/* Copyright (C) 1994-2003 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 "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/defs.h" #include "sword2/build_display.h" #include "sword2/console.h" #include "sword2/controls.h" #include "sword2/credits.h" #include "sword2/debug.h" #include "sword2/events.h" #include "sword2/header.h" #include "sword2/interpreter.h" #include "sword2/layers.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/memory.h" #include "sword2/mouse.h" #include "sword2/protocol.h" #include "sword2/resman.h" #include "sword2/save_rest.h" #include "sword2/scroll.h" #include "sword2/sound.h" #include "sword2/speech.h" #include "sword2/startup.h" #include "sword2/sync.h" #include "sword2/driver/driver96.h" #include "sword2/driver/palette.h" #ifdef _WIN32_WCE extern bool isSmartphone(void); #endif extern uint16 _debugLevel; static const GameSettings sword2_settings[] = { /* Broken Sword 2 */ {"sword2", "Broken Sword II", MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, {"sword2alt", "Broken Sword II (alt)", MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" }, {"sword2demo", "Broken Sword II (Demo)", MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER | GF_DEMO, "players.clu" }, {NULL, NULL, MDT_NONE, 0, NULL} }; GameList Engine_SWORD2_gameList() { const GameSettings *g = sword2_settings; GameList games; while (g->gameName) games.push_back(*g++); return games; } GameList Engine_SWORD2_detectGames(const FSList &fslist) { GameList detectedGames; const GameSettings *g; // TODO: It would be nice if we had code here which distinguishes between // the 'sword2' and Ôsword2demoÔ targets. The current code can't do that // since they use the same detectname. for (g = sword2_settings; g->gameName; ++g) { // Iterate over all files in the given directory for (FSList::ConstIterator 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); 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 { uint8 quitGame = 0; uint8 gamePaused = 0; uint8 graphics_level_fudged = 0; uint8 stepOneCycle = 0; // for use while game paused Sword2Engine *g_sword2 = NULL; Sound *g_sound = NULL; Display *g_display = NULL; Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(detector, syst) { _detector = detector; g_sword2 = this; _debugger = NULL; _features = detector->_game.features; _targetName = strdup(detector->_targetName.c_str()); _bootParam = ConfMan.getInt("boot_param"); _saveSlot = ConfMan.getInt("save_slot"); _debugLevel = ConfMan.getInt("debuglevel"); // Setup mixer if (!_mixer->bindToSystem(syst)) 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); g_sound = _sound = new Sound(_mixer); g_display = _display = new Display(640, 480); gui = new Gui(); _debugger = new Debugger(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; _grabbingSequences = false; // For the menus _totalTemp = 0; memset(_tempList, 0, sizeof(_tempList)); _totalMasters = 0; memset(_masterMenuList, 0, sizeof(_masterMenuList)); } Sword2Engine::~Sword2Engine() { free(_targetName); delete _sound; delete _display; delete _debugger; delete gui; } 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->isAttached()) { printf("%s\n", buf2); // (Print it again in case debugger segfaults) _debugger->attach(buf2); _debugger->onFrame(); } } int32 Sword2Engine::InitialiseGame(void) { // init engine drivers uint8 *file; // get some falling RAM and put it in your pocket, never let it slip // away debug(5, "CALLING: memory.init"); memory.init(); // initialise the resource manager debug(5, "CALLING: res_man.init"); res_man.init(); // initialise global script variables // res 1 is the globals list file = res_man.open(1); debug(5, "CALLING: SetGlobalInterpreterVariables"); g_logic.setGlobalInterpreterVariables((int32 * ) (file + 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! file = res_man.open(8); // Set up font resource variables for this language version debug(5, "CALLING: initialiseFontResourceFlags"); initialiseFontResourceFlags(); // read in all the startup information debug(5, "CALLING: Init_start_menu"); Init_start_menu(); debug(5, "CALLING: Init_sync_system"); Init_sync_system(); debug(5, "CALLING: Init_event_system"); initEventSystem(); // initialise the sound fx queue debug(5, "CALLING: Init_fx_queue"); Init_fx_queue(); // all demos (not just web) if (_features & GF_DEMO) { // set script variable DEMO = 1; } return 0; } void Close_game() { debug(5, "Close_game() STARTING:"); // Stop music instantly! Kill_music(); // free the memory again memory.exit(); res_man.exit(); g_system->quit(); } int32 GameCycle(void) { // do one game cycle // got a screen to run? if (g_logic.getRunList()) { //run the logic session UNTIL a full loop has been performed do { // reset the graphic 'buildit' list before a new // logic list (see fnRegisterFrame) g_sword2->resetRenderLists(); // reset the mouse hot-spot list (see fnRegisterMouse // and fnRegisterFrame) Reset_mouse_list(); // keep going as long as new lists keep getting put in // - i.e. screen changes } while (g_logic.processSession()); } else { // start the console and print the start options perhaps? g_sword2->_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 (this_screen.scroll_flag) Set_scrolling(); Mouse_engine(); Process_fx_queue(); // update age and calculate previous cycle memory usage res_man.nextCycle(); if (quitGame) return 1; return 0; } void Sword2Engine::go() { _keyboardEvent ke; // Call the application "Revolution" until the resource manager is // ready to dig the name out of a text file. See InitialiseGame() // which calls InitialiseFontResourceFlags() in maketext.cpp // // Have to do it like this since we cannot really fire up the resource // manager until a window has been created as any errors are displayed // via a window, thus time becomes a loop. debug(5, "CALLING: readOptionSettings"); gui->readOptionSettings(); debug(5, "CALLING: InitialiseGame"); if (InitialiseGame()) { Close_game(); return; } if (_saveSlot != -1) { if (SaveExists(_saveSlot)) RestoreGame(_saveSlot); else { // show restore menu Set_mouse(NORMAL_MOUSE_ID); if (!gui->restoreControl()) Start_game(); } } else Start_game(); debug(5, "CALLING: initialiseRenderCycle"); g_display->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(); g_display->updateDisplay(); #ifdef _SWORD2_DEBUG // FIXME: If we want this, we should re-work it to use the backend's // screenshot functionality. // if (_debugger->_grabbingSequences && !console_status) // GrabScreenShot(); #endif // 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 = 0; } #endif if (KeyWaiting()) { ReadKey(&ke); char c = toupper(ke.ascii); if (ke.modifiers == OSystem::KBD_CTRL) { if (ke.keycode == 'd') { _debugger->attach(); } } if (c == '~' || c == '#') _debugger->attach(); if (gamePaused) { // if currently paused if (c == 'P') { // 'P' while paused = unpause! UnpauseGame(); } #ifdef _SWORD2_DEBUG // frame-skipping only allowed on // debug version else if (c == ' ') { // SPACE bar while paused = // step one frame! stepOneCycle = 1; UnpauseGame(); } #endif } else if (c == 'P') { // 'P' while not paused = pause! PauseGame(); } else if (c == 'C' && !(_features & GF_DEMO)) { g_logic.fnPlayCredits(NULL); } #ifdef _SWORD2_DEBUG else if (c == 'S') { // 'S' toggles speed up (by skipping // display rendering) _renderSkip = !_renderSkip; } #endif } // skip GameCycle if we're paused if (gamePaused == 0) { #ifdef _SWORD2_DEBUG _gameCycle++; #endif if (GameCycle()) { // break out of main game loop 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) g_sword2->buildDisplay(); // create and flip the screen #else // create and flip the screen g_sword2->buildDisplay(); #endif } Close_game(); //close engine systems down return; //quit the game } void Sword2Engine::Start_game(void) { // boot the game straight into a start script int screen_manager_id; debug(5, "Start_game() STARTING:"); // all demos not just web if (_features & GF_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 *) res_man.open(8); // open the ScreenManager object raw_script = (char *) res_man.open(screen_manager_id); // run the start script now (because no console) g_logic.runScript(raw_script, raw_data_ad, &null_pc); // close the ScreenManager object res_man.close(screen_manager_id); // close george res_man.close(8); debug(5, "Start_game() DONE."); } // FIXME: Move this to some better place? void sleepUntil(int32 time) { while ((int32) SVM_timeGetTime() < time) { g_sword2->parseEvents(); // Make sure menu animations and fades don't suffer g_display->processMenu(); g_display->updateDisplay(); g_system->delay_msecs(10); } } void PauseGame(void) { // uint8 *text; // open text file & get the line "PAUSED" // text = FetchTextLine(res_man.open(3258), 449); // pause_text_bloc_no = Build_new_block(text + 2, 320, 210, 640, 184, RDSPR_TRANS | RDSPR_DISPLAYALIGN, SPEECH_FONT_ID, POSITION_AT_CENTRE_OF_BASE); // now ok to close the text file // res_man.close(3258); // don't allow Pause while screen fading or while black if (g_display->getFadeStatus() != RDFADE_NONE) return; PauseAllSound(); //make a normal mouse ClearPointerText(); // mouse_mode=MOUSE_normal; // this is the only place allowed to do it this way g_display->setLuggageAnim(NULL, 0); // blank cursor Set_mouse(0); // forces engine to choose a cursor mouse_touching = 1; // if level at max, turn down because palette-matching won't work // when dimmed if (gui->_currentGraphicsLevel == 3) { gui->updateGraphicsLevel(2); graphics_level_fudged = 1; } // don't dim it if we're single-stepping through frames // dim the palette during the pause (James26jun97) if (stepOneCycle == 0) g_display->dimPalette(); gamePaused = 1; } void UnpauseGame(void) { // removed "PAUSED" from screen // Kill_text_bloc(pause_text_bloc_no); if (OBJECT_HELD && real_luggage_item) Set_luggage(real_luggage_item); UnpauseAllSound(); // put back game screen palette; see Build_display.cpp g_sword2->setFullPalette(0xffffffff); // If graphics level at max, turn up again if (graphics_level_fudged) { gui->updateGraphicsLevel(3); graphics_level_fudged = 0; } gamePaused = 0; unpause_zone = 2; // if mouse is about or we're in a chooser menu if (!mouse_status || choosing) Set_mouse(NORMAL_MOUSE_ID); } } // End of namespace Sword2