scummvm/sword2/sword2.cpp
Torbjörn Andersson fcc904a813 FadeServer() is now called from ServiceWindows(), thus eliminating the need
for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.

I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.

At the very least, it's one place less to worry about thread-safety in.

svn-id: r9854
2003-08-25 06:13:28 +00:00

582 lines
17 KiB
C++

/* 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 <ctype.h>
#include <stdio.h>
//#include <windows.h>
#include "stdafx.h"
#include "driver/driver96.h"
#include "driver/palette.h"
#include "common/gameDetector.h"
#include "common/timer.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 VersionSettings 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 VersionSettings *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);
_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()
{
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;
}
Zdebug("CALLING: InitialiseDisplay");
_system->init_size(640, 480);
rv = InitialiseDisplay(640, 480, 8, RD_FULLSCREEN);
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: InitialiseSound");
rv = _sound->InitialiseSound(22050, 2, 16);
Zdebug("RETURNED with rv = %.8x", rv);
// don't care if this fails, because it should still work without sound cards
// but it should set a global system flag so that we can avoid loading sound fx & streaming music
// because they won't be heard anyway
/*
if (rv != RD_OK)
{
ReportDriverError(rv);
CloseAppWindow();
return(0);
}
*/
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(3,2); // 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(2,3); // 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);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------