scummvm/sword2/sword2.cpp
Torbjörn Andersson fc970b3c75 Removed the buffering of mouse and keyboard events. I don't think any of
our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.

Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.

svn-id: r13812
2004-05-09 13:32:04 +00:00

637 lines
15 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "backends/fs/fs.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
#ifdef _WIN32_WCE
extern bool isSmartphone(void);
#endif
struct Sword2GameSettings {
const char *name;
const char *description;
uint32 features;
const char *detectname;
GameSettings toGameSettings() const {
GameSettings dummy = { name, description, features };
return dummy;
}
};
static const Sword2GameSettings sword2_settings[] = {
/* Broken Sword 2 */
{"sword2", "Broken Sword II", GF_DEFAULT_TO_1X_SCALER, "players.clu" },
{"sword2alt", "Broken Sword II (alt)", GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
{"sword2demo", "Broken Sword II (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword2::GF_DEMO, "players.clu" },
{NULL, NULL, 0, NULL}
};
GameList Engine_SWORD2_gameList() {
const Sword2GameSettings *g = sword2_settings;
GameList games;
while (g->name) {
games.push_back(g->toGameSettings());
g++;
}
return games;
}
DetectedGameList Engine_SWORD2_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const Sword2GameSettings *g;
// TODO: It would be nice if we had code here which distinguishes
// between the 'sword2' and 'sword2demo' targets. The current code
// can't do that since they use the same detectname.
for (g = sword2_settings; g->name; ++g) {
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
const char *gameName = file->displayName().c_str();
if (0 == scumm_stricmp(g->detectname, gameName)) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(g->toGameSettings());
break;
}
}
}
return detectedGames;
}
Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
return new Sword2::Sword2Engine(detector, syst);
}
REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create, Engine_SWORD2_detectGames)
namespace Sword2 {
Sword2Engine *g_sword2 = NULL;
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
g_sword2 = this;
_debugger = NULL;
_sound = NULL;
_graphics = NULL;
_features = detector->_game.features;
_targetName = strdup(detector->_targetName.c_str());
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
// Setup mixer
if (!_mixer->isReady())
warning("Sound initialization failed");
// We have our own volume settings panel, so don't let ScummVM's mixer
// soften the sound in any way.
_mixer->setVolume(256);
_mixer->setMusicVolume(256);
_keyboardEvent.pending = false;
_mouseEvent.pending = false;
_mouseX = _mouseY = 0;
// get some falling RAM and put it in your pocket, never let it slip
// away
_graphics = new Graphics(this, 640, 480);
// Create the debugger as early as possible (but not before the
// graphics object!) so that errors can be displayed in it. In
// particular, we want errors about missing files to be clearly
// visible to the user.
_debugger = new Debugger(this);
_memory = new MemoryManager(this);
_resman = new ResourceManager(this);
_logic = new Logic(this);
_fontRenderer = new FontRenderer(this);
_gui = new Gui(this);
_sound = new Sound(this);
_lastPaletteRes = 0;
_largestLayerArea = 0;
_largestSpriteArea = 0;
strcpy(_largestLayerInfo, "largest layer: none registered");
strcpy(_largestSpriteInfo, "largest sprite: none registered");
_fps = 0;
_cycleTime = 0;
_frameCount = 0;
_wantSfxDebug = false;
// For the menus
_totalTemp = 0;
memset(_tempList, 0, sizeof(_tempList));
_totalMasters = 0;
memset(_masterMenuList, 0, sizeof(_masterMenuList));
memset(&_thisScreen, 0, sizeof(_thisScreen));
memset(_mouseList, 0, sizeof(_mouseList));
_mouseTouching = 0;
_oldMouseTouching = 0;
_menuSelectedPos = 0;
_examiningMenuIcon = false;
_mousePointerRes = 0;
_mouseMode = 0;
_mouseStatus = false;
_mouseModeLocked = false;
_currentLuggageResource = 0;
_oldButton = 0;
_buttonClick = 0;
_pointerTextBlocNo = 0;
_playerActivityDelay = 0;
_realLuggageItem = 0;
// used to be a define, but now it's flexible
_scrollFraction = 16;
_gamePaused = false;
_stepOneCycle = false;
_graphicsLevelFudged = false;
}
Sword2Engine::~Sword2Engine() {
free(_targetName);
delete _debugger;
delete _graphics;
delete _sound;
delete _gui;
delete _fontRenderer;
delete _logic;
delete _resman;
delete _memory;
}
void Sword2Engine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
#ifdef _WIN32_WCE
if (isSmartphone())
return;
#endif
// Unless an error -originated- within the debugger, spawn the
// debugger. Otherwise exit out normally.
if (_debugger && !_debugger->isAttached()) {
// (Print it again in case debugger segfaults)
printf("%s\n", buf2);
_debugger->attach(buf2);
_debugger->onFrame();
}
}
int32 Sword2Engine::initialiseGame(void) {
// During normal gameplay, we care neither about mouse button releases
// nor the scroll wheel.
setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
// initialise global script variables
// res 1 is the globals list
Logic::_scriptVars = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader));
// DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF
// MEMORY SO IT CAN'T MOVE!
// DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT
// CAN'T MOVE!
_resman->openResource(8);
// Set up font resource variables for this language version
debug(5, "CALLING: initialiseFontResourceFlags");
initialiseFontResourceFlags();
// initialise the sound fx queue
debug(5, "CALLING: Init_fx_queue");
initFxQueue();
// all demos (not just web)
if (_features & GF_DEMO)
Logic::_scriptVars[DEMO] = 1;
else
Logic::_scriptVars[DEMO] = 0;
return 0;
}
void Sword2Engine::closeGame(void) {
_quit = true;
}
bool Sword2Engine::checkForMouseEvents(void) {
return _mouseEvent.pending;
}
MouseEvent *Sword2Engine::mouseEvent(void) {
if (!_mouseEvent.pending)
return NULL;
_mouseEvent.pending = false;
return &_mouseEvent;
}
KeyboardEvent *Sword2Engine::keyboardEvent(void) {
if (!_keyboardEvent.pending)
return NULL;
_keyboardEvent.pending = false;
return &_keyboardEvent;
}
uint32 Sword2Engine::setEventFilter(uint32 filter) {
uint32 oldFilter = _eventFilter;
_eventFilter = filter;
return oldFilter;
}
/**
* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
*/
void Sword2Engine::parseEvents(void) {
OSystem::Event event;
while (_system->poll_event(&event)) {
switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
if (!(_eventFilter & RD_KEYDOWN)) {
_keyboardEvent.pending = true;
_keyboardEvent.ascii = event.kbd.ascii;
_keyboardEvent.keycode = event.kbd.keycode;
_keyboardEvent.modifiers = event.kbd.flags;
}
break;
case OSystem::EVENT_MOUSEMOVE:
if (!(_eventFilter & RD_KEYDOWN)) {
_mouseX = event.mouse.x;
_mouseY = event.mouse.y - RDMENU_MENUDEEP;
}
break;
case OSystem::EVENT_LBUTTONDOWN:
if (!(_eventFilter & RD_LEFTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
}
break;
case OSystem::EVENT_RBUTTONDOWN:
if (!(_eventFilter & RD_RIGHTBUTTONDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
}
break;
case OSystem::EVENT_LBUTTONUP:
if (!(_eventFilter & RD_LEFTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_LEFTBUTTONUP;
}
break;
case OSystem::EVENT_RBUTTONUP:
if (!(_eventFilter & RD_RIGHTBUTTONUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_RIGHTBUTTONUP;
}
break;
case OSystem::EVENT_WHEELUP:
if (!(_eventFilter & RD_WHEELUP)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELUP;
}
break;
case OSystem::EVENT_WHEELDOWN:
if (!(_eventFilter & RD_WHEELDOWN)) {
_mouseEvent.pending = true;
_mouseEvent.buttons = RD_WHEELDOWN;
}
break;
case OSystem::EVENT_QUIT:
closeGame();
break;
default:
break;
}
}
}
void Sword2Engine::gameCycle(void) {
// do one game cycle
// got a screen to run?
if (_logic->getRunList()) {
// run the logic session UNTIL a full loop has been performed
do {
// reset the graphic 'BuildUnit' list before a new
// logic list (see fnRegisterFrame)
resetRenderLists();
// reset the mouse hot-spot list (see fnRegisterMouse
// and fnRegisterFrame)
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
if (_thisScreen.scroll_flag)
setScrolling();
mouseEngine();
processFxQueue();
}
void Sword2Engine::go() {
_quit = false;
debug(5, "CALLING: readOptionSettings");
_gui->readOptionSettings();
debug(5, "CALLING: initialiseGame");
if (initialiseGame())
return;
if (_saveSlot != -1) {
if (saveExists(_saveSlot))
restoreGame(_saveSlot);
else {
setMouse(NORMAL_MOUSE_ID);
if (!_gui->restoreControl())
startGame();
}
} else if (!_bootParam && saveExists()) {
int32 pars[2] = { 221, FX_LOOP };
bool result;
setMouse(NORMAL_MOUSE_ID);
_logic->fnPlayMusic(pars);
result = _gui->startControl();
// If the game is started from the beginning, the cutscene
// player will kill the music for us. Otherwise, the restore
// will either have killed the music, or done a crossfade.
if (_quit)
return;
if (result)
startGame();
} else
startGame();
debug(5, "CALLING: initialiseRenderCycle");
_graphics->initialiseRenderCycle();
_renderSkip = false; // Toggled on 'S' key, to render only
// 1 in 4 frames, to speed up game
_gameCycle = 0;
while (1) {
if (_debugger->isAttached())
_debugger->onFrame();
// the screen is build. Mostly because of first scroll
// cycle stuff
#ifdef _SWORD2_DEBUG
// if we've just stepped forward one cycle while the
// game was paused
if (_stepOneCycle) {
pauseGame();
_stepOneCycle = false;
}
#endif
KeyboardEvent *ke = keyboardEvent();
if (ke) {
if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
_debugger->attach();
} else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) {
switch (ke->keycode) {
case 'p':
if (_gamePaused)
unpauseGame();
else
pauseGame();
break;
case 'c':
if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
_logic->fnPlayCredits(NULL);
break;
#ifdef _SWORD2_DEBUG
case ' ':
if (_gamePaused) {
_stepOneCycle = true;
unpauseGame();
}
break;
case 's':
_renderSkip = !_renderSkip;
break;
#endif
default:
break;
}
}
}
// skip GameCycle if we're paused
if (!_gamePaused) {
_gameCycle++;
gameCycle();
}
// We can't use this as termination condition for the looop,
// because we want the break to happen before updating the
// screen again.
if (_quit)
break;
// creates the debug text blocks
_debugger->buildDebugText();
#ifdef _SWORD2_DEBUG
// if not in console & '_renderSkip' is set, only render
// display once every 4 game-cycles
if (console_status || !_renderSkip || (_gameCycle % 4) == 0)
buildDisplay(); // create and flip the screen
#else
// create and flip the screen
buildDisplay();
#endif
}
// Stop music instantly!
killMusic();
}
void Sword2Engine::startGame(void) {
// boot the game straight into a start script
int screen_manager_id;
debug(5, "startGame() STARTING:");
// all demos not just web
if (Logic::_scriptVars[DEMO])
screen_manager_id = 19; // DOCKS SECTION START
else
screen_manager_id = 949; // INTRO & PARIS START
// 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;
char *raw_script;
char *raw_data_ad;
// the required start-scripts are both script #1 in the respective
// ScreenManager objects
uint32 null_pc = 1;
// open george object, ready for start script to reference
raw_data_ad = (char *) _resman->openResource(8);
// open the ScreenManager object
raw_script = (char *) _resman->openResource(screen_manager_id);
// run the start script now (because no console)
_logic->runScript(raw_script, raw_data_ad, &null_pc);
// close the ScreenManager object
_resman->closeResource(screen_manager_id);
// close george
_resman->closeResource(8);
debug(5, "startGame() DONE.");
}
// FIXME: Move this to some better place?
void Sword2Engine::sleepUntil(uint32 time) {
while (_system->get_msecs() < time) {
// Make sure menu animations and fades don't suffer, but don't
// redraw the entire scene.
_graphics->processMenu();
_graphics->updateDisplay(false);
_system->delay_msecs(10);
}
}
void Sword2Engine::pauseGame(void) {
// don't allow Pause while screen fading or while black
if (_graphics->getFadeStatus() != RDFADE_NONE)
return;
pauseAllSound();
// make a normal mouse
clearPointerText();
// this is the only place allowed to do it this way
_graphics->setLuggageAnim(NULL, 0);
// blank cursor
setMouse(0);
// forces engine to choose a cursor
_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;
}
// don't dim it if we're single-stepping through frames
// dim the palette during the pause
if (!_stepOneCycle)
_graphics->dimPalette();
_gamePaused = true;
}
void Sword2Engine::unpauseGame(void) {
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