mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-03 15:41:41 +00:00
fa2b8ba8de
over the past few weeks, except for g_sword2. (Of course, this doesn't necessarily make the code any prettier, but we can work on that later.) svn-id: r11309
541 lines
13 KiB
C++
541 lines
13 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "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 "sword2/sword2.h"
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#include "sword2/defs.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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extern uint16 _debugLevel;
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static const GameSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword II", MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{"sword2alt", "Broken Sword II (alt)", MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
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{"sword2demo", "Broken Sword II (Demo)", MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER | Sword2::GF_DEMO, "players.clu" },
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{NULL, NULL, MDT_NONE, 0, NULL}
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};
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GameList Engine_SWORD2_gameList() {
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const GameSettings *g = sword2_settings;
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GameList games;
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while (g->gameName)
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games.push_back(*g++);
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return games;
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}
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GameList Engine_SWORD2_detectGames(const FSList &fslist) {
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GameList detectedGames;
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const GameSettings *g;
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// TODO: It would be nice if we had code here which distinguishes between
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// the 'sword2' and 'sword2demo' targets. The current code can't do that
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// since they use the same detectname.
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for (g = sword2_settings; g->gameName; ++g) {
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// Iterate over all files in the given directory
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for (FSList::ConstIterator 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);
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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 *g_sword2 = NULL;
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Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
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: Engine(syst) {
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g_sword2 = this;
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_debugger = NULL;
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_features = detector->_game.features;
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_targetName = strdup(detector->_targetName.c_str());
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_debugLevel = ConfMan.getInt("debuglevel");
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// Setup mixer
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if (!_mixer->bindToSystem(syst))
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warning("Sound initialization failed");
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// We have our own volume settings panel, so don't let ScummVM's mixer
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// soften the sound in any way.
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_mixer->setVolume(256);
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_mixer->setMusicVolume(256);
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// get some falling RAM and put it in your pocket, never let it slip
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// away
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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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_input = new Input(this);
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_sound = new Sound(this);
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_graphics = new Graphics(this, 640, 480);
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_debugger = new Debugger(this);
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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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_grabbingSequences = 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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_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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// used to be a define, but now it's flexible
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_scrollFraction = 16;
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_gamePaused = false;
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_stepOneCycle = false;
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_graphicsLevelFudged = false;
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}
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Sword2Engine::~Sword2Engine() {
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free(_targetName);
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delete _debugger;
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delete _graphics;
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delete _sound;
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delete _input;
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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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}
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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 debugger. Otherwise
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// exit out normally.
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if (_debugger && !_debugger->isAttached()) {
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printf("%s\n", buf2); // (Print it again in case debugger segfaults)
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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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int32 Sword2Engine::InitialiseGame(void) {
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// init engine drivers
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uint8 *file;
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// initialise global script variables
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// res 1 is the globals list
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file = _resman->openResource(1);
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debug(5, "CALLING: SetGlobalInterpreterVariables");
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_logic->setGlobalInterpreterVariables((int32 *) (file + sizeof(_standardHeader)));
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// DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF
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// MEMORY SO IT CAN'T MOVE!
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// DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT
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// CAN'T MOVE!
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file = _resman->openResource(8);
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// Set up font resource variables for this language version
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debug(5, "CALLING: initialiseFontResourceFlags");
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initialiseFontResourceFlags();
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// initialise the sound fx queue
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debug(5, "CALLING: Init_fx_queue");
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initFxQueue();
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// all demos (not just web)
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if (_features & GF_DEMO) {
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// set script variable
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DEMO = 1;
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}
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return 0;
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}
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void Sword2Engine::closeGame(void) {
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// Stop music instantly!
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killMusic();
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_system->quit();
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}
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void Sword2Engine::gameCycle(void) {
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// do one game cycle
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// got a screen to run?
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if (_logic->getRunList()) {
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//run the logic session UNTIL a full loop has been performed
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do {
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// reset the graphic 'buildit' list before a new
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// logic list (see fnRegisterFrame)
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resetRenderLists();
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// reset the mouse hot-spot list (see fnRegisterMouse
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// and fnRegisterFrame)
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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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// update age and calculate previous cycle memory usage
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_resman->nextCycle();
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}
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void Sword2Engine::go() {
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_keyboardEvent ke;
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// Call the application "Revolution" until the resource manager is
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// ready to dig the name out of a text file. See InitialiseGame()
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// which calls InitialiseFontResourceFlags() in maketext.cpp
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//
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// Have to do it like this since we cannot really fire up the resource
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// manager until a window has been created as any errors are displayed
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// via a window, thus time becomes a loop.
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debug(5, "CALLING: readOptionSettings");
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_gui->readOptionSettings();
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debug(5, "CALLING: InitialiseGame");
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if (InitialiseGame()) {
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closeGame();
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return;
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}
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if (_saveSlot != -1) {
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if (saveExists(_saveSlot))
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restoreGame(_saveSlot);
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else { // show restore menu
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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
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startGame();
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debug(5, "CALLING: initialiseRenderCycle");
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_graphics->initialiseRenderCycle();
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_renderSkip = false; // Toggled on 'S' key, to render only
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// 1 in 4 frames, to speed up game
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_gameCycle = 0;
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while (1) {
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if (_debugger->isAttached())
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_debugger->onFrame();
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_graphics->updateDisplay();
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#ifdef _SWORD2_DEBUG
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// FIXME: If we want this, we should re-work it to use the backend's
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// screenshot functionality.
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// if (_debugger->_grabbingSequences && !console_status)
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// GrabScreenShot();
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#endif
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// the screen is build. Mostly because of first scroll
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// cycle stuff
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#ifdef _SWORD2_DEBUG
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// if we've just stepped forward one cycle while the
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// game was paused
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if (_stepOneCycle) {
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pauseGame();
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_stepOneCycle = false;
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}
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#endif
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if (_input->keyWaiting()) {
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_input->readKey(&ke);
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char c = toupper(ke.ascii);
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if (ke.modifiers == OSystem::KBD_CTRL) {
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if (ke.keycode == 'd') {
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_debugger->attach();
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}
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}
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if (c == '~' || c == '#')
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_debugger->attach();
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if (_gamePaused) { // if currently paused
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if (c == 'P') {
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// 'P' while paused = unpause!
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unpauseGame();
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}
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#ifdef _SWORD2_DEBUG
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// frame-skipping only allowed on
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// debug version
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else if (c == ' ') {
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// SPACE bar while paused =
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// step one frame!
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_stepOneCycle = true;
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unpauseGame();
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}
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#endif
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} else if (c == 'P') {
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// 'P' while not paused = pause!
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pauseGame();
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} else if (c == 'C' && !(_features & GF_DEMO)) {
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_logic->fnPlayCredits(NULL);
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}
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#ifdef _SWORD2_DEBUG
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else if (c == 'S') {
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// 'S' toggles speed up (by skipping
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// display rendering)
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_renderSkip = !_renderSkip;
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}
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#endif
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}
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// skip GameCycle if we're paused
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if (!_gamePaused) {
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#ifdef _SWORD2_DEBUG
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_gameCycle++;
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#endif
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gameCycle();
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}
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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 (console_status || !_renderSkip || (_gameCycle % 4) == 0)
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buildDisplay(); // create and flip the screen
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#else
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// create and flip the screen
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buildDisplay();
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#endif
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}
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closeGame(); // close engine systems down
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}
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void Sword2Engine::startGame(void) {
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// boot the game straight into a start script
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int screen_manager_id;
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debug(5, "startGame() STARTING:");
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// all demos not just web
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if (_features & GF_DEMO)
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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// FIXME this could be validated against startup.inf for valid numbers
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// to stop people shooting themselves in the foot
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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char *raw_script;
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char *raw_data_ad;
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// the required start-scripts are both script #1 in the respective
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// ScreenManager objects
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uint32 null_pc = 1;
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// open george object, ready for start script to reference
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raw_data_ad = (char *) _resman->openResource(8);
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// open the ScreenManager object
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raw_script = (char *) _resman->openResource(screen_manager_id);
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// run the start script now (because no console)
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_logic->runScript(raw_script, raw_data_ad, &null_pc);
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// close the ScreenManager object
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_resman->closeResource(screen_manager_id);
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// close george
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_resman->closeResource(8);
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debug(5, "startGame() DONE.");
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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->get_msecs() < time) {
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// Make sure menu animations and fades don't suffer
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_graphics->processMenu();
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_graphics->updateDisplay();
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_system->delay_msecs(10);
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}
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}
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void Sword2Engine::pauseGame(void) {
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// uint8 *text;
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// open text file & get the line "PAUSED"
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// text = fetchTextLine(_resman->openResource(3258), 449);
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// pause_text_bloc_no = _fontRenderer->buildNewBloc(text + 2, 320, 210, 640, 184, RDSPR_TRANS | RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE);
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// now ok to close the text file
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// _resman->closeResource(3258);
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// don't allow Pause while screen fading or while black
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if (_graphics->getFadeStatus() != RDFADE_NONE)
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return;
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pauseAllSound();
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// make a normal mouse
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clearPointerText();
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// mouse_mode=MOUSE_normal;
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// this is the only place allowed to do it this way
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_graphics->setLuggageAnim(NULL, 0);
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// blank cursor
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setMouse(0);
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// forces engine to choose a cursor
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_mouseTouching = 1;
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// if level at max, turn down because palette-matching won't work
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// when dimmed
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if (_gui->_currentGraphicsLevel == 3) {
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_gui->updateGraphicsLevel(2);
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_graphicsLevelFudged = true;
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}
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// don't dim it if we're single-stepping through frames
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// dim the palette during the pause
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if (!_stepOneCycle)
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_graphics->dimPalette();
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_gamePaused = true;
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}
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void Sword2Engine::unpauseGame(void) {
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// removed "PAUSED" from screen
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// _fontRenderer->killTextBloc(pause_text_bloc_no);
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if (OBJECT_HELD && _realLuggageItem)
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setLuggage(_realLuggageItem);
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unpauseAllSound();
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// put back game screen palette; see Build_display.cpp
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setFullPalette(0xffffffff);
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// If graphics level at max, turn up again
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if (_graphicsLevelFudged) {
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_gui->updateGraphicsLevel(3);
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_graphicsLevelFudged = false;
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}
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_gamePaused = false;
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_logic->_unpauseZone = 2;
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// if mouse is about or we're in a chooser menu
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if (!_mouseStatus || _logic->_choosing)
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setMouse(NORMAL_MOUSE_ID);
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}
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} // End of namespace Sword2
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