scummvm/sword1/sword1.cpp
Robert Göffringmann 0cf52df651 copied the SwordRouter from the original BS1 sources.
It doesn't fit to our coding guidelines but at least it's working, so please bear with it for now. :)

svn-id: r11687
2003-12-16 18:23:15 +00:00

313 lines
8.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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 "stdafx.h"
#include "sword1.h"
#include "backends/fs/fs.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/timer.h"
#include "memman.h"
#include "resman.h"
#include "objectman.h"
#include "mouse.h"
#include "logic.h"
#include "sound.h"
#include "screen.h"
#include "swordres.h"
#include "menu.h"
#include "music.h"
// taken from Sword2.cpp
struct Sword1GameSettings {
const char *name;
const char *description;
uint32 features;
const char *detectname;
GameSettings toGameSettings() const {
GameSettings dummy = { name, description, features };
return dummy;
}
};
static const Sword1GameSettings sword1_settings[] = {
/* Broken Sword 1 */
{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER, "swordres.rif" },
{NULL, NULL, 0, NULL}
};
GameList Engine_SWORD1_gameList() {
const Sword1GameSettings *g = sword1_settings;
GameList games;
while (g->name) {
games.push_back(g->toGameSettings());
g++;
}
return games;
}
GameList Engine_SWORD1_detectGames(const FSList &fslist) {
GameList detectedGames;
const Sword1GameSettings *g;
for (g = sword1_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_SWORD1_create(GameDetector *detector, OSystem *syst) {
return new SwordEngine(detector, syst);
}
REGISTER_PLUGIN("Broken Sword", Engine_SWORD1_gameList, Engine_SWORD1_create, Engine_SWORD1_detectGames)
SystemVars SwordEngine::_systemVars;
void SwordEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
extern uint16 _debugLevel;
SwordEngine::SwordEngine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
_detector = detector;
_system = syst;
_debugLevel = ConfMan.getInt("debuglevel");
if (!_mixer->bindToSystem(syst))
warning("Sound initialization failed");
}
SwordEngine::~SwordEngine() {
}
void SwordEngine::initialize(void) {
_system->init_size(640, 480);
debug(5, "Starting memory manager");
_memMan = new MemMan();
debug(5, "Starting resource manager");
_resMan = new ResMan("swordres.rif", _memMan);
debug(5, "Starting object manager");
_objectMan = new ObjectMan(_resMan);
_mixer->setVolume(255);
_mouse = new SwordMouse(_system, _resMan, _objectMan);
_screen = new SwordScreen(_system, _resMan, _objectMan);
_music = new SwordMusic(_system, _mixer);
_sound = new SwordSound("", _mixer, _resMan);
_menu = new SwordMenu(_screen, _mouse);
_logic = new SwordLogic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu);
_mouse->useLogic(_logic);
_systemVars.justRestoredGame = _systemVars.currentCD =
_systemVars.gamePaused = _systemVars.saveGameFlag =
_systemVars.deathScreenFlag = _systemVars.currentMusic = 0;
_systemVars.snrStatus = 0;
_systemVars.rate = 8;
switch (Common::parseLanguage(ConfMan.get("language"))) {
case Common::DE_DEU:
_systemVars.language = BS1_GERMAN;
break;
case Common::FR_FRA:
_systemVars.language = BS1_FRENCH;
break;
case Common::IT_ITA:
_systemVars.language = BS1_ITALIAN;
break;
case Common::ES_ESP:
_systemVars.language = BS1_SPANISH;
break;
case Common::PT_BRA:
_systemVars.language = BS1_PORT;
break;
// TODO add czech option
default:
_systemVars.language = BS1_ENGLISH;
}
_systemVars.playSpeech = 1;
//- start.c:
// todo: move these to somewhere else
SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = GEO_TLK_TABLE;
SwordLogic::_scriptVars[CHANGE_X] = 481;
SwordLogic::_scriptVars[CHANGE_Y] = 413;
SwordLogic::_scriptVars[CHANGE_DIR] = DOWN;
SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_1;
SwordLogic::_scriptVars[NEW_SCREEN] = 1;
_objectMan->fetchObject(PLAYER)->o_screen = 1;
_objectMan->megaEntering(1);
SwordLogic::_scriptVars[CHANGE_STANCE] = STAND;
_mouseState = 0;
}
void SwordEngine::go(void) {
initialize();
// check if we have savegames. if we do, show control panel, else start intro.
do {
mainLoop();
// mainLoop was left, show control panel
} while (true);
}
void SwordEngine::mainLoop(void) {
uint32 newTime, frameTime;
do {
// do we need the section45-hack from sword.c here?
// todo: ensure right cd is inserted
_screen->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
_logic->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]);
SwordLogic::_scriptVars[SCREEN] = SwordLogic::_scriptVars[NEW_SCREEN];
// let swordSound start room sfx
do {
_music->stream();
frameTime = _system->get_msecs();
_systemVars.saveGameFlag = 0;
debug(5, "\n\nNext logic cycle");
_logic->engine();
_logic->updateScreenParams(); // sets scrolling
_screen->recreate();
_screen->spritesAndParallax();
_mouse->animate();
newTime = _system->get_msecs();
/*if ((newTime - frameTime < 50) && (!SwordLogic::_scriptVars[NEW_PALETTE])) {
RenderScreenGDK();
BlitMenusGDK();
BlitMousePm();
if (newTime - frameTime < 40)
_system->delay_msecs(40 - (newTime - frameTime));
FlipScreens();
}*/
_sound->engine();
_screen->updateScreen();
//-
_menu->refresh(MENU_TOP);
_menu->refresh(MENU_BOT);
newTime = _system->get_msecs();
if (newTime - frameTime < 80)
delay(80 - (newTime - frameTime));
else
delay(0);
/*FlipScreens(); this is done in SwordScreen::updateScreen() now.
if (SwordLogic::_scriptVars[NEW_PALETTE]) {
SwordLogic::_scriptVars[NEW_PALETTE] = 0;
startFadePaletteUp();
}*/
_mouse->engine( _mouseX, _mouseY, _mouseState);
_mouseState = 0;
// do something smart here to implement pausing the game. If we even want that, that is.
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) &&
(_systemVars.saveGameFlag < 2)); // change screen
if (SwordLogic::_scriptVars[SCREEN] != 53) // don't fade down after syria pan
_screen->fadeDownPalette();
while (_screen->stillFading()) {
_screen->updateScreen();
delay(1000/12);
// todo: fade sfx?
}
_screen->quitScreen(); // close graphic resources
_objectMan->closeSection(SwordLogic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now
// todo: stop sfx, clear sfx queue, free sfx memory
} while (_systemVars.saveGameFlag < 2);
}
void SwordEngine::delay(uint amount) { //copied and mutilated from sky.cpp
OSystem::Event event;
uint32 start = _system->get_msecs();
uint32 cur = start;
uint16 _key_pressed = 0; //reset
do {
while (_system->poll_event(&event)) {
switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
// Make sure backspace works right (this fixes a small issue on OS X)
if (event.kbd.keycode == 8)
_key_pressed = 8;
else
_key_pressed = (byte)event.kbd.ascii;
break;
case OSystem::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case OSystem::EVENT_LBUTTONDOWN:
_mouseState |= BS1L_BUTTON_DOWN;
#ifdef _WIN32_WCE
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
_mouseState |= BS1R_BUTTON_DOWN;
break;
case OSystem::EVENT_QUIT:
_system->quit();
break;
default:
break;
}
}
if (amount == 0)
break;
{
uint this_delay = 20; // 1?
#ifdef _WIN32_WCE
this_delay = 10;
#endif
if (this_delay > amount)
this_delay = amount;
_system->delay_msecs(this_delay);
}
cur = _system->get_msecs();
} while (cur < start + amount);
}