aboutsummaryrefslogtreecommitdiff
path: root/sword2/sword2.cpp
blob: 2603f09bfbc84ed5a776be6d00908aa4ddee4f6b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
/* Copyright (C) 1994-1998 Revolution Software Ltd.
 * Copyright (C) 2003-2005 The ScummVM project
 *
 * 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 "common/file.h"
#include "common/system.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/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/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) {
			if (!file->isDirectory()) {
				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(SWORD2, "Broken Sword II")

namespace Sword2 {

Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
	// Add default file directories
	File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
	File::addDefaultDirectory(_gameDataPath + "SWORD2/");
	File::addDefaultDirectory(_gameDataPath + "VIDEO/");
	File::addDefaultDirectory(_gameDataPath + "clusters/");
	File::addDefaultDirectory(_gameDataPath + "sword2/");
	File::addDefaultDirectory(_gameDataPath + "video/");

	_features = detector->_game.features;
	_targetName = detector->_targetName;

	_bootParam = ConfMan.getInt("boot_param");
	_saveSlot = ConfMan.getInt("save_slot");

	_memory = NULL;
	_resman = NULL;
	_sound = NULL;
	_screen = NULL;
	_mouse = NULL;
	_logic = NULL;
	_fontRenderer = NULL;
	_debugger = NULL;

	_keyboardEvent.pending = false;
	_mouseEvent.pending = false;

	_wantSfxDebug = false;

#ifdef SWORD2_DEBUG
	_stepOneCycle = false;
	_renderSkip = false;
#endif

	_gamePaused = false;
	_graphicsLevelFudged = false;

	_gameCycle = 0;

	_quit = false;
}

Sword2Engine::~Sword2Engine() {
	delete _debugger;
	delete _sound;
	delete _fontRenderer;
	delete _screen;
	delete _mouse;
	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();
	}
}

void Sword2Engine::registerDefaultSettings() {
	ConfMan.registerDefault("music_mute", false);
	ConfMan.registerDefault("speech_mute", false);
	ConfMan.registerDefault("sfx_mute", false);
	ConfMan.registerDefault("gfx_details", 2);
	ConfMan.registerDefault("subtitles", false);
	ConfMan.registerDefault("reverse_stereo", false);
}

void Sword2Engine::readSettings() {
	_mixer->setVolumeForSoundType(SoundMixer::kMusicSoundType, ConfMan.getInt("music_volume"));
	_mixer->setVolumeForSoundType(SoundMixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
	_mixer->setVolumeForSoundType(SoundMixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
	setSubtitles(ConfMan.getBool("subtitles"));
	_sound->muteMusic(ConfMan.getBool("music_mute"));
	_sound->muteSpeech(ConfMan.getBool("speech_mute"));
	_sound->muteFx(ConfMan.getBool("sfx_mute"));
	_sound->setReverseStereo(ConfMan.getBool("reverse_stereo"));
	_mouse->setObjectLabels(ConfMan.getBool("object_labels"));
	_screen->setRenderLevel(ConfMan.getInt("gfx_details"));
}

void Sword2Engine::writeSettings() {
	ConfMan.set("music_volume", _mixer->getVolumeForSoundType(SoundMixer::kMusicSoundType));
	ConfMan.set("speech_volume", _mixer->getVolumeForSoundType(SoundMixer::kSpeechSoundType));
	ConfMan.set("sfx_volume", _mixer->getVolumeForSoundType(SoundMixer::kSFXSoundType));
	ConfMan.set("music_mute", _sound->isMusicMute());
	ConfMan.set("speech_mute", _sound->isSpeechMute());
	ConfMan.set("sfx_mute", _sound->isFxMute());
	ConfMan.set("gfx_details", _screen->getRenderLevel());
	ConfMan.set("subtitles", getSubtitles());
	ConfMan.set("object_labels", _mouse->getObjectLabels());
	ConfMan.set("reverse_stereo", _sound->isReverseStereo());

	ConfMan.flushToDisk();
}

/**
 * The global script variables and player object should be kept open throughout
 * the game, so that they are never expelled by the resource manager.
 */

void Sword2Engine::setupPersistentResources() {
	Logic::_scriptVars = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader));
	_resman->openResource(CUR_PLAYER_ID);
}
    
int Sword2Engine::init(GameDetector &detector) {
	// Get some falling RAM and put it in your pocket, never let it slip
	// away

	_system->beginGFXTransaction();
		initCommonGFX(detector);
		_screen = new Screen(this, 640, 480);
	_system->endGFXTransaction();

	// Create the debugger as early as possible (but not before the
	// screen 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);
	_sound = new Sound(this);
	_mouse = new Mouse(this);

	// Setup mixer
	if (!_mixer->isReady())
		warning("Sound initialization failed");

	registerDefaultSettings();
	readSettings();

	initStartMenu();

	// During normal gameplay, we care neither about mouse button releases
	// nor the scroll wheel.
	setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);

	setupPersistentResources();
	initialiseFontResourceFlags();

	if (_features & GF_DEMO)
		Logic::_scriptVars[DEMO] = 1;
	else
		Logic::_scriptVars[DEMO] = 0;

	if (_saveSlot != -1) {
		if (saveExists(_saveSlot))
			restoreGame(_saveSlot);
		else {
			RestoreDialog dialog(this);
			if (!dialog.runModal())
				startGame();
		}
	} else if (!_bootParam && saveExists()) {
		int32 pars[2] = { 221, FX_LOOP };
		bool result;

		_mouse->setMouse(NORMAL_MOUSE_ID);
		_logic->fnPlayMusic(pars);

		StartDialog dialog(this);

		result = (dialog.runModal() != 0);

		// 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 0;

		if (result)
			startGame();
	} else
		startGame();

	_screen->initialiseRenderCycle();
	
	return 0;
}

int Sword2Engine::go() {
	while (1) {
		if (_debugger->isAttached())
			_debugger->onFrame();

#ifdef SWORD2_DEBUG
		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 loop,
		// 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 (!_renderSkip || (_gameCycle % 4) == 0)
			_screen->buildDisplay();
#else
		_screen->buildDisplay();
#endif
	}
	
	return 0;
}

void Sword2Engine::closeGame() {
	_quit = true;
}

void Sword2Engine::restartGame() {
	ScreenInfo *screenInfo = _screen->getScreenInfo();
	uint32 temp_demo_flag;

	_mouse->closeMenuImmediately();

	// Restart the game. To do this, we must...

	// Stop music instantly!
	_sound->stopMusic(true);

	// In case we were dead - well we're not anymore!
	Logic::_scriptVars[DEAD] = 0;

	// Restart the game. Clear all memory and reset the globals
	temp_demo_flag = Logic::_scriptVars[DEMO];

	// Remove all resources from memory, including player object and
	// global variables
	_resman->removeAll();

	// Reopen global variables resource and player object
	setupPersistentResources();

	Logic::_scriptVars[DEMO] = temp_demo_flag;

	// Free all the route memory blocks from previous game
	_logic->_router->freeAllRouteMem();

	// Call the same function that first started us up
	startGame();

	// Prime system with a game cycle

	// Reset the graphic 'BuildUnit' list before a new logic list
	// (see fnRegisterFrame)
	_screen->resetRenderLists();

	// Reset the mouse hot-spot list (see fnRegisterMouse and
	// fnRegisterFrame)
	_mouse->resetMouseList();

	_mouse->closeMenuImmediately();

	// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
	// - this is taken from fnInitBackground
	// switch on scrolling (2 means first time on screen)
	screenInfo->scroll_flag = 2;

	if (_logic->processSession())
		error("restart 1st cycle failed??");

	// So palette not restored immediately after control panel - we want
	// to fade up instead!
	screenInfo->new_palette = 99;
}

bool Sword2Engine::checkForMouseEvents() {
	return _mouseEvent.pending;
}

MouseEvent *Sword2Engine::mouseEvent() {
	if (!_mouseEvent.pending)
		return NULL;

	_mouseEvent.pending = false;
	return &_mouseEvent;
}

KeyboardEvent *Sword2Engine::keyboardEvent() {
	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() {
	OSystem::Event event;
	
	while (_system->pollEvent(event)) {
		switch (event.type) {
		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)) {
				_mouse->setPos(event.mouse.x, event.mouse.y - 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() {
	// Do one game cycle, that is run the logic session until a full loop
	// has been performed.

	if (_logic->getRunList()) {
		do {
			// Reset the 'BuildUnit' and mouse hot-spot lists
			// before each new logic list. The service scripts
			// will fill thrm through fnRegisterFrame() and
			// fnRegisterMouse().

			_screen->resetRenderLists();
			_mouse->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
	ScreenInfo *screenInfo = _screen->getScreenInfo();

	if (screenInfo->scroll_flag)
		_screen->setScrolling();

	_mouse->mouseEngine();
	_sound->processFxQueue();
}

void Sword2Engine::startGame() {
	// Boot the game straight into a start script. It's always George's
	// script #1, but with different ScreenManager objects depending on
	// if it's the demo or the full game, or if we're using a boot param.

	int screen_manager_id = 0;

	debug(5, "startGame() STARTING:");

	if (!_bootParam) {
		if (Logic::_scriptVars[DEMO])
			screen_manager_id = 19;		// DOCKS SECTION START
		else
			screen_manager_id = 949;	// INTRO & PARIS START
	} else {
		// 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;
	}

	uint32 null_pc = 1;

	char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
	char *raw_script = (char *) _resman->openResource(screen_manager_id);

	_logic->runScript(raw_script, raw_data_ad, &null_pc);

	_resman->closeResource(screen_manager_id);
	_resman->closeResource(CUR_PLAYER_ID);
}

// FIXME: Move this to some better place?

void Sword2Engine::sleepUntil(uint32 time) {
	while (getMillis() < time) {
		// Make sure menu animations and fades don't suffer, but don't
		// redraw the entire scene.
		_mouse->processMenu();
		_screen->updateDisplay(false);
		_system->delayMillis(10);
	}
}

void Sword2Engine::pauseGame() {
	// Don't allow Pause while screen fading or while black
	if (_screen->getFadeStatus() != RDFADE_NONE)
		return;
	
	_sound->pauseAllSound();
	_mouse->pauseGame();

	// If render level is at max, turn it down because palette-matching
	// won't work when the palette is dimmed.

	if (_screen->getRenderLevel() == 3) {
		_screen->setRenderLevel(2);
		_graphicsLevelFudged = true;
	}

#ifdef SWORD2_DEBUG
	// Don't dim it if we're single-stepping through frames
	// dim the palette during the pause

	if (!_stepOneCycle)
		_screen->dimPalette();
#else
	_screen->dimPalette();
#endif

	_gamePaused = true;
}

void Sword2Engine::unpauseGame() {
	_mouse->unpauseGame();
	_sound->unpauseAllSound();

	// Put back game screen palette; see build_display.cpp
	_screen->setFullPalette(-1);

	// If graphics level at max, turn up again
	if (_graphicsLevelFudged) {
		_screen->setRenderLevel(3);
		_graphicsLevelFudged = false;
	}

	_gamePaused = false;

	// If mouse is about or we're in a chooser menu
	if (!_mouse->getMouseStatus() || _logic->_choosing)
		_mouse->setMouse(NORMAL_MOUSE_ID);
}

uint32 Sword2Engine::getMillis() {
	return _system->getMillis();
}

} // End of namespace Sword2