/* 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 "driver/driver96.h" #include "driver/palette.h" #include "common/gameDetector.h" #include "common/config-file.h" #include "build_display.h" #include "console.h" #include "controls.h" #include "debug.h" #include "events.h" #include "header.h" #include "interpreter.h" #include "layers.h" #include "logic.h" #include "maketext.h" #include "memory.h" #include "mouse.h" #include "protocol.h" #include "resman.h" #include "scroll.h" #include "sound.h" #include "speech.h" #include "startup.h" #include "sword2.h" #include "sync.h" #define MAX_PATH 260 int RunningFromCd(); uint8 quitGame = 0; //------------------------------------------------------------------------------------ // version & owner details //So version string is 18 bytes long : //Version String = <8 byte header,5 character version, \0, INT32 time> uint8 version_string[HEAD_LEN+10] = {1, 255, 37, 22, 45, 128, 34, 67}; uint8 unencoded_name[HEAD_LEN+48] = {76, 185, 205, 23, 44, 34, 24, 34, 'R','e','v','o','l','u','t','i','o','n',' ', 'S','o','f','t','w','a','r','e',' ','L','t','d', 0}; uint8 encoded_name[HEAD_LEN+48] = {44, 32, 190, 222, 123, 65, 233, 99, 179, 209, 225, 157, 222, 238, 219, 209, 143, 224, 133, 190, 232, 209, 162, 177, 198, 228, 202, 146, 180, 232, 214, 65, 65, 65, 116, 104, 116, 114, 107, 104, 32, 49, 64, 35, 123, 125, 61, 45, 41, 40, 163, 36, 49, 123, 125, 10}; //------------------------------------------------------------------------------------ uint8 gamePaused=0; // James17jun97 //uint32 pause_text_bloc_no=0; // James17jun97 uint8 graphics_level_fudged=0; // James10july97 uint8 stepOneCycle=0; // for use while game paused //------------------------------------------------------------------------------------ static const VersionSettings sword2_settings[] = { /* Broken Sword 2 */ {"sword2", "Broken Sword II", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, {"sword2demo", "Broken Sword II (Demo)", GID_SWORD2_DEMO, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" }, {NULL, NULL, 0, 0, MDT_NONE, 0, NULL} }; Sword2State *g_sword2 = NULL; const VersionSettings *Engine_SWORD2_targetList() { return sword2_settings; } Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) { return new Sword2State(detector, syst); } Sword2State::Sword2State(GameDetector *detector, OSystem *syst) : Engine(detector, syst) { _detector = detector; g_sword2 = this; _features = detector->_game.features; _gameId = detector->_game.id; _game_name = strdup(detector->_gameFileName.c_str()); _bootParam = detector->_bootParam; _saveSlot = detector->_save_slot; // Setup mixer if (!_mixer->bindToSystem(syst)) warning("Sound initialization failed"); _mixer->setVolume(kDefaultSFXVolume * kDefaultMasterVolume / 255); _mixer->setMusicVolume(kDefaultMusicVolume * kDefaultMasterVolume / 255); _sound = new Sword2Sound(_mixer); } void Sword2State::errorString(const char *buf1, char *buf2) { strcpy(buf2, buf1); } int32 Sword2State::InitialiseGame(void) { //init engine drivers uint8 *file; Zdebug("CALLING: Init_memory_manager"); Init_memory_manager(); // get some falling RAM and put it in your pocket, never let it slip away Zdebug("RETURNED."); Zdebug("CALLING: res_man.InitResMan"); res_man.InitResMan(); // initialise the resource manager Zdebug("RETURNED from res_man.InitResMan"); // initialise global script variables file=res_man.Res_open(1); // res 1 is the globals list Zdebug("CALLING: SetGlobalInterpreterVariables"); SetGlobalInterpreterVariables((int32*)(file+sizeof(_standardHeader))); Zdebug("RETURNED."); // res_man.Res_close(1); // DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF MEMORY SO IT CAN'T MOVE! file=res_man.Res_open(8); // DON'T CLOSE PLAYER OBJECT RESOURCE - KEEP IT OPEN IN MEMORY SO IT CAN'T MOVE! //---------------------------------------- Zdebug("CALLING: InitialiseFontResourceFlags"); InitialiseFontResourceFlags(); // Set up font resource variables for this language version (James31july97) // Also set the windows application name to the proper game name Zdebug("RETURNED."); //---------------------------------------- Zdebug("CALLING: Init_console"); Init_console(); // set up the console system Zdebug("RETURNED."); #ifdef _SWORD2_DEBUG Zdebug("CALLING: Init_start_menu"); Init_start_menu(); // read in all the startup information Zdebug("RETURNED from Init_start_menu"); #endif // _SWORD2_DEBUG Zdebug("CALLING: Init_text_bloc_system"); Init_text_bloc_system(); // no blocs live Zdebug("RETURNED."); Zdebug("CALLING: Init_sync_system"); Init_sync_system(); Zdebug("RETURNED."); Zdebug("CALLING: Init_event_system"); Init_event_system(); Zdebug("RETURNED."); Zdebug("CALLING: Init_fx_queue"); Init_fx_queue(); // initialise the sound fx queue Zdebug("RETURNED."); // all demos (not just web) if (_gameId == GID_SWORD2_DEMO) DEMO=1; // set script variable return(0); } //------------------------------------------------------------------------------------ void Close_game() //Tony11Oct96 { Zdebug("Close_game() STARTING:"); EraseBackBuffer(); Kill_music(); // Stop music instantly! (James22aug97) Close_memory_manager(); // free the memory again res_man.Close_ResMan(); Zdebug("Close_game() DONE."); } //------------------------------------------------------------------------------------ int32 GameCycle(void) { //do one game cycle { if (LLogic.Return_run_list()) //got a screen to run? { do //run the logic session UNTIL a full loop has been performed { Reset_render_lists(); // reset the graphic 'buildit' list before a new logic list (see FN_register_frame) Reset_mouse_list(); // reset the mouse hot-spot list (see FN_register_mouse & FN_register_frame) } while(LLogic.Process_session()); //keep going as long as new lists keep getting put in - i.e. screen changes } else //start the console and print the start options perhaps? { StartConsole(); Print_to_console("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)"); } } if (this_screen.scroll_flag) // if this screen is wide Set_scrolling(); // recompute the scroll offsets every game-cycle Mouse_engine(); //check the mouse Process_fx_queue(); res_man.Res_next_cycle(); // update age and calculate previous cycle memory usage if (quitGame) return(1); else return(0); } //------------------------------------------------------------------------------------ // int main(int argc, char *argv[]) // int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) void Sword2State::go() { OSystem::Property prop; uint32 rv; uint8 breakOut = 0; char c; // Zdebug("[%s]", lpCmdLine); #ifndef _SWORD2_DEBUG DisableQuitKey(); // so cannot use Ctrl-Q from the release versions (full game or demo) #endif if (RunningFromCd()) //stop this game being run from CD exit(-1); // 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. Zdebug("CALLING: InitialiseWindow"); // rv = InitialiseWindow(hInstance, hPrevInstance, lpCmdLine, nCmdShow, "Revolution"); rv = RD_OK; Zdebug("RETURNED with rv = %.8x", rv); if (rv != RD_OK) { // ReportDriverError(rv); return; } // Override global scaler with any game-specific define if (g_config->get("gfx_mode")) { prop.gfx_mode = _detector->parseGraphicsMode(g_config->get("gfx_mode")); _system->property(OSystem::PROP_SET_GFX_MODE, &prop); } Zdebug("CALLING: InitialiseDisplay"); _system->init_size(640, 480); rv = InitialiseDisplay(640, 480, 8, RD_FULLSCREEN); // Override global fullscreen setting with any game-specific define if (g_config->getBool("fullscreen", false)) { if (!_system->property(OSystem::PROP_GET_FULLSCREEN, 0)) _system->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0); } Zdebug("RETURNED with rv = %.8x", rv); if (rv != RD_OK) { // ReportDriverError(rv); CloseAppWindow(); return; } Zdebug("CALLING: ReadOptionSettings"); ReadOptionSettings(); //restore the menu settings Zdebug("RETURNED."); Zdebug("CALLING: InitialiseGame"); if (InitialiseGame()) { Zdebug("RETURNED from InitialiseGame - closing game"); CloseAppWindow(); return; } Zdebug("RETURNED from InitialiseGame - ok"); //check for restore game on startup - at the mo any passed argument is good enough to trigger this // if (lpCmdLine[0]) //non zero if (_saveSlot != -1) { // RestoreGame(_saveSlot); use traditional way for now... Set_mouse(NORMAL_MOUSE_ID); if (!Restore_control()) // restore a game Start_game(); } //------------------------------------------------------------- // release versions only (full-game and demo) // #if NDEBUG // comment this out for debug versions to start game automatically! else Start_game(); // #endif // comment this out for debug versions to start game automatically! //------------------------------------------------------------- Zdebug("CALLING: InitialiseRenderCycle"); InitialiseRenderCycle(); Zdebug("RETURNED."); while (TRUE) { if (ServiceWindows() == RDERR_APPCLOSED) { break; // break out of main game loop } // check for events parseEvents(); #ifdef _SWORD2_DEBUG if (grabbingSequences && (!console_status)) GrabScreenShot(); #endif while (!gotTheFocus) { if (ServiceWindows() == RDERR_APPCLOSED) { breakOut = 1; break; // break out of this while-loop } } if (breakOut) // if we are closing down the game break; // break out of main game loop //----- #ifdef _SWORD2_DEBUG if (console_status) { if (One_console()) { EndConsole(); UnpauseAllSound(); // see sound.cpp } } #endif if (!console_status) //not in console mode - if the console is quit we want to get a logic cycle in before { //the screen is build. Mostly because of first scroll cycle stuff #ifdef _SWORD2_DEBUG if (stepOneCycle) // if we've just stepped forward one cycle while the game was paused { PauseGame(); stepOneCycle=0; } #endif if (KeyWaiting()) { ReadKey(&c); #ifdef _SWORD2_DEBUG if (c==27) // ESC whether paused or not { PauseAllSound(); // see sound.cpp StartConsole(); // start the console } else #endif if (gamePaused) // if currently paused { if (toupper(c)=='P') // 'P' while paused = unpause! { UnpauseGame(); } #ifdef _SWORD2_DEBUG else if (toupper(c)==' ') // SPACE bar while paused = step one frame! { stepOneCycle=1; // step through one game cycle UnpauseGame(); } #endif // _SWORD2_DEBUG } else if (toupper(c)=='P') // 'P' while not paused = pause! { PauseGame(); } #ifdef _SWORD2_DEBUG // frame-skipping only allowed on debug version else if (toupper(c)=='S') // 'S' toggles speed up (by skipping display rendering) { renderSkip = 1 - renderSkip; } #endif // _SWORD2_DEBUG } if (gamePaused==0) // skip GameCycle if we're paused { #ifdef _SWORD2_DEBUG gameCycle += 1; #endif if (GameCycle()) break; // break out of main game loop } #ifdef _SWORD2_DEBUG Build_debug_text(); // creates the debug text blocks #endif // _SWORD2_DEBUG } //----- // James (24mar97) #ifdef _SWORD2_DEBUG if ((console_status)||(renderSkip==0)||(gameCycle%4 == 0)) // if not in console & 'renderSkip' is set, only render display once every 4 game-cycles Build_display(); // create and flip the screen #else Build_display(); // create and flip the screen #endif // _SWORD2_DEBUG } Close_game(); //close engine systems down CloseAppWindow(); return; //quit the game } //------------------------------------------------------------------------------------ int RunningFromCd() { /* char sCDName[MAX_PATH]; char sRoot[MAX_PATH]; DWORD dwMaxCompLength, dwFSFlags; GetModuleFileName(NULL , sRoot, _MAX_PATH); *(strchr(sRoot,'\\')+1) = '\0'; if (!GetVolumeInformation(sRoot, sCDName,_MAX_PATH, NULL, &dwMaxCompLength, &dwFSFlags, NULL, 0)) return -1; if (!scumm_strnicmp(sCDName,CD1_LABEL,6)) return 1; if (!scumm_strnicmp(sCDName,CD2_LABEL,6)) return 2; */ return 0; } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ void Sword2State::Start_game(void) //Tony29May97 { //boot the game straight into a start script int screen_manager_id; Zdebug("Start_game() STARTING:"); // all demos not just web if (_gameId == GID_SWORD2_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; uint32 null_pc=1; // the required start-scripts are both script #1 in the respective ScreenManager objects raw_data_ad = (char*) (res_man.Res_open(8)); // open george object, ready for start script to reference raw_script = (char*) (res_man.Res_open(screen_manager_id)); // open the ScreenManager object RunScript ( raw_script, raw_data_ad, &null_pc ); // run the start script now (because no console) res_man.Res_close(screen_manager_id); // close the ScreenManager object res_man.Res_close(8); // close george Zdebug("Start_game() DONE."); } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ void PauseGame(void) // James17jun97 { // uint8 *text; // text = FetchTextLine( res_man.Res_open(3258), 449 ); // open text file & get the line "PAUSED" // 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); // res_man.Res_close(3258); // now ok to close the text file //--------------------------- // don't allow Pause while screen fading or while black (James 03sep97) if(GetFadeStatus()!=RDFADE_NONE) return; //--------------------------- PauseAllSound(); //make a normal mouse ClearPointerText(); // mouse_mode=MOUSE_normal; SetLuggageAnim(NULL, 0); //this is the only place allowed to do it this way Set_mouse(0); // blank cursor mouse_touching=1; //forces engine to choose a cursor if (current_graphics_level==3) // if level at max { UpdateGraphicsLevel(2); // turn down because palette-matching won't work when dimmed graphics_level_fudged=1; } if (stepOneCycle==0) // don't dim it if we're single-stepping through frames { DimPalette(); // dim the palette during the pause (James26jun97) } gamePaused=1; } //------------------------------------------------------------------------------------ void UnpauseGame(void) // James17jun97 { // Kill_text_bloc(pause_text_bloc_no); // removed "PAUSED" from screen if ((OBJECT_HELD)&&(real_luggage_item)) Set_luggage(real_luggage_item); UnpauseAllSound(); SetFullPalette(0xffffffff); // put back game screen palette; see Build_display.cpp (James26jun97) if (graphics_level_fudged) // if level at max { UpdateGraphicsLevel(3); // turn up again graphics_level_fudged=0; } gamePaused=0; unpause_zone=2; if ((!mouse_status)||(choosing)) //if mouse is about or we're in a chooser menu Set_mouse(NORMAL_MOUSE_ID); } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------