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/* 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 "common/file.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) {
// 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/");
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
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