/* 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 "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/defs.h" #ifdef _WIN32_WCE extern bool isSmartphone(void); #endif extern uint16 _debugLevel; 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::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->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"); _debugLevel = ConfMan.getInt("debuglevel"); // 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); // 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); _input = new Input(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; _grabbingSequences = 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 _input; 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) { // init engine drivers uint8 *file; // initialise global script variables // res 1 is the globals list file = _resman->openResource(1); debug(5, "CALLING: SetGlobalInterpreterVariables"); _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 = _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) DEMO = 1; else DEMO = 0; return 0; } void Sword2Engine::closeGame(void) { // Stop music instantly! killMusic(); _system->quit(); } 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(); // update age and calculate previous cycle memory usage _resman->nextCycle(); } void Sword2Engine::go() { KeyboardEvent ke; debug(5, "CALLING: readOptionSettings"); _gui->readOptionSettings(); debug(5, "CALLING: initialiseGame"); if (initialiseGame()) { closeGame(); return; } if (_saveSlot != -1) { if (saveExists(_saveSlot)) restoreGame(_saveSlot); else { // show restore menu setMouse(NORMAL_MOUSE_ID); if (!_gui->restoreControl()) 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(); _graphics->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 = false; } #endif if (_input->keyWaiting()) { _input->readKey(&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 (!DEMO) _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) { #ifdef _SWORD2_DEBUG _gameCycle++; #endif gameCycle(); } // 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 } closeGame(); // close engine systems down } 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 (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 _graphics->processMenu(); _graphics->updateDisplay(); _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 (OBJECT_HELD && _realLuggageItem) setLuggage(_realLuggageItem); unpauseAllSound(); // put back game screen palette; see Build_display.cpp setFullPalette(0xffffffff); // If graphics level at max, turn up again if (_graphicsLevelFudged) { _gui->updateGraphicsLevel(3); _graphicsLevelFudged = false; } _gamePaused = false; _logic->_unpauseZone = 2; // if mouse is about or we're in a chooser menu if (!_mouseStatus || _logic->_choosing) setMouse(NORMAL_MOUSE_ID); } } // End of namespace Sword2