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game.cc
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game.cc
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/*
* Copyright (C) 2000-2013 The Exult Team
*
* 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.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <cstdlib>
#include <cstring>
#include <unistd.h>
#include "sdl-compat.h"
#include "menulist.h"
#include "Audio.h"
#include "Configuration.h"
#include "databuf.h"
#include "exult.h"
#include "exult_flx.h"
#include "files/U7fileman.h"
#include "files/U7file.h"
#include "files/utils.h"
#include "flic/playfli.h"
#include "font.h"
#include "game.h"
#include "gamemgr/bggame.h"
#include "gamemgr/sigame.h"
#include "gamemgr/devgame.h"
#include "gamewin.h"
#include "keys.h"
#include "mouse.h"
#include "palette.h"
#include "shapeid.h"
#include "gamemgr/modmgr.h"
#include "shapes/miscinf.h"
#include "array_size.h"
using std::cout;
using std::endl;
using std::ifstream;
using std::strcpy;
using std::string;
bool Game::new_game_flag = false;
bool Game::editing_flag = false;
Game *game = 0;
Exult_Game Game::game_type = NONE;
bool Game::expansion = false;
bool Game::sibeta = false;
static char av_name[17] = "";
static int av_sex = -1;
static int av_skin = -1;
std::string Game::gametitle;
std::string Game::modtitle;
unsigned int Game::ticks = 0;
Game::Game() : xml(0) {
try { // Okay to fail if development game.
menushapes.load(MAINSHP_FLX, PATCH_MAINSHP);
} catch (const exult_exception &e) {
if (!is_editing())
throw;
}
jive = false;
gwin = Game_window::get_instance();
win = gwin->get_win();
ibuf = win->get_ib8();
topx = (gwin->get_width() - 320) / 2;
topy = (gwin->get_height() - 200) / 2;
centerx = gwin->get_width() / 2;
centery = gwin->get_height() / 2;
}
Game::~Game() {
game_type = NONE;
delete xml;
while (!xmlstrings.empty()) {
char *str = xmlstrings.back();
xmlstrings.pop_back();
delete [] str;
}
U7FileManager::get_ptr()->reset();
Shapeinfo_lookup::reset();
}
Game *Game::create_game(BaseGameInfo *mygame) {
mygame->setup_game_paths();
gametitle = mygame->get_cfgname();
modtitle = mygame->get_mod_title();
game_type = mygame->get_game_type();
expansion = mygame->have_expansion();
sibeta = mygame->is_si_beta();
editing_flag = mygame->being_edited();
// Need to do this here. Maybe force on for EXULT_DEVEL_GAME too?
std::string str;
config->value("config/gameplay/bg_paperdolls", str, "yes");
sman->set_paperdoll_status(game_type == SERPENT_ISLE || str == "yes");
config->set("config/gameplay/bg_paperdolls", str, true);
char buf[256];
if (!mygame->get_mod_title().empty())
snprintf(buf, 256, " with the '%s' modification.",
mygame->get_mod_title().c_str());
else
buf[0] = 0;
switch (game_type) {
case BLACK_GATE:
cout << "Starting a BLACK GATE game" << buf << endl;
game = new BG_Game();
break;
case SERPENT_ISLE:
cout << "Starting a SERPENT ISLE game" << endl;
game = new SI_Game();
break;
case EXULT_DEVEL_GAME:
cout << "Starting '" << gametitle << "' game" << endl;
game = new DEV_Game();
break;
case EXULT_MENU_GAME:
cout << "Starting '" << gametitle << "' game" << endl;
game = new DEV_Game();
break;
default:
cout << "Unrecognized game type!" << endl;
game = 0;
}
cout << "Game path settings:" << std::endl;
cout << "Static : " << get_system_path("<STATIC>") << endl;
cout << "Gamedat : " << get_system_path("<GAMEDAT>") << endl;
cout << "Savegame: " << get_system_path("<SAVEGAME>") << endl;
if (is_system_path_defined("<PATCH>"))
cout << "Patch : " << get_system_path("<PATCH>") << endl;
else
cout << "Patch : none" << endl;
cout << endl;
return game;
}
void Game::play_flic(const char *archive, int index) {
char *fli_buf;
size_t len;
U7object flic(archive, index);
fli_buf = flic.retrieve(len);
// Just to be safe.
if (!fli_buf || len <= 0) {
delete [] fli_buf;
return;
}
playfli fli(fli_buf);
fli.play(win);
delete [] fli_buf;
}
const char *xml_root = "Game_config";
void Game::add_shape(const char *name, int shapenum) {
shapes[name] = shapenum;
}
int Game::get_shape(const char *name) {
if (xml) {
string key = string(xml_root) + "/shapes/" + name;
int ret;
xml->value(key, ret, 0);
return ret;
} else
return shapes[name];
}
void Game::add_resource(const char *name, const char *str, int num) {
resources[name].str = str;
resources[name].num = num;
}
const str_int_pair &Game::get_resource(const char *name) {
rsc_map::iterator it = resources.find(name);
if (it != resources.end())
return it->second;
else if (xml) {
string key = string(xml_root) + "/resources/" + name;
string str;
xml->value(key, str, "");
char *res = newstrdup(str.c_str());
// This is used to prevent leaks.
key += "/num";
int num;
xml->value(key, num, 0);
// Add it for next time.
resources[name].str = res;
resources[name].num = num;
xmlstrings.push_back(res);
return resources[name];
} else {
char buf[250];
snprintf(buf, array_size(buf),
"Game::get_resource: Illegal resource requested: '%s'", name);
throw exult_exception(buf);
}
}
/*
* Write out game resources/shapes to "patch/exultgame.xml".
*/
void Game::write_game_xml() {
string name = get_system_path("<PATCH>/exultgame.xml");
U7mkdir("<PATCH>", 0755); // Create dir. if not already there.
if (U7exists(name))
U7remove(name.c_str());
string root = xml_root;
Configuration xml(name, root);
for (rsc_map::iterator it1 = resources.begin(); it1 != resources.end();
++it1) {
string key = (*it1).first;
str_int_pair &val = (*it1).second;
key = root + "/resources/" + key;
if (val.str)
xml.set(key.c_str(), val.str, false);
if (val.num != 0) {
string valkey = key;
valkey += "/num";
xml.set(valkey.c_str(), val.num, false);
}
}
for (shapes_map::iterator it2 = shapes.begin(); it2 != shapes.end();
++it2) {
string key = (*it2).first;
int num = (*it2).second;
key = root + "/shapes/" + key;
xml.set(key.c_str(), num, false);
}
xml.write_back();
}
/*
* Read in game resources/shapes. First try 'name1', then
* "exultgame.xml" in the "patch" and "static" directories.
* Output: true if successful.
*/
bool Game::read_game_xml(const char *name1) {
const char *nm;
if (name1 && U7exists(name1))
nm = name1;
else if (!U7exists(nm = "<PATCH>/exultgame.xml")) {
if (!U7exists(nm = "<STATIC>/exultgame.xml"))
return false;
}
xml = new Configuration;
string namestr = get_system_path(nm);
xml->read_abs_config_file(namestr);
std::cout << "Reading game configuration from '" << namestr.c_str() <<
"'." << std::endl;
return true;
}
bool Game::show_menu(bool skip) {
int menuy = topy + 120;
// Brand-new game in development?
if (skip || (is_editing() && !U7exists(MAINSHP_FLX))) {
bool first = !U7exists(IDENTITY);
if (first)
set_avname("Newbie");
if (!gwin->init_gamedat(first))
return false;
return true;
}
IExultDataSource mouse_data(MAINSHP_FLX, PATCH_MAINSHP, 19);
menu_mouse = new Mouse(gwin, mouse_data);
top_menu();
MenuList *menu = 0;
int menuchoices[] = { 0x04, 0x05, 0x08, 0x06, 0x11, 0x12, 0x07 };
int num_choices = sizeof(menuchoices) / sizeof(int);
Vga_file exult_flx(BUNDLE_CHECK(BUNDLE_EXULT_FLX, EXULT_FLX));
char npc_name[16];
snprintf(npc_name, 16, "Exult");
bool play = false;
bool fadeout = true;
bool exitmenu = false;
do {
if (!menu) {
menu = new MenuList();
int offset = 0;
for (int i = 0; i < num_choices; i++) {
if ((i != 4 && i != 5) || (i == 4 && U7exists("<SAVEGAME>/quotes.flg")) || (i == 5 && U7exists("<SAVEGAME>/endgame.flg"))) {
MenuEntry *entry = new MenuEntry(menushapes.get_shape(menuchoices[i], 1),
menushapes.get_shape(menuchoices[i], 0),
centerx, menuy + offset);
entry->set_id(i);
menu->add_entry(entry);
offset += menushapes.get_shape(menuchoices[i], 1)->get_ybelow() + 3;
}
}
menu->set_selection(2);
menu->set_background(get_menu_shape());
}
bool created = false;
int choice = menu->handle_events(gwin, menu_mouse);
switch (choice) {
case -1: // Exit
#ifdef __IPHONEOS__
break;
#else
pal->fade_out(c_fade_out_time);
Audio::get_ptr()->stop_music();
delete menu_mouse;
delete menu;
throw quit_exception();
#endif
case 0: // Intro
if (game_type == EXULT_DEVEL_GAME)
break;
pal->fade_out(c_fade_out_time);
play_intro();
gwin->clear_screen(true);
top_menu();
break;
case 2: // Journey Onwards
created = gwin->init_gamedat(false);
if (!created) {
show_journey_failed();
gwin->clear_screen(true);
top_menu();
menu->set_selection(1);
break;
}
exitmenu = true;
fadeout = true;
play = true;
break;
case 1: // New Game
if (new_game(menushapes))
exitmenu = true;
else
break;
fadeout = false;
play = true;
break;
case 3: // Credits
pal->fade_out(c_fade_out_time);
show_credits();
delete menu;
menu = 0;
top_menu();
break;
case 4: // Quotes
pal->fade_out(c_fade_out_time);
show_quotes();
top_menu();
break;
case 5: // End Game
if (game_type == EXULT_DEVEL_GAME)
break;
pal->fade_out(c_fade_out_time);
end_game(true);
top_menu();
break;
case 6: // Return to Menu
play = false;
exitmenu = true;
fadeout = true;
break;
default:
break;
}
} while (!exitmenu);
if (fadeout) {
pal->fade_out(c_fade_out_time);
gwin->clear_screen(true);
}
delete menu;
Audio::get_ptr()->stop_music();
delete menu_mouse;
return play;
}
void Game::journey_failed_text() {
Font *font = fontManager.get_font("MENU_FONT");
font->center_text(ibuf, centerx, centery + 30, "You must start a new game first.");
pal->fade_in(50);
while (!wait_delay(10))
;
pal->fade_out(50);
}
const char *Game::get_avname() {
if (av_name[0])
return av_name;
else
return NULL;
}
int Game::get_avsex() {
return av_sex;
}
int Game::get_avskin() {
return av_skin;
}
// Assume safe
void Game::set_avname(const char *name) {
strcpy(av_name, name);
}
void Game::set_avsex(int sex) {
av_sex = sex;
}
void Game::set_avskin(int skin) {
av_skin = skin;
}
void Game::clear_avname() {
av_name[0] = 0;
new_game_flag = false;
}
void Game::clear_avsex() {
av_sex = -1;
}
void Game::clear_avskin() {
av_skin = -1;
}
void Game::disable_direct_gl_render() {
#ifdef HAVE_OPENGL
if (GL_manager::get_instance())
Shape_frame::set_to_render(win->get_ib8(), 0);
#endif
}
void Game::enable_direct_gl_render() {
#ifdef HAVE_OPENGL
if (GL_manager::get_instance())
Shape_frame::set_to_render(win->get_ib8(), GL_manager::get_instance());
#endif
}
void Game::non_gl_blit() {
#ifdef HAVE_OPENGL
if (!GL_manager::get_instance())
#endif
win->show();
}
void Game::gl_clear_win() {
#ifdef HAVE_OPENGL
if (GL_manager::get_instance())
win->get_ib8()->fill8(0);
#endif
}
#ifdef HAVE_OPENGL
static inline void Reset_gl_rotates() {
if (GL_manager::get_instance()) {
GL_manager::get_instance()->set_palette_rotation(224, 254);
// Want to reset them all.
Set_glpalette();
}
}
#endif
// wait ms milliseconds, while cycling colours startcol to startcol+ncol-1
// return 0 if time passed completly, 1 if user pressed any key or mouse button,
// and 2 if user pressed Return/Enter
int wait_delay(int ms, int startcol, int ncol, int rotspd) {
SDL_Event event;
static uint32 last_b3_click = 0;
unsigned long delay;
int loops;
int loopinterval = (ncol == 0) ? 50 : 10;
if (!ms) ms = 1;
if (ms <= 2 * loopinterval) {
delay = ms;
loops = 1;
} else {
delay = loopinterval;
loops = ms / static_cast<long>(delay);
}
Game_window *gwin = Game_window::get_instance();
int rot_speed = rotspd << (gwin->get_win()->fast_palette_rotate() ? 0 : 1);
static unsigned long last_rotate = 0;
#ifdef HAVE_OPENGL
Shape_frame *screen = 0;
if (ncol != 0 && GL_manager::get_instance()) {
int w = gwin->get_width(), h = gwin->get_height();
Image_buffer8 *buf = gwin->get_win()->get_ib8();
screen = new Shape_frame(buf->get_bits(), w, h, 0, 0, true);
GL_manager::get_instance()->set_palette_rotation(startcol,
startcol + abs(ncol) - 1);
// Want to reset them all.
Set_glpalette();
GL_manager::get_instance()->paint(screen, 0, 0);
gwin->get_win()->show();
}
#endif
for (int i = 0; i < loops; i++) {
unsigned long ticks1 = SDL_GetTicks();
// this may be a bit risky... How fast can events be generated?
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_RSHIFT:
case SDLK_LSHIFT:
case SDLK_RCTRL:
case SDLK_LCTRL:
case SDLK_RALT:
case SDLK_LALT:
#if SDL_VERSION_ATLEAST(2, 0, 0)
case SDLK_RGUI:
case SDLK_LGUI:
#else
case SDLK_RMETA:
case SDLK_LMETA:
case SDLK_RSUPER:
case SDLK_LSUPER:
#endif
case SDLK_NUMLOCK:
case SDLK_CAPSLOCK:
case SDLK_SCROLLOCK:
break;
case SDLK_s:
if ((event.key.keysym.mod & KMOD_ALT) &&
(event.key.keysym.mod & KMOD_CTRL))
make_screenshot(true);
break;
case SDLK_ESCAPE:
return 1;
case SDLK_SPACE:
case SDLK_RETURN:
case SDLK_KP_ENTER:
#ifdef HAVE_OPENGL
delete screen;
Reset_gl_rotates();
#endif
return 2;
default:
break;
}
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_MOUSEBUTTONUP: {
#ifdef HAVE_OPENGL
delete screen;
Reset_gl_rotates();
#endif
if (event.button.button == 3 || event.button.button == 1) {
if (ticks1 - last_b3_click < 500)
return 1;
else
last_b3_click = ticks1;
break;
last_b3_click = ticks1;
}
}
default:
break;
}
}
unsigned long ticks2 = SDL_GetTicks();
if (ticks2 - ticks1 > delay)
i += (ticks2 - ticks1) / delay - 1;
else
SDL_Delay(delay - (ticks2 - ticks1));
if (abs(ncol) > 1 && ticks2 > last_rotate + rot_speed) {
gwin->get_win()->rotate_colors(startcol, ncol, 1);
while (ticks2 > last_rotate + rot_speed)
last_rotate += rot_speed;
#ifdef HAVE_OPENGL
if (GL_manager::get_instance()) {
Set_glpalette(0, true);
//Shape_manager::get_instance()->paint_shape(0, 0, screen);
GL_manager::get_instance()->paint(screen, 0, 0);
}
#endif
gwin->get_win()->show();
}
}
#ifdef HAVE_OPENGL
delete screen;
Reset_gl_rotates();
#endif
return 0;
}