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/*
* Copyright (C) 2000-2022 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 "game.h"
#include "Audio.h"
#include "Configuration.h"
#include "databuf.h"
#include "exult.h"
#include "exult_constants.h"
#include "exult_flx.h"
#include "files/U7file.h"
#include "files/U7fileman.h"
#include "files/utils.h"
#include "font.h"
#include "gameclk.h"
#include "gamemgr/bggame.h"
#include "gamemgr/devgame.h"
#include "gamemgr/modmgr.h"
#include "gamemgr/sigame.h"
#include "gamewin.h"
#include "items.h"
#include "keys.h"
#include "menulist.h"
#include "mouse.h"
#include "palette.h"
#include "shapeid.h"
#include "shapes/miscinf.h"
#include <unistd.h>
#include <array>
#include <cstdlib>
#include <cstring>
#include <sstream>
using std::cout;
using std::endl;
using std::ifstream;
using std::string;
bool Game::new_game_flag = false;
bool Game::editing_flag = false;
Game* game = nullptr;
Exult_Game Game::game_type = NONE;
Game_Language Game::language = ENGLISH;
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() {
try { // Okay to fail if development game.
menushapes.load(MAINSHP_FLX, PATCH_MAINSHP);
} catch (const exult_exception&) {
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;
language = ENGLISH;
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();
language = mygame->get_game_language();
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, sizeof(buf), " 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 = nullptr;
}
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::show_congratulations(Palette* pal0) {
Game_clock* clock = gwin->get_clock();
int total_time = clock->get_total_hours();
if (wait_delay(100)) {
throw UserSkipException();
}
// Paint background black
gwin->clear_screen(true);
win->fill8(0);
std::shared_ptr<Font> end_font = fontManager.get_font("EXULT_END_FONT");
const int starty
= (gwin->get_height() - end_font->get_text_height() * 8) / 2;
// calculate the time it took to complete the game
// in exultmsg.txt it is "%d year s , %d month s , & %d day s"
// only showing years or months if there were any
auto messages = get_congratulations_messages();
for (unsigned i = 0; i < messages.size(); i++) {
const char* message = get_text_msg(messages[i]);
// if we are on the line with the time played
if (i == 2) {
enum TokenTypes {
TokenAnd,
TokenOnly,
TokenExactly,
TokenYear,
TokenYears,
TokenMonth,
TokenMonths,
TokenDay,
TokenDays,
TokenHour,
TokenHours,
TokenNegativeTime,
TokenCount
};
std::stringstream reader(message);
std::vector<std::string> tokens;
tokens.reserve(TokenCount);
std::string temp;
while (std::getline(reader, temp, '|')) {
tokens.emplace_back(std::move(temp));
}
tokens.resize(TokenCount); // Just in case
// this is how you would calculate years but since UltimaVII
// congrats screen has 13 months per year and VI in game calendar
// states 12 months per year it was decided to keep only months as
// we don't know which year is correct 8064 hours = 336 days, 672
// hours = 28 days const int year = total_time/8064; total_time %=
// 8064; remove the initial 6 hours
std::string displayMessage;
displayMessage.reserve(50);
total_time -= 6;
if (total_time < 0) {
displayMessage += tokens[TokenNegativeTime];
} else {
const int month = total_time / 672;
total_time %= 672;
const int day = total_time / 24;
total_time %= 24;
const int hour = total_time;
auto get_token =
[&tokens](int value, TokenTypes one, TokenTypes many) {
return std::to_string(value)
+ tokens[value == 1 ? one : many];
};
// At least two of month, day, or hour is not zero because hour
// cannot be zero if day and month are both zero.
if (month > 0) {
if (day == 0 && hour == 0) {
// in the remote chance a player finishes on exactly 0
// hours, 0 days and X month(s)
displayMessage += tokens[TokenExactly];
}
displayMessage += get_token(month, TokenMonth, TokenMonths);
// add ampersand or comma if there is more to display.
if (day > 0 && hour > 0) {
displayMessage += ", ";
} else if (day > 0 || hour > 0) {
displayMessage += tokens[TokenAnd];
}
}
if (day > 0) {
if (month == 0 && hour == 0) {
displayMessage += tokens[TokenExactly];
}
displayMessage += get_token(day, TokenDay, TokenDays);
// add ampersand only if there is more to display.
if (hour > 0) {
displayMessage += tokens[TokenAnd];
}
}
if (hour > 0 || (month == 0 && day == 0)) {
// if no days, display hours (this would only happen on
// exactly 1,2,3 etc months) Here so the player doesn't
// think we didn't track the hours/days. so 112 days at 2am
// would display "4 months & 2 hours", 113 days at 2am would
// display "4 months & 1 day"
if (month == 0 && day == 0) {
displayMessage += tokens[TokenOnly];
}
displayMessage += get_token(hour, TokenHour, TokenHours);
}
displayMessage += '.';
}
message = displayMessage.c_str();
end_font->draw_text(
ibuf, centerx - end_font->get_text_width(message) / 2,
starty + end_font->get_text_height() * i, message);
} else {
end_font->draw_text(
ibuf, centerx - end_font->get_text_width(message) / 2,
starty + end_font->get_text_height() * i, message);
}
}
// Fade in for 1 sec (50 cycles)
pal0->fade(50, 1, 0);
// Display text for 20 seonds (only 8 at the moment)
for (unsigned int i = 0; i < 80; i++) {
if (wait_delay(100)) {
throw UserSkipException();
}
}
// Fade out for 1 sec (50 cycles)
pal0->fade(50, 0, 0);
}
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) {
const 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) {
auto 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, sizeof(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() {
const string name = get_system_path("<PATCH>/exultgame.xml");
U7mkdir("<PATCH>", 0755); // Create dir. if not already there.
if (U7exists(name)) {
U7remove(name.c_str());
}
const string root = xml_root;
Configuration xml(name, root);
for (auto& resource : resources) {
string key = root;
key += "/resources/";
key += resource.first;
const str_int_pair& val = resource.second;
if (val.str) {
xml.set(key.c_str(), val.str, false);
}
if (val.num != 0) {
key += "/num";
xml.set(key.c_str(), val.num, false);
}
}
for (auto& shape : shapes) {
string key = root;
key += "/shapes/";
key += shape.first;
const int num = shape.second;
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;
const 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) {
const int menuy = topy + 120;
// Brand-new game in development?
if (skip || (is_editing() && !U7exists(MAINSHP_FLX))) {
const bool first = !U7exists(IDENTITY);
if (first) {
set_avname("Newbie");
}
return gwin->init_gamedat(first);
}
IExultDataSource mouse_data(MAINSHP_FLX, PATCH_MAINSHP, 19);
menu_mouse = new Mouse(gwin, mouse_data);
Mouse::mouse = menu_mouse;
top_menu();
MenuList* menu = nullptr;
constexpr static const std::array menuchoices{0x04, 0x05, 0x08, 0x06,
0x11, 0x12, 0x07};
const Vga_file exult_flx(BUNDLE_CHECK(BUNDLE_EXULT_FLX, EXULT_FLX));
char npc_name[16];
snprintf(npc_name, sizeof(npc_name), "Exult");
bool play = false;
bool fadeout = true;
bool exitmenu = false;
do {
if (!menu) {
menu = new MenuList();
int offset = 0;
for (size_t i = 0; i < menuchoices.size(); i++) {
if ((i != 4 && i != 5)
|| (i == 4 && U7exists("<SAVEGAME>/quotes.flg"))
|| (i == 5 && U7exists("<SAVEGAME>/endgame.flg"))) {
Shape_frame* f0 = menushapes.get_shape(menuchoices[i], 0);
Shape_frame* f1 = menushapes.get_shape(menuchoices[i], 1);
assert(f0 != nullptr && f1 != nullptr);
auto* entry
= new MenuEntry(f1, f0, centerx, menuy + offset);
entry->set_id(i);
menu->add_entry(entry);
offset += f1->get_ybelow() + 3;
}
}
menu->set_selection(2);
}
bool created = false;
const 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;
menu_mouse = nullptr;
Mouse::mouse = nullptr;
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 = nullptr;
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, false);
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();
Mouse::mouse = nullptr;
delete menu_mouse;
menu_mouse = nullptr;
return play;
}
void Game::journey_failed_text() {
std::shared_ptr<Font> font = fontManager.get_font("MENU_FONT");
font->center_text(
ibuf, centerx, centery + 30, "You must start a new game first.");
font->center_text(ibuf, centerx, centery + 42, "Press ESC to return.");
pal->fade_in(50);
while (!wait_delay(10))
;
pal->fade_out(50);
}
int Game::waitforspeech() {
Audio* audio = Audio::get_ptr();
if (!audio->is_speech_playing()) {
return -1;
}
// uh oh speech from ingame is playing. We will wait for it to finish
//
// but first grey out the screen
win->fill_translucent8(
0, gwin->get_game_width(), gwin->get_game_height(), 0, 0,
Game_singletons::sman->get_xform(8));
gwin->show(true);
return audio->wait_for_speech([](int ms) {
// use this as wait function so input terminates the speech
// immediately.
return wait_delay(ms);
});
}
const char* Game::get_avname() {
if (av_name[0]) {
return av_name;
} else {
return nullptr;
}
}
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;
}
// 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;
const 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();
const int rot_speed = rotspd
<< (gwin->get_win()->fast_palette_rotate() ? 0 : 1);
static unsigned long last_rotate = 0;
for (int i = 0; i < loops; i++) {
const 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:
case SDLK_RGUI:
case SDLK_LGUI:
case SDLK_NUMLOCKCLEAR:
case SDLK_CAPSLOCK:
case SDLK_SCROLLLOCK:
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:
return 2;
default:
break;
}
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_MOUSEBUTTONUP: {
if (event.button.button == 3 || event.button.button == 1) {
if (ticks1 - last_b3_click < 500) {
return 1;
}
last_b3_click = ticks1;
}
break;
}
default:
break;
}
}
const 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;
}
gwin->get_win()->ShowFillGuardBand();
}
}
return 0;
}
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