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/* 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 "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-file.h"
#include "bs2/build_display.h"
#include "bs2/console.h"
#include "bs2/controls.h"
#include "bs2/credits.h"
#include "bs2/debug.h"
#include "bs2/events.h"
#include "bs2/header.h"
#include "bs2/interpreter.h"
#include "bs2/layers.h"
#include "bs2/logic.h"
#include "bs2/maketext.h"
#include "bs2/memory.h"
#include "bs2/mouse.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
#include "bs2/save_rest.h"
#include "bs2/scroll.h"
#include "bs2/sound.h"
#include "bs2/speech.h"
#include "bs2/startup.h"
#include "bs2/sword2.h"
#include "bs2/sync.h"
#include "bs2/driver/driver96.h"
#include "bs2/driver/palette.h"
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;
uint8 graphics_level_fudged = 0;
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" },
{"sword2alt", "Broken Sword II (alt)", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
{"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;
Sword2Sound *g_sound = NULL;
const TargetSettings *Engine_SWORD2_targetList() {
return sword2_settings;
}
Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
return new Sword2State(detector, syst);
}
REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_targetList, Engine_SWORD2_create);
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");
// 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);
g_sound = _sound = new Sword2Sound(_mixer);
File::setDefaultDirectory(_gameDataPath);
}
void Sword2State::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
int32 Sword2State::InitialiseGame(void) {
// init engine drivers
uint8 *file;
// get some falling RAM and put it in your pocket, never let it slip
// away
debug(5, "CALLING: Init_memory_manager");
Init_memory_manager();
// initialise the resource manager
debug(5, "CALLING: res_man.InitResMan");
res_man.InitResMan();
// initialise global script variables
// res 1 is the globals list
file = res_man.Res_open(1);
debug(5, "CALLING: SetGlobalInterpreterVariables");
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 = res_man.Res_open(8);
// Set up font resource variables for this language version
debug(5, "CALLING: InitialiseFontResourceFlags");
InitialiseFontResourceFlags();
// set up the console system
debug(5, "CALLING: Init_console");
Init_console();
#ifdef _SWORD2_DEBUG
// read in all the startup information
debug(5, "CALLING: Init_start_menu");
Init_start_menu();
#endif
// no blocs live
debug(5, "CALLING: Init_text_bloc_system");
Init_text_bloc_system();
debug(5, "CALLING: Init_sync_system");
Init_sync_system();
debug(5, "CALLING: Init_event_system");
Init_event_system();
// initialise the sound fx queue
debug(5, "CALLING: Init_fx_queue");
Init_fx_queue();
// all demos (not just web)
if (_gameId == GID_SWORD2_DEMO) {
// set script variable
DEMO = 1;
}
return 0;
}
void Close_game() {
debug(5, "Close_game() STARTING:");
EraseBackBuffer();
// Stop music instantly!
Kill_music();
// free the memory again
Close_memory_manager();
res_man.Close_ResMan();
}
int32 GameCycle(void) {
// do one game cycle
//got a screen to run?
if (LLogic.getRunList()) {
//run the logic session UNTIL a full loop has been performed
do {
// reset the graphic 'buildit' list before a new
// logic list (see FN_register_frame)
Reset_render_lists();
// reset the mouse hot-spot list (see FN_register_mouse
// & FN_register_frame)
Reset_mouse_list();
// keep going as long as new lists keep getting put in
// - i.e. screen changes
} while (LLogic.processSession());
} 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 is wide, recompute the scroll offsets every cycle
if (this_screen.scroll_flag)
Set_scrolling();
Mouse_engine();
Process_fx_queue();
// update age and calculate previous cycle memory usage
res_man.Res_next_cycle();
if (quitGame)
return 1;
return 0;
}
void Sword2State::go() {
OSystem::Property prop;
uint32 rv;
uint8 breakOut = 0;
_keyboardEvent ke;
// 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.
// 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);
}
debug(5, "CALLING: InitialiseDisplay");
rv = InitialiseDisplay(640, 480);
// 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);
}
if (rv != RD_OK) {
// ReportDriverError(rv);
CloseAppWindow();
return;
}
debug(5, "CALLING: ReadOptionSettings");
ReadOptionSettings(); //restore the menu settings
debug(5, "CALLING: InitialiseGame");
if (InitialiseGame()) {
CloseAppWindow();
return;
}
if (_saveSlot != -1) {
if (SaveExists(_saveSlot))
RestoreGame(_saveSlot);
else { // show restore menu
Set_mouse(NORMAL_MOUSE_ID);
if (!Restore_control())
Start_game();
}
} else
Start_game();
debug(5, "CALLING: InitialiseRenderCycle");
InitialiseRenderCycle();
while (1) {
ServiceWindows();
#ifdef _SWORD2_DEBUG
// FIXME: If we want this, we should re-work it to use the backend's
// screenshot functionality.
// if (grabbingSequences && !console_status)
// GrabScreenShot();
#endif
// if we are closing down the game, break out of main game loop
if (breakOut)
break;
#ifdef _SWORD2_DEBUG
if (console_status) {
if (One_console()) {
EndConsole();
UnpauseAllSound(); // see sound.cpp
}
}
#endif
// not in console mode - if the console is quit we want to get
// a logic cycle in before
if (!console_status) {
// 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 = 0;
}
#endif
if (KeyWaiting()) {
ReadKey(&ke);
char c = toupper(ke.ascii);
#ifdef _SWORD2_DEBUG
// ESC whether paused or not
if (ke.keycode == 27) {
PauseAllSound(); // see sound.cpp
StartConsole(); // start the console
} else
#endif
if (gamePaused) { // if currently paused
if (c == 'P') {
// 'P' while paused = unpause!
UnpauseGame();
}
#ifdef _SWORD2_DEBUG
// frame-skipping only allowed on
// debug version
else if (c == ' ') {
// SPACE bar while paused =
// step one frame!
stepOneCycle = 1;
UnpauseGame();
}
#endif
} else if (c == 'P') {
// 'P' while not paused = pause!
PauseGame();
} else if (c == 'C' && _gameId == GID_SWORD2) {
FN_play_credits(NULL);
}
#ifdef _SWORD2_DEBUG
else if (c == 'S') {
// 'S' toggles speed up (by skipping
// display rendering)
renderSkip = 1 - renderSkip;
}
#endif
}
// skip GameCycle if we're paused
if (gamePaused == 0) {
#ifdef _SWORD2_DEBUG
gameCycle++;
#endif
if (GameCycle()) {
// break out of main game loop
break;
}
}
#ifdef _SWORD2_DEBUG
// creates the debug text blocks
Build_debug_text();
#endif
}
// James (24mar97)
#ifdef _SWORD2_DEBUG
// if not in console & 'renderSkip' is set, only render
// display once every 4 game-cycles
if (console_status || renderSkip == 0 || (gameCycle % 4) == 0)
Build_display(); // create and flip the screen
#else
// create and flip the screen
Build_display();
#endif
}
Close_game(); //close engine systems down
CloseAppWindow();
return; //quit the game
}
void Sword2State::Start_game(void) {
// boot the game straight into a start script
int screen_manager_id;
debug(5, "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;
// 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 *) res_man.Res_open(8);
// open the ScreenManager object
raw_script = (char *) res_man.Res_open(screen_manager_id);
// run the start script now (because no console)
RunScript(raw_script, raw_data_ad, &null_pc);
// close the ScreenManager object
res_man.Res_close(screen_manager_id);
// close george
res_man.Res_close(8);
debug(5, "Start_game() DONE.");
}
void PauseGame(void) {
// uint8 *text;
// open text file & get the line "PAUSED"
// text = FetchTextLine(res_man.Res_open(3258), 449);
// 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);
// now ok to close the text file
// res_man.Res_close(3258);
// 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;
//this is the only place allowed to do it this way
SetLuggageAnim(NULL, 0);
// blank cursor
Set_mouse(0);
// forces engine to choose a cursor
mouse_touching = 1;
// if level at max, turn down because palette-matching won't work
// when dimmed
if (current_graphics_level == 3) {
UpdateGraphicsLevel(2);
graphics_level_fudged = 1;
}
// don't dim it if we're single-stepping through frames
// dim the palette during the pause (James26jun97)
if (stepOneCycle == 0)
DimPalette();
gamePaused = 1;
}
void UnpauseGame(void) {
// removed "PAUSED" from screen
// Kill_text_bloc(pause_text_bloc_no);
if (OBJECT_HELD && real_luggage_item)
Set_luggage(real_luggage_item);
UnpauseAllSound();
// put back game screen palette; see Build_display.cpp (James26jun97)
SetFullPalette(0xffffffff);
// If graphics level at max, turn up again
if (graphics_level_fudged) {
UpdateGraphicsLevel(3);
graphics_level_fudged = 0;
}
gamePaused = 0;
unpause_zone = 2;
// if mouse is about or we're in a chooser menu
if (!mouse_status || choosing)
Set_mouse(NORMAL_MOUSE_ID);
}
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