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
|
/* 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 TargetSettings 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 TargetSettings *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);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
|