mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
20e9cf6f20
svn-id: r15835
621 lines
15 KiB
C++
621 lines
15 KiB
C++
/* Copyright (C) 1994-2004 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 "common/stdafx.h"
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#include "backends/fs/fs.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 "common/file.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/controls.h"
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#include "sword2/defs.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/resman.h"
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#include "sword2/sound.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_sound.h"
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#ifdef _WIN32_WCE
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extern bool isSmartphone(void);
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#endif
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struct Sword2GameSettings {
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const char *name;
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const char *description;
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uint32 features;
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const char *detectname;
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GameSettings toGameSettings() const {
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GameSettings dummy = { name, description, features };
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return dummy;
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}
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};
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static const Sword2GameSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword II", GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{"sword2alt", "Broken Sword II (alt)", GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
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{"sword2demo", "Broken Sword II (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword2::GF_DEMO, "players.clu" },
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{NULL, NULL, 0, NULL}
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};
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GameList Engine_SWORD2_gameList() {
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const Sword2GameSettings *g = sword2_settings;
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GameList games;
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while (g->name) {
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games.push_back(g->toGameSettings());
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g++;
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}
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return games;
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}
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DetectedGameList Engine_SWORD2_detectGames(const FSList &fslist) {
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DetectedGameList detectedGames;
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const Sword2GameSettings *g;
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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_settings; g->name; ++g) {
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// Iterate over all files in the given directory
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp(g->detectname, gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(g->toGameSettings());
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break;
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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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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_gameList, Engine_SWORD2_create, Engine_SWORD2_detectGames)
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namespace Sword2 {
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Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
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// Add default file directories
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File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
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File::addDefaultDirectory(_gameDataPath + "SWORD2/");
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File::addDefaultDirectory(_gameDataPath + "VIDEO/");
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File::addDefaultDirectory(_gameDataPath + "clusters/");
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File::addDefaultDirectory(_gameDataPath + "sword2/");
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File::addDefaultDirectory(_gameDataPath + "video/");
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_features = detector->_game.features;
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_targetName = detector->_targetName;
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_debugger = NULL;
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_graphics = NULL;
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_sound = NULL;
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_gui = NULL;
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_fontRenderer = NULL;
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_logic = NULL;
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_resman = NULL;
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_memory = NULL;
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_keyboardEvent.pending = false;
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_mouseEvent.pending = false;
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_lastPaletteRes = 0;
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_largestLayerArea = 0;
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_largestSpriteArea = 0;
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strcpy(_largestLayerInfo, "largest layer: none registered");
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strcpy(_largestSpriteInfo, "largest sprite: none registered");
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_fps = 0;
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_cycleTime = 0;
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_frameCount = 0;
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_wantSfxDebug = false;
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// For the menus
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_totalTemp = 0;
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memset(_tempList, 0, sizeof(_tempList));
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_totalMasters = 0;
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memset(_masterMenuList, 0, sizeof(_masterMenuList));
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memset(&_thisScreen, 0, sizeof(_thisScreen));
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memset(_mouseList, 0, sizeof(_mouseList));
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_mouseX = _mouseY = 0;
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_mouseTouching = 0;
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_oldMouseTouching = 0;
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_menuSelectedPos = 0;
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_examiningMenuIcon = false;
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_mousePointerRes = 0;
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_mouseMode = 0;
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_mouseStatus = false;
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_mouseModeLocked = false;
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_currentLuggageResource = 0;
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_oldButton = 0;
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_buttonClick = 0;
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_pointerTextBlocNo = 0;
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_playerActivityDelay = 0;
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_realLuggageItem = 0;
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_scrollFraction = 16;
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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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_graphicsLevelFudged = false;
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_gameCycle = 0;
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_quit = false;
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_walkthroughDialog->setGameName(detector->_game.name);
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}
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Sword2Engine::~Sword2Engine() {
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killMusic();
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delete _debugger;
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delete _graphics;
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delete _sound;
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delete _gui;
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delete _fontRenderer;
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delete _logic;
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delete _resman;
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delete _memory;
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_walkthroughDialog->destroy();
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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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#ifdef _WIN32_WCE
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if (isSmartphone())
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return;
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#endif
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// Unless an error -originated- within the debugger, spawn the
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// debugger. Otherwise exit out normally.
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if (_debugger && !_debugger->isAttached()) {
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// (Print it again in case debugger segfaults)
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printf("%s\n", buf2);
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_debugger->attach(buf2);
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_debugger->onFrame();
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}
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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 = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader));
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_resman->openResource(CUR_PLAYER_ID);
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}
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void Sword2Engine::mainInit() {
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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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_graphics = new Graphics(this, 640, 480);
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// Create the debugger as early as possible (but not before the
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// graphics 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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_logic = new Logic(this);
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_fontRenderer = new FontRenderer(this);
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_gui = new Gui(this);
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_sound = new Sound(this);
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// Setup mixer
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if (!_mixer->isReady())
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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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// During normal gameplay, we care neither about mouse button releases
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// nor the scroll wheel.
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setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
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setupPersistentResources();
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initialiseFontResourceFlags();
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initFxQueue();
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if (_features & GF_DEMO)
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Logic::_scriptVars[DEMO] = 1;
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else
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Logic::_scriptVars[DEMO] = 0;
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_gui->readOptionSettings();
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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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setMouse(NORMAL_MOUSE_ID);
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if (!_gui->restoreControl())
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startGame();
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}
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} else if (!_bootParam && saveExists()) {
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int32 pars[2] = { 221, FX_LOOP };
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bool result;
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setMouse(NORMAL_MOUSE_ID);
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_logic->fnPlayMusic(pars);
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result = _gui->startControl();
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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 (_quit)
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return;
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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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_graphics->initialiseRenderCycle();
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_walkthroughDialog->create();
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}
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void Sword2Engine::mainRun() {
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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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pauseGame();
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_stepOneCycle = false;
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}
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#endif
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KeyboardEvent *ke = keyboardEvent();
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if (ke) {
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if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
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_debugger->attach();
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} else if ((ke->modifiers == OSystem::KBD_SHIFT) && (ke->keycode == 'w')) {
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_walkthroughDialog->runModal();
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} else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) {
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switch (ke->keycode) {
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case 'p':
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if (_gamePaused)
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unpauseGame();
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else
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pauseGame();
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break;
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case 'c':
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if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
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_logic->fnPlayCredits(NULL);
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break;
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#ifdef SWORD2_DEBUG
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case ' ':
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if (_gamePaused) {
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_stepOneCycle = true;
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unpauseGame();
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}
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break;
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case 's':
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_renderSkip = !_renderSkip;
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break;
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#endif
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default:
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break;
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}
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}
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}
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// skip GameCycle if we're paused
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if (!_gamePaused) {
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_gameCycle++;
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gameCycle();
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}
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// We can't use this as termination condition for the loop,
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// because we want the break to happen before updating the
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// screen again.
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if (_quit)
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break;
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// creates the debug text blocks
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_debugger->buildDebugText();
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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 (!_renderSkip || (_gameCycle % 4) == 0)
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buildDisplay();
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#else
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buildDisplay();
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#endif
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}
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}
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void Sword2Engine::go() {
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mainInit();
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mainRun();
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}
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void Sword2Engine::closeGame() {
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_quit = true;
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}
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bool Sword2Engine::checkForMouseEvents() {
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return _mouseEvent.pending;
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}
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MouseEvent *Sword2Engine::mouseEvent() {
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if (!_mouseEvent.pending)
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return NULL;
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_mouseEvent.pending = false;
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return &_mouseEvent;
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}
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KeyboardEvent *Sword2Engine::keyboardEvent() {
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if (!_keyboardEvent.pending)
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return NULL;
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_keyboardEvent.pending = false;
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return &_keyboardEvent;
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}
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uint32 Sword2Engine::setEventFilter(uint32 filter) {
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uint32 oldFilter = _eventFilter;
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_eventFilter = filter;
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return oldFilter;
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}
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/**
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* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
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*/
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void Sword2Engine::parseEvents() {
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OSystem::Event event;
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while (_system->pollEvent(event)) {
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switch (event.event_code) {
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case OSystem::EVENT_KEYDOWN:
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if (!(_eventFilter & RD_KEYDOWN)) {
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_keyboardEvent.pending = true;
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_keyboardEvent.ascii = event.kbd.ascii;
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_keyboardEvent.keycode = event.kbd.keycode;
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_keyboardEvent.modifiers = event.kbd.flags;
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}
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break;
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case OSystem::EVENT_MOUSEMOVE:
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if (!(_eventFilter & RD_KEYDOWN)) {
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_mouseX = event.mouse.x;
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_mouseY = event.mouse.y - RDMENU_MENUDEEP;
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}
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break;
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case OSystem::EVENT_LBUTTONDOWN:
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if (!(_eventFilter & RD_LEFTBUTTONDOWN)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
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}
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break;
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case OSystem::EVENT_RBUTTONDOWN:
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if (!(_eventFilter & RD_RIGHTBUTTONDOWN)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
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}
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break;
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case OSystem::EVENT_LBUTTONUP:
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if (!(_eventFilter & RD_LEFTBUTTONUP)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_LEFTBUTTONUP;
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}
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break;
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case OSystem::EVENT_RBUTTONUP:
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if (!(_eventFilter & RD_RIGHTBUTTONUP)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_RIGHTBUTTONUP;
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}
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break;
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case OSystem::EVENT_WHEELUP:
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if (!(_eventFilter & RD_WHEELUP)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_WHEELUP;
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}
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break;
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case OSystem::EVENT_WHEELDOWN:
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if (!(_eventFilter & RD_WHEELDOWN)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_WHEELDOWN;
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}
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break;
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case OSystem::EVENT_QUIT:
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closeGame();
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break;
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default:
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break;
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}
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}
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}
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void Sword2Engine::gameCycle() {
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// Do one game cycle, that is run the logic session until a full loop
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// has been performed.
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if (_logic->getRunList()) {
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do {
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// Reset the 'BuildUnit' and mouse hot-spot lists
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// before each new logic list. The service scripts
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// will fill thrm through fnRegisterFrame() and
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// fnRegisterMouse().
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resetRenderLists();
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resetMouseList();
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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 (_logic->processSession());
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} else {
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// Start the console and print the start options perhaps?
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_debugger->attach("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 (_thisScreen.scroll_flag)
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setScrolling();
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mouseEngine();
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processFxQueue();
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}
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void Sword2Engine::startGame() {
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// Boot the game straight into a start script. It's always George's
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// script #1, but with different ScreenManager objects depending on
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// if it's the demo or the full game, or if we're using a boot param.
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int screen_manager_id = 0;
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debug(5, "startGame() STARTING:");
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if (!_bootParam) {
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if (Logic::_scriptVars[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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} else {
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// FIXME this could be validated against startup.inf for valid
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// numbers 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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}
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uint32 null_pc = 1;
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char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
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char *raw_script = (char *) _resman->openResource(screen_manager_id);
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_logic->runScript(raw_script, raw_data_ad, &null_pc);
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_resman->closeResource(screen_manager_id);
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_resman->closeResource(CUR_PLAYER_ID);
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}
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// FIXME: Move this to some better place?
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void Sword2Engine::sleepUntil(uint32 time) {
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while (_system->getMillis() < time) {
|
|
// Make sure menu animations and fades don't suffer, but don't
|
|
// redraw the entire scene.
|
|
_graphics->processMenu();
|
|
_graphics->updateDisplay(false);
|
|
_system->delayMillis(10);
|
|
}
|
|
}
|
|
|
|
void Sword2Engine::pauseGame() {
|
|
// Don't allow Pause while screen fading or while black
|
|
if (_graphics->getFadeStatus() != RDFADE_NONE)
|
|
return;
|
|
|
|
pauseAllSound();
|
|
|
|
// Make the mouse cursor normal. This is the only place where we are
|
|
// allowed to clear the luggage this way.
|
|
|
|
clearPointerText();
|
|
_graphics->setLuggageAnim(NULL, 0);
|
|
setMouse(0);
|
|
_mouseTouching = 1;
|
|
|
|
// If level at max, turn down because palette-matching won't work
|
|
// when dimmed
|
|
|
|
if (_gui->_currentGraphicsLevel == 3) {
|
|
_gui->updateGraphicsLevel(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)
|
|
_graphics->dimPalette();
|
|
#else
|
|
_graphics->dimPalette();
|
|
#endif
|
|
|
|
_gamePaused = true;
|
|
}
|
|
|
|
void Sword2Engine::unpauseGame() {
|
|
if (Logic::_scriptVars[OBJECT_HELD] && _realLuggageItem)
|
|
setLuggage(_realLuggageItem);
|
|
|
|
unpauseAllSound();
|
|
|
|
// Put back game screen palette; see build_display.cpp
|
|
setFullPalette(-1);
|
|
|
|
// If graphics level at max, turn up again
|
|
if (_graphicsLevelFudged) {
|
|
_gui->updateGraphicsLevel(3);
|
|
_graphicsLevelFudged = false;
|
|
}
|
|
|
|
_gamePaused = false;
|
|
|
|
// If mouse is about or we're in a chooser menu
|
|
if (!_mouseStatus || _logic->_choosing)
|
|
setMouse(NORMAL_MOUSE_ID);
|
|
}
|
|
|
|
} // End of namespace Sword2
|