aboutsummaryrefslogtreecommitdiff
path: root/sword2/sword2.cpp
blob: 0d69d6720d099556d6dd398eabde8e3a899751d1 (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
/* 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 "sword2/sword2.h"
#include "sword2/defs.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::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");

	// 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) {
	_quit = true;
}

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;

	_quit = false;

	debug(5, "CALLING: readOptionSettings");
	_gui->readOptionSettings();

	debug(5, "CALLING: initialiseGame");
	if (initialiseGame())
		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();

#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->_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 (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 (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