDisk();
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}
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int Sword2Engine::getFramesPerSecond() {
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return _gameSpeed * FRAMES_PER_SECOND;
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}
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/**
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* The global script variables and player object should be kept open throughout
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* the game, so that they are never expelled by the resource manager.
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*/
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void Sword2Engine::setupPersistentResources() {
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_logic->_scriptVars = _resman->openResource(1) + ResHeader::size();
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_resman->openResource(CUR_PLAYER_ID);
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}
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Common::Error Sword2Engine::run() {
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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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_debugger = NULL;
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_sound = NULL;
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_fontRenderer = NULL;
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_screen = NULL;
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_mouse = NULL;
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_logic = NULL;
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_resman = NULL;
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_memory = NULL;
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initGraphics(640, 480, true);
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_screen = new Screen(this, 640, 480);
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// Create the debugger as early as possible (but not before the
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// screen object!) so that errors can be displayed in it. In
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// particular, we want errors about missing files to be clearly
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// visible to the user.
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_debugger = new Debugger(this);
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_memory = new MemoryManager(this);
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_resman = new ResourceManager(this);
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if (!_resman->init())
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return Common::kUnknownError;
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_logic = new Logic(this);
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_fontRenderer = new FontRenderer(this);
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_sound = new Sound(this);
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_mouse = new Mouse(this);
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registerDefaultSettings();
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readSettings();
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initStartMenu();
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// During normal gameplay, we care neither about mouse button releases
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// nor the scroll wheel.
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setInputEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
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setupPersistentResources();
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initialiseFontResourceFlags();
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if (_features & GF_DEMO)
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_logic->writeVar(DEMO, 1);
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else
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_logic->writeVar(DEMO, 0);
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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 {
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RestoreDialog dialog(this);
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if (!dialog.runModal())
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startGame();
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}
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} else if (!_bootParam && saveExists() && !isPsx()) { // Initial load/restart panel disabled in PSX
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int32 pars[2] = { 221, FX_LOOP }; // version because of missing panel resources
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bool result;
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_mouse->setMouse(NORMAL_MOUSE_ID);
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_logic->fnPlayMusic(pars);
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StartDialog dialog(this);
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result = (dialog.runModal() != 0);
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// If the game is started from the beginning, the cutscene
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// player will kill the music for us. Otherwise, the restore
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// will either have killed the music, or done a crossfade.
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if (shouldQuit())
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return Common::kNoError;
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if (result)
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startGame();
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} else
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startGame();
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_screen->initialiseRenderCycle();
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while (1) {
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if (_debugger->isAttached())
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_debugger->onFrame();
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#ifdef SWORD2_DEBUG
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if (_stepOneCycle) {
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pauseEngine(true);
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_stepOneCycle = false;
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}
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#endif
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// Handle GMM Loading
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if (_gmmLoadSlot != -1) {
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// Hide mouse cursor and fade screen
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_mouse->hideMouse();
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_screen->fadeDown();
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// Clean up and load game
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_logic->_router->freeAllRouteMem();
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// TODO: manage error handling
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restoreGame(_gmmLoadSlot);
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// Reset load slot
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_gmmLoadSlot = -1;
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// Show mouse
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_mouse->addHuman();
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}
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KeyboardEvent *ke = keyboardEvent();
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if (ke) {
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if ((ke->kbd.hasFlags(Common::KBD_CTRL) && ke->kbd.keycode == Common::KEYCODE_d) || ke->kbd.ascii == '#' || ke->kbd.ascii == '~') {
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_debugger->attach();
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} else if (ke->kbd.hasFlags(0) || ke->kbd.hasFlags(Common::KBD_SHIFT)) {
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switch (ke->kbd.keycode) {
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case Common::KEYCODE_p:
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if (_gamePaused)
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pauseEngine(false);
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else
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pauseEngine(true);
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break;
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#if 0
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// Disabled because of strange rumors about the
|
|
// credits running spontaneously every few
|
|
// minutes.
|
|
case Common::KEYCODE_c:
|
|
if (!_logic->readVar(DEMO) && !_mouse->isChoosing()) {
|
|
ScreenInfo *screenInfo = _screen->getScreenInfo();
|
|
_logic->fnPlayCredits(NULL);
|
|
screenInfo->new_palette = 99;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef SWORD2_DEBUG
|
|
case Common::KEYCODE_SPACE:
|
|
if (_gamePaused) {
|
|
_stepOneCycle = true;
|
|
pauseEngine(false);
|
|
}
|
|
break;
|
|
case Common::KEYCODE_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 (shouldQuit())
|
|
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 Common::kNoError;
|
|
}
|
|
|
|
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() {
|
|
Common::Event event;
|
|
|
|
while (_eventMan->pollEvent(event)) {
|
|
switch (event.type) {
|
|
case Common::EVENT_KEYDOWN:
|
|
if (event.kbd.hasFlags(Common::KBD_CTRL)) {
|
|
if (event.kbd.keycode == Common::KEYCODE_f) {
|
|
if (_gameSpeed == 1)
|
|
_gameSpeed = 2;
|
|
else
|
|
_gameSpeed = 1;
|
|
}
|
|
}
|
|
if (!(_inputEventFilter & RD_KEYDOWN)) {
|
|
_keyboardEvent.pending = true;
|
|
_keyboardEvent.kbd = event.kbd;
|
|
}
|
|
break;
|
|
case Common::EVENT_LBUTTONDOWN:
|
|
if (!(_inputEventFilter & RD_LEFTBUTTONDOWN)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
|
|
}
|
|
break;
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
if (!(_inputEventFilter & RD_RIGHTBUTTONDOWN)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
|
|
}
|
|
break;
|
|
case Common::EVENT_LBUTTONUP:
|
|
if (!(_inputEventFilter & RD_LEFTBUTTONUP)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_LEFTBUTTONUP;
|
|
}
|
|
break;
|
|
case Common::EVENT_RBUTTONUP:
|
|
if (!(_inputEventFilter & RD_RIGHTBUTTONUP)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
|
|
}
|
|
break;
|
|
case Common::EVENT_WHEELUP:
|
|
if (!(_inputEventFilter & RD_WHEELUP)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_WHEELUP;
|
|
}
|
|
break;
|
|
case Common::EVENT_WHEELDOWN:
|
|
if (!(_inputEventFilter & RD_WHEELDOWN)) {
|
|
_mouseEvent.pending = true;
|
|
_mouseEvent.buttons = RD_WHEELDOWN;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::gameCycle() {
|
|
// Do one game cycle, that is run the logic session until a full loop
|
|
// has been performed.
|
|
|
|
if (_logic->getRunList()) {
|
|
do {
|
|
// Reset the 'BuildUnit' and mouse hot-spot lists
|
|
// before each new logic list. The service scripts
|
|
// will fill thrm through fnRegisterFrame() and
|
|
// fnRegisterMouse().
|
|
|
|
_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::pauseEngine(bool pause) {
|
|
if (pause == _gamePaused)
|
|
return;
|
|
|
|
// We don't need to hide the cursor for outside pausing. Not as long
|
|
// as it replaces the cursor with the GUI cursor, at least.
|
|
|
|
_mouse->pauseEngine(pause);
|
|
pauseEngineIntern(pause);
|
|
|
|
if (pause) {
|
|
#ifdef SWORD2_DEBUG
|
|
// Don't dim it if we're single-stepping through frames
|
|
// dim the palette during the pause
|
|
|
|
if (!_stepOneCycle)
|
|
_screen->dimPalette(true);
|
|
#else
|
|
_screen->dimPalette(true);
|
|
#endif
|
|
} else {
|
|
_screen->dimPalette(false);
|
|
|
|
// If mouse is about or we're in a chooser menu
|
|
if (!_mouse->getMouseStatus() || _mouse->isChoosing())
|
|
_mouse->setMouse(NORMAL_MOUSE_ID);
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::pauseEngineIntern(bool pause) {
|
|
if (pause == _gamePaused)
|
|
return;
|
|
|
|
if (pause) {
|
|
_sound->pauseAllSound();
|
|
_logic->pauseMovie(true);
|
|
_screen->pauseScreen(true);
|
|
_gamePaused = true;
|
|
} else {
|
|
_logic->pauseMovie(false);
|
|
_screen->pauseScreen(false);
|
|
_sound->unpauseAllSound();
|
|
_gamePaused = false;
|
|
}
|
|
}
|
|
|
|
uint32 Sword2Engine::getMillis() {
|
|
return _system->getMillis();
|
|
}
|
|
|
|
Common::Error Sword2Engine::saveGameState(int slot, const char *desc) {
|
|
uint32 saveVal = saveGame(slot, (const byte *)desc);
|
|
|
|
if (saveVal == SR_OK)
|
|
return Common::kNoError;
|
|
else if (saveVal == SR_ERR_WRITEFAIL || saveVal == SR_ERR_FILEOPEN)
|
|
return Common::kWritingFailed;
|
|
else
|
|
return Common::kUnknownError;
|
|
}
|
|
|
|
bool Sword2Engine::canSaveGameStateCurrently() {
|
|
bool canSave = true;
|
|
|
|
// No save if dead
|
|
if (_logic->readVar(DEAD))
|
|
canSave = false;
|
|
|
|
// No save if mouse not shown
|
|
else if (_mouse->getMouseStatus())
|
|
canSave = false;
|
|
// No save if inside a menu
|
|
else if (_mouse->getMouseMode() == MOUSE_system_menu)
|
|
canSave = false;
|
|
|
|
// No save if fading
|
|
else if (_screen->getFadeStatus())
|
|
canSave = false;
|
|
|
|
return canSave;
|
|
}
|
|
|
|
Common::Error Sword2Engine::loadGameState(int slot) {
|
|
|
|
// Prepare the game to load through GMM
|
|
_gmmLoadSlot = slot;
|
|
|
|
// TODO: error handling.
|
|
return Common::kNoError;
|
|
}
|
|
|
|
bool Sword2Engine::canLoadGameStateCurrently() {
|
|
bool canLoad = true;
|
|
|
|
// No load if mouse is disabled
|
|
if (_mouse->getMouseStatus())
|
|
canLoad = false;
|
|
// No load if mouse is in system menu
|
|
else if (_mouse->getMouseMode() == MOUSE_system_menu)
|
|
canLoad = false;
|
|
// No load if we are fading
|
|
else if (_screen->getFadeStatus())
|
|
canLoad = false;
|
|
|
|
// But if we are dead, ignore previous conditions
|
|
if (_logic->readVar(DEAD))
|
|
canLoad = true;
|
|
|
|
return canLoad;
|
|
}
|
|
|
|
} // End of namespace Sword2
|