Files
scummvm/sword2/sword2.cpp
T
Torbjörn Andersson 7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.

Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.

Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.

svn-id: r10978
2003-10-26 15:42:49 +00:00

554 lines
13 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 "stdafx.h"
#include "backends/fs/fs.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "bs2/sword2.h"
#include "bs2/defs.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/sync.h"
#include "bs2/driver/driver96.h"
#include "bs2/driver/palette.h"
#ifdef _WIN32_WCE
extern bool isSmartphone(void);
#endif
extern NewGui *g_gui;
extern uint16 _debugLevel;
static const GameSettings 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}
};
GameList Engine_SWORD2_gameList() {
const GameSettings *g = sword2_settings;
GameList games;
while (g->gameName)
games.push_back(*g++);
return games;
}
GameList Engine_SWORD2_detectGames(const FSList &fslist) {
GameList detectedGames;
const GameSettings *g;
char detectName[128];
char detectName2[128];
for (g = sword2_settings; g->gameName; ++g) {
strcpy(detectName, g->detectname);
strcpy(detectName2, g->detectname);
strcat(detectName2, ".");
// 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(detectName, gameName)) ||
(0 == scumm_stricmp(detectName2, gameName))) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(*g);
break;
}
}
}
return detectedGames;
}
Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst) {
return new Sword2::Sword2Engine(detector, syst);
}
REGISTER_PLUGIN("Broken Sword II", Engine_SWORD2_gameList, Engine_SWORD2_create, Engine_SWORD2_detectGames);
namespace Sword2 {
uint8 quitGame = 0;
uint8 gamePaused = 0;
uint8 graphics_level_fudged = 0;
uint8 stepOneCycle = 0; // for use while game paused
Sword2Engine *g_sword2 = NULL;
Sound *g_sound = NULL;
Display *g_display = NULL;
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
: Engine(detector, syst) {
_detector = detector;
g_sword2 = this;
_newgui = NULL;
_debuggerDialog = NULL;
_debugger = NULL;
_features = detector->_game.features;
_gameId = detector->_game.id;
_targetName = strdup(detector->_targetName.c_str());
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
_debugLevel = ConfMan.getInt("debuglevel");
// 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 Sound(_mixer);
g_display = _display = new Display(640, 480);
_newgui = g_gui;
_debugger = new Debugger(this);
}
Sword2Engine::~Sword2Engine() {
free(_targetName);
delete _sound;
delete _display;
delete _debugger;
}
void Sword2Engine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
#ifdef _WIN32_WCE
if (isSmartphone())
return;
#endif
// Unless an error -originated- within the debugger, spawn the debugger. Otherwise
// exit out normally.
if (!_debugger->isAttached()) {
printf("%s\n", buf2); // (Print it again in case debugger segfaults)
_debugger->attach(buf2);
_debugger->onFrame();
}
}
int32 Sword2Engine::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: memory.init");
memory.init();
// initialise the resource manager
debug(5, "CALLING: res_man.init");
res_man.init();
// initialise global script variables
// res 1 is the globals list
file = res_man.open(1);
debug(5, "CALLING: SetGlobalInterpreterVariables");
g_logic.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.open(8);
// Set up font resource variables for this language version
debug(5, "CALLING: initialiseFontResourceFlags");
initialiseFontResourceFlags();
// read in all the startup information
debug(5, "CALLING: Init_start_menu");
Init_start_menu();
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:");
// Stop music instantly!
Kill_music();
// free the memory again
memory.exit();
res_man.exit();
g_system->quit();
}
int32 GameCycle(void) {
// do one game cycle
// got a screen to run?
if (g_logic.getRunList()) {
//run the logic session UNTIL a full loop has been performed
do {
// reset the graphic 'buildit' list before a new
// logic list (see fnRegisterFrame)
Reset_render_lists();
// reset the mouse hot-spot list (see fnRegisterMouse
// and fnRegisterFrame)
Reset_mouse_list();
// keep going as long as new lists keep getting put in
// - i.e. screen changes
} while (g_logic.processSession());
} else {
// start the console and print the start options perhaps?
g_sword2->_debugger->attach("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.nextCycle();
if (quitGame)
return 1;
return 0;
}
void Sword2Engine::go() {
_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.
debug(5, "CALLING: readOptionSettings");
gui.readOptionSettings();
debug(5, "CALLING: InitialiseGame");
if (InitialiseGame()) {
Close_game();
return;
}
if (_saveSlot != -1) {
if (SaveExists(_saveSlot))
RestoreGame(_saveSlot);
else { // show restore menu
Set_mouse(NORMAL_MOUSE_ID);
if (!gui.restoreControl())
Start_game();
}
} else
Start_game();
debug(5, "CALLING: initialiseRenderCycle");
g_display->initialiseRenderCycle();
while (1) {
if (_debugger->isAttached())
_debugger->onFrame();
g_display->updateDisplay();
#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
// 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);
if (ke.modifiers == OSystem::KBD_CTRL) {
if (ke.keycode == 'd') {
_debugger->attach();
}
}
if (c == '~' || c == '#')
_debugger->attach();
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) {
g_logic.fnPlayCredits(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;
}
}
// creates the debug text blocks
Build_debug_text();
#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
return; //quit the game
}
void Sword2Engine::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.open(8);
// open the ScreenManager object
raw_script = (char *) res_man.open(screen_manager_id);
// run the start script now (because no console)
g_logic.runScript(raw_script, raw_data_ad, &null_pc);
// close the ScreenManager object
res_man.close(screen_manager_id);
// close george
res_man.close(8);
debug(5, "Start_game() DONE.");
}
// FIXME: Move this to some better place?
void sleepUntil(int32 time) {
while ((int32) SVM_timeGetTime() < time) {
g_sword2->parseEvents();
// Make sure menu animations and fades don't suffer
g_display->processMenu();
g_display->updateDisplay();
g_system->delay_msecs(10);
}
}
void PauseGame(void) {
// uint8 *text;
// open text file & get the line "PAUSED"
// text = FetchTextLine(res_man.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.close(3258);
// don't allow Pause while screen fading or while black
if (g_display->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
g_display->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 (gui._currentGraphicsLevel == 3) {
gui.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)
g_display->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
SetFullPalette(0xffffffff);
// If graphics level at max, turn up again
if (graphics_level_fudged) {
gui.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);
}
} // End of namespace Sword2