classes: Screen and Mouse. Screen handles most of the drawing, except the mouse cursor and in-game menus. The old Graphics class is no more. I've also fixed some "reverse stereo" regressions from the first part of the restructuring. I'm not sure what the next step will be, but hopefully it will be smaller than this one was. svn-id: r16812
577 lines
14 KiB
C++
577 lines
14 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/controls.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/sound.h"
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#ifdef _WIN32_WCE
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extern bool isSmartphone(void);
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#endif
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struct Sword2GameSettings {
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const char *name;
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const char *description;
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uint32 features;
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const char *detectname;
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GameSettings toGameSettings() const {
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GameSettings dummy = { name, description, features };
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return dummy;
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}
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};
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static const Sword2GameSettings sword2_settings[] = {
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/* Broken Sword 2 */
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{"sword2", "Broken Sword II", GF_DEFAULT_TO_1X_SCALER, "players.clu" },
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{"sword2alt", "Broken Sword II (alt)", GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
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{"sword2demo", "Broken Sword II (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword2::GF_DEMO, "players.clu" },
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{NULL, NULL, 0, NULL}
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};
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GameList Engine_SWORD2_gameList() {
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const Sword2GameSettings *g = sword2_settings;
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GameList games;
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while (g->name) {
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games.push_back(g->toGameSettings());
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g++;
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}
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return games;
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}
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DetectedGameList Engine_SWORD2_detectGames(const FSList &fslist) {
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DetectedGameList detectedGames;
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const Sword2GameSettings *g;
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// TODO: It would be nice if we had code here which distinguishes
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// between the 'sword2' and 'sword2demo' targets. The current code
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// can't do that since they use the same detectname.
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for (g = sword2_settings; g->name; ++g) {
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// Iterate over all files in the given directory
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp(g->detectname, gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(g->toGameSettings());
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break;
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}
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}
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}
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}
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return detectedGames;
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}
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Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
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return new Sword2::Sword2Engine(detector, syst);
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}
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REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create, Engine_SWORD2_detectGames)
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namespace Sword2 {
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Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst) : Engine(syst) {
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// Add default file directories
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File::addDefaultDirectory(_gameDataPath + "CLUSTERS/");
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File::addDefaultDirectory(_gameDataPath + "SWORD2/");
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File::addDefaultDirectory(_gameDataPath + "VIDEO/");
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File::addDefaultDirectory(_gameDataPath + "clusters/");
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File::addDefaultDirectory(_gameDataPath + "sword2/");
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File::addDefaultDirectory(_gameDataPath + "video/");
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_features = detector->_game.features;
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_targetName = detector->_targetName;
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_bootParam = ConfMan.getInt("boot_param");
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_saveSlot = ConfMan.getInt("save_slot");
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_memory = NULL;
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_resman = NULL;
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_sound = NULL;
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_screen = NULL;
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_mouse = NULL;
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_logic = NULL;
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_fontRenderer = NULL;
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_gui = NULL;
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_debugger = NULL;
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_keyboardEvent.pending = false;
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_mouseEvent.pending = false;
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_wantSfxDebug = false;
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#ifdef SWORD2_DEBUG
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_stepOneCycle = false;
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_renderSkip = false;
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#endif
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_gamePaused = false;
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_graphicsLevelFudged = false;
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_gameCycle = 0;
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_quit = false;
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}
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Sword2Engine::~Sword2Engine() {
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delete _debugger;
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delete _sound;
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delete _gui;
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delete _fontRenderer;
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delete _screen;
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delete _mouse;
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delete _logic;
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delete _resman;
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delete _memory;
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}
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void Sword2Engine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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#ifdef _WIN32_WCE
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if (isSmartphone())
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return;
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#endif
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// Unless an error -originated- within the debugger, spawn the
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// debugger. Otherwise exit out normally.
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if (_debugger && !_debugger->isAttached()) {
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// (Print it again in case debugger segfaults)
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printf("%s\n", buf2);
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_debugger->attach(buf2);
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_debugger->onFrame();
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}
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}
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/**
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* The global script variables and player object should be kept open throughout
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* the game, so that they are never expelled by the resource manager.
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*/
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void Sword2Engine::setupPersistentResources() {
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Logic::_scriptVars = (uint32 *) (_resman->openResource(1) + sizeof(StandardHeader));
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_resman->openResource(CUR_PLAYER_ID);
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}
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int Sword2Engine::init(GameDetector &detector) {
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// Get some falling RAM and put it in your pocket, never let it slip
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// away
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_system->beginGFXTransaction();
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initCommonGFX(detector);
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_screen = new Screen(this, 640, 480);
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_system->endGFXTransaction();
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// Create the debugger as early as possible (but not before the
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// graphics object!) so that errors can be displayed in it. In
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// particular, we want errors about missing files to be clearly
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// visible to the user.
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_debugger = new Debugger(this);
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_memory = new MemoryManager(this);
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_resman = new ResourceManager(this);
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_logic = new Logic(this);
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_fontRenderer = new FontRenderer(this);
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_gui = new Gui(this);
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_sound = new Sound(this);
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_mouse = new Mouse(this);
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// Setup mixer
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if (!_mixer->isReady())
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warning("Sound initialization failed");
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_mixer->setVolumeForSoundType(SoundMixer::kMusicAudioDataType, ConfMan.getInt("music_volume"));
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_mixer->setVolumeForSoundType(SoundMixer::kSpeechAudioDataType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(SoundMixer::kSFXAudioDataType, ConfMan.getInt("sfx_volume"));
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initStartMenu();
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// During normal gameplay, we care neither about mouse button releases
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// nor the scroll wheel.
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setEventFilter(RD_LEFTBUTTONUP | RD_RIGHTBUTTONUP | RD_WHEELUP | RD_WHEELDOWN);
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setupPersistentResources();
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initialiseFontResourceFlags();
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if (_features & GF_DEMO)
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Logic::_scriptVars[DEMO] = 1;
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else
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Logic::_scriptVars[DEMO] = 0;
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_gui->readOptionSettings();
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if (_saveSlot != -1) {
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if (saveExists(_saveSlot))
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restoreGame(_saveSlot);
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else {
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_mouse->setMouse(NORMAL_MOUSE_ID);
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if (!_gui->restoreControl())
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startGame();
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}
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} else if (!_bootParam && saveExists()) {
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int32 pars[2] = { 221, FX_LOOP };
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bool result;
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_mouse->setMouse(NORMAL_MOUSE_ID);
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_logic->fnPlayMusic(pars);
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result = _gui->startControl();
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// If the game is started from the beginning, the cutscene
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// player will kill the music for us. Otherwise, the restore
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// will either have killed the music, or done a crossfade.
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if (_quit)
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return 0;
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if (result)
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startGame();
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} else
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startGame();
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_screen->initialiseRenderCycle();
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return 0;
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}
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int Sword2Engine::go() {
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while (1) {
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if (_debugger->isAttached())
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_debugger->onFrame();
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#ifdef SWORD2_DEBUG
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if (_stepOneCycle) {
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pauseGame();
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_stepOneCycle = false;
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}
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#endif
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KeyboardEvent *ke = keyboardEvent();
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if (ke) {
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if ((ke->modifiers == OSystem::KBD_CTRL && ke->keycode == 'd') || ke->ascii == '#' || ke->ascii == '~') {
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_debugger->attach();
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} else if (ke->modifiers == 0 || ke->modifiers == OSystem::KBD_SHIFT) {
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switch (ke->keycode) {
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case 'p':
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if (_gamePaused)
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unpauseGame();
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else
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pauseGame();
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break;
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case 'c':
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if (!Logic::_scriptVars[DEMO] && !_logic->_choosing)
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_logic->fnPlayCredits(NULL);
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break;
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#ifdef SWORD2_DEBUG
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case ' ':
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if (_gamePaused) {
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_stepOneCycle = true;
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unpauseGame();
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}
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break;
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case 's':
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_renderSkip = !_renderSkip;
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break;
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#endif
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default:
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break;
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}
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}
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}
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// skip GameCycle if we're paused
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if (!_gamePaused) {
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_gameCycle++;
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gameCycle();
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}
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// We can't use this as termination condition for the loop,
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// because we want the break to happen before updating the
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// screen again.
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if (_quit)
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break;
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// creates the debug text blocks
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_debugger->buildDebugText();
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#ifdef SWORD2_DEBUG
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// if not in console & '_renderSkip' is set, only render
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// display once every 4 game-cycles
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if (!_renderSkip || (_gameCycle % 4) == 0)
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_screen->buildDisplay();
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#else
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_screen->buildDisplay();
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#endif
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}
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return 0;
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}
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void Sword2Engine::closeGame() {
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_quit = true;
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}
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bool Sword2Engine::checkForMouseEvents() {
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return _mouseEvent.pending;
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}
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MouseEvent *Sword2Engine::mouseEvent() {
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if (!_mouseEvent.pending)
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return NULL;
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_mouseEvent.pending = false;
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return &_mouseEvent;
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}
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KeyboardEvent *Sword2Engine::keyboardEvent() {
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if (!_keyboardEvent.pending)
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return NULL;
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_keyboardEvent.pending = false;
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return &_keyboardEvent;
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}
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uint32 Sword2Engine::setEventFilter(uint32 filter) {
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uint32 oldFilter = _eventFilter;
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_eventFilter = filter;
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return oldFilter;
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}
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/**
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* OSystem Event Handler. Full of cross platform goodness and 99% fat free!
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*/
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void Sword2Engine::parseEvents() {
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OSystem::Event event;
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while (_system->pollEvent(event)) {
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switch (event.type) {
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case OSystem::EVENT_KEYDOWN:
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if (!(_eventFilter & RD_KEYDOWN)) {
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_keyboardEvent.pending = true;
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_keyboardEvent.ascii = event.kbd.ascii;
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_keyboardEvent.keycode = event.kbd.keycode;
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_keyboardEvent.modifiers = event.kbd.flags;
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}
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break;
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case OSystem::EVENT_MOUSEMOVE:
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if (!(_eventFilter & RD_KEYDOWN)) {
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_mouse->setPos(event.mouse.x, event.mouse.y - RDMENU_MENUDEEP);
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}
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break;
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case OSystem::EVENT_LBUTTONDOWN:
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if (!(_eventFilter & RD_LEFTBUTTONDOWN)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_LEFTBUTTONDOWN;
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}
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break;
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case OSystem::EVENT_RBUTTONDOWN:
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if (!(_eventFilter & RD_RIGHTBUTTONDOWN)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_RIGHTBUTTONDOWN;
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}
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break;
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case OSystem::EVENT_LBUTTONUP:
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if (!(_eventFilter & RD_LEFTBUTTONUP)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_LEFTBUTTONUP;
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}
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break;
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case OSystem::EVENT_RBUTTONUP:
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if (!(_eventFilter & RD_RIGHTBUTTONUP)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_RIGHTBUTTONUP;
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}
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break;
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case OSystem::EVENT_WHEELUP:
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if (!(_eventFilter & RD_WHEELUP)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_WHEELUP;
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}
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break;
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case OSystem::EVENT_WHEELDOWN:
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if (!(_eventFilter & RD_WHEELDOWN)) {
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_mouseEvent.pending = true;
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_mouseEvent.buttons = RD_WHEELDOWN;
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}
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break;
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case OSystem::EVENT_QUIT:
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closeGame();
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break;
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default:
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break;
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}
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}
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}
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void Sword2Engine::gameCycle() {
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// Do one game cycle, that is run the logic session until a full loop
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// has been performed.
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if (_logic->getRunList()) {
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do {
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// Reset the 'BuildUnit' and mouse hot-spot lists
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// before each new logic list. The service scripts
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// will fill thrm through fnRegisterFrame() and
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// fnRegisterMouse().
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_screen->resetRenderLists();
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_mouse->resetMouseList();
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// Keep going as long as new lists keep getting put in
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// - i.e. screen changes.
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} while (_logic->processSession());
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} else {
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// Start the console and print the start options perhaps?
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_debugger->attach("AWAITING START COMMAND: (Enter 's 1' then 'q' to start from beginning)");
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}
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// If this screen is wide, recompute the scroll offsets every cycle
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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if (screenInfo->scroll_flag)
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_screen->setScrolling();
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_mouse->mouseEngine();
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_sound->processFxQueue();
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}
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void Sword2Engine::startGame() {
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// Boot the game straight into a start script. It's always George's
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// script #1, but with different ScreenManager objects depending on
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// if it's the demo or the full game, or if we're using a boot param.
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int screen_manager_id = 0;
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debug(5, "startGame() STARTING:");
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if (!_bootParam) {
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if (Logic::_scriptVars[DEMO])
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screen_manager_id = 19; // DOCKS SECTION START
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else
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screen_manager_id = 949; // INTRO & PARIS START
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} else {
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// FIXME this could be validated against startup.inf for valid
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// numbers to stop people shooting themselves in the foot
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if (_bootParam != 0)
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screen_manager_id = _bootParam;
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}
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uint32 null_pc = 1;
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char *raw_data_ad = (char *) _resman->openResource(CUR_PLAYER_ID);
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char *raw_script = (char *) _resman->openResource(screen_manager_id);
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_logic->runScript(raw_script, raw_data_ad, &null_pc);
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_resman->closeResource(screen_manager_id);
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_resman->closeResource(CUR_PLAYER_ID);
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}
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// FIXME: Move this to some better place?
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void Sword2Engine::sleepUntil(uint32 time) {
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while (getMillis() < time) {
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// Make sure menu animations and fades don't suffer, but don't
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// redraw the entire scene.
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_mouse->processMenu();
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_screen->updateDisplay(false);
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_system->delayMillis(10);
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}
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}
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void Sword2Engine::pauseGame() {
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// Don't allow Pause while screen fading or while black
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if (_screen->getFadeStatus() != RDFADE_NONE)
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return;
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_sound->pauseAllSound();
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_mouse->pauseGame();
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// If level at max, turn down because palette-matching won't work
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// when dimmed
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if (_gui->_currentGraphicsLevel == 3) {
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_gui->updateGraphicsLevel(2);
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_graphicsLevelFudged = true;
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}
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#ifdef SWORD2_DEBUG
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// Don't dim it if we're single-stepping through frames
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// dim the palette during the pause
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if (!_stepOneCycle)
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_screen->dimPalette();
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#else
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_screen->dimPalette();
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#endif
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_gamePaused = true;
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}
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void Sword2Engine::unpauseGame() {
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_mouse->unpauseGame();
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_sound->unpauseAllSound();
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// Put back game screen palette; see build_display.cpp
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_screen->setFullPalette(-1);
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// If graphics level at max, turn up again
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|
if (_graphicsLevelFudged) {
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|
_gui->updateGraphicsLevel(3);
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|
_graphicsLevelFudged = false;
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|
}
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|
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_gamePaused = false;
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|
|
|
// If mouse is about or we're in a chooser menu
|
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if (!_mouse->getMouseStatus() || _logic->_choosing)
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_mouse->setMouse(NORMAL_MOUSE_ID);
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}
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uint32 Sword2Engine::getMillis() {
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return _system->getMillis();
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}
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} // End of namespace Sword2
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