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/**
** Exult.cc - Multiplatform Ultima 7 game engine
**
** Written: 7/22/98 - JSF
**/
/*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2004 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
#ifndef ALPHA_LINUX_CXX
# include <cstdlib>
# include <cctype>
#endif
#include <SDL.h>
#define Font _XFont_
#include <SDL_syswm.h>
#undef Font
#ifdef USE_EXULTSTUDIO /* Only needed for communication with exult studio */
#if HAVE_SYS_TIME_H
#include <sys/time.h>
#endif
#ifdef WIN32
#include "windrag.h"
#elif defined(XWIN)
#include "xdrag.h"
#endif
#include "server.h"
#include "chunks.h"
#include "chunkter.h"
#endif
#if (defined(USECODE_DEBUGGER) && defined(XWIN))
#include <csignal>
#endif
#include "Audio.h"
#include "Configuration.h"
#include "Gump_manager.h"
#include "Scroll_gump.h"
#include "actors.h"
#include "args.h"
#include "cheat.h"
#include "effects.h"
#include "exult.h"
#include "exultmenu.h"
#include "fnames.h"
#include "font.h"
#include "game.h"
#include "gamewin.h"
#include "gamemap.h"
#include "gump_utils.h"
#include "keyactions.h"
#include "keys.h"
#include "mouse.h"
#include "ucmachine.h"
#include "utils.h"
#include "version.h"
#include "u7drag.h"
#include "drag.h"
#include "palette.h"
#include "glshape.h"
#include "combat_opts.h"
#include "exult_flx.h"
#include "exult_bg_flx.h"
#include "exult_si_flx.h"
#include "crc.h"
#ifndef UNDER_CE
using std::atof;
using std::cerr;
using std::cout;
using std::endl;
using std::atexit;
using std::exit;
using std::toupper;
using std::string;
using std::vector;
#endif
Configuration *config = 0;
KeyBinder *keybinder = 0;
/*
* Globals:
*/
Game_window *gwin = 0;
quitting_time_enum quitting_time = QUIT_TIME_NO;
bool intrinsic_trace = false; // Do we trace Usecode-intrinsics?
int usecode_trace = 0; // Do we trace Usecode-instructions?
// 0 = no, 1 = short, 2 = long
bool combat_trace = false; // show combat messages?
// Save game compression level
int save_compression = 1;
bool ignore_crc = false;
const std::string c_empty_string;
#if 0 && USECODE_DEBUGGER
bool usecode_debugging=false; // Do we enable the usecode debugger?
extern void initialise_usecode_debugger(void);
#endif
struct resolution {
int x;
int y;
int scale;
} res_list[] = {
{ 320, 200, 1 },
{ 320, 240, 1 },
{ 400, 300, 1 },
{ 320, 200, 2 },
{ 320, 240, 2 },
{ 400, 300, 2 },
{ 512, 384, 1 },
{ 640, 480, 1 },
{ 800, 600, 1 }
};
int num_res = sizeof(res_list)/sizeof(struct resolution);
int current_res = 0;
#ifdef XWIN
int xfd = 0; // X connection #.
static class Xdnd *xdnd = 0;
#elif defined(WIN32)
static HWND hgwin;
static class Windnd *windnd = 0;
#endif
/*
* Local functions:
*/
static int exult_main(const char *);
static void Init();
static int Play();
static int Get_click(int& x, int& y, char *chr, bool drag_ok, Paintable *p);
static int find_resolution(int w, int h, int s);
static void set_resolution (int new_res, bool save);
#ifdef USE_EXULTSTUDIO
static void Move_dragged_shape(int shape, int frame, int x, int y,
int prevx, int prevy, bool show);
static void Move_dragged_combo(int xtiles, int ytiles, int tiles_right,
int tiles_below, int x, int y, int prevx, int prevy, bool show);
static void Drop_dragged_shape(int shape, int frame, int x, int y, void *d);
static void Drop_dragged_chunk(int chunknum, int x, int y, void *d);
static void Drop_dragged_combo(int cnt, U7_combo_data *combo,
int x, int y, void *d);
#endif
static void BuildGameMap();
static void Handle_events();
static void Handle_event(SDL_Event& event);
static void get_game_paths(const string &gametitle);
/*
* Statics:
*/
static bool dragging = false; // Object or gump being moved.
static bool dragged = false; // Flag for when obj. moved.
static bool run_bg = false; // skip menu and run bg
static bool run_si = false; // skip menu and run si
static string arg_gamename = "default"; // cmdline arguments
static string arg_configfile = "";
static int arg_buildmap = -1;
static bool arg_nomenu = false;
/*
* A handy breakpoint.
*/
static void Breakpoint
(
)
{
return;
}
#if (defined(XWIN) && HAVE_SIGNAL_H && HAVE_SYS_WAIT_H)
// a SIGCHLD handler to properly clean up forked playmidi processes (if any)
#include <sys/wait.h>
#include <signal.h>
void sigchld_handler(int sig)
{
waitpid(-1, 0, WNOHANG);
}
#endif
/*
* Main program.
*/
int main
(
int argc,
char *argv[]
)
{
#ifdef BEOS
// get exult path
int counti;
char datapath[256];
for (counti=strlen(argv[0]) ; argv[0][counti]!='/' ; counti--);
strncpy(datapath, argv[0], counti);
chdir(datapath);
#endif
#if (defined(XWIN) && HAVE_SIGNAL_H && HAVE_SYS_WAIT_H)
signal(SIGCHLD, sigchld_handler);
#endif
bool needhelp=false;
bool showversion=false;
int result;
Args parameters;
// Declare everything from the commandline that we're interested in.
parameters.declare("-h",&needhelp,true);
parameters.declare("--help",&needhelp,true);
parameters.declare("/?",&needhelp,true);
parameters.declare("/h",&needhelp,true);
parameters.declare("--bg",&run_bg,true);
parameters.declare("--si",&run_si,true);
parameters.declare("--nomenu", &arg_nomenu, true);
parameters.declare("-v",&showversion,true);
parameters.declare("--version",&showversion,true);
parameters.declare("--game",&arg_gamename,"default");
parameters.declare("--buildmap",&arg_buildmap,-1);
parameters.declare("--nocrc",&ignore_crc,true);
parameters.declare("-c",&arg_configfile,"");
// Process the args
parameters.process(argc,argv);
if(needhelp)
{
cerr << "Usage: exult [--help|-h] [-v|--version] [-c configfile]"<<endl
<< " [--bg|--si] [--buildmap 0|1|2] [--nocrc]" << endl
<< "--help\t\tShow this information" << endl
<< "--version\tShow version info" << endl
<< " -c configfile\tSpecify alternate config file" << endl
<< "--bg\t\tSkip menu and run Black Gate" << endl
<< "--si\t\tSkip menu and run Serpent Isle" << endl
<< "--nomenu\tSkip BG/SI game menu" << endl
<< "--game <game>\tRun original game" << endl
<< "--buildmap\tCreate a fullsize map of the game world in u7map??.pcx" << endl
<< "\t\t(0 = all roofs, 1 = no level 2 roofs, 2 = no roofs)" << endl
<< "\t\tonly valid when used together with --bg or --si" << endl
<< "\t\t(WARNING: requires big amounts of RAM, HD space and time!)" << endl
<< "--nocrc\t\tDon't check crc's of .flx files" << endl;
exit(1);
}
if (run_bg && run_si) {
cerr << "Error: You may only specify either -bg or -si!" <<
endl;
exit(1);
}
if(showversion) {
getVersionInfo(cerr);
return 0;
}
try
{
result = exult_main(argv[0]);
}
catch( const quit_exception & e )
{
result = 0;
}
catch( const exult_exception & e )
{
cerr << "============================" << endl <<
"An exception occured: " << endl <<
e.what() << endl <<
"errno: " << e.get_errno() << endl;
if( e.get_errno() != 0)
perror("Error Description");
cerr << "============================" << endl;
}
return result;
}
/*
* Main program.
*/
int exult_main(const char *runpath)
{
string data_path;
string music_path;
// output version info
getVersionInfo(cout);
// Read in configuration file
config = new Configuration;
if (arg_configfile != "") {
config->read_abs_config_file(arg_configfile);
} else {
config->read_config_file(USER_CONFIGURATION_FILE);
}
// Setup virtual directories
config->value("config/disk/data_path",data_path,EXULT_DATADIR);
add_system_path("<DATA>", data_path);
if (!U7exists("<DATA>/exult.flx"))
{
add_system_path("<DATA>", EXULT_DATADIR);
if (!U7exists("<DATA>/exult.flx"))
{
add_system_path("<DATA>", "data");
if(!U7exists("<DATA>/exult.flx"))
{
char *sep = std::strrchr(runpath,'/');
if (!sep) sep = std::strrchr(runpath,'\\');
int plen = sep-runpath;
char *dpath = new char[plen+10];
std::strncpy(dpath, runpath, plen+1);
dpath[plen+1] = 0;
std::strcat(dpath,"data");
cerr << "dpath = " << dpath << endl;
add_system_path("<DATA>",dpath);
if(!U7exists("<DATA>/exult.flx"))
{
// We've tried them all...
cerr << "Could not find 'exult.flx' anywhere." << endl;
cerr << "Please make sure Exult is correctly installed," << endl;
cerr << "and the Exult data path is specified in the configuration file." << endl;
cerr << "(See the README file for more information)" << endl;
exit(-1);
}
}
}
}
std::string default_music = get_system_path("<DATA>/music");
config->value("config/disk/music_path",music_path,default_music.c_str());
add_system_path("<MUSIC>", music_path);
add_system_path("<STATIC>", "static");
add_system_path("<GAMEDAT>", "gamedat");
add_system_path("<PATCH>", "patch");
// add_system_path("<SAVEGAME>", "savegame");
add_system_path("<SAVEGAME>", ".");
std::cout << "Exult path settings:" << std::endl;
std::cout << "Data : " << get_system_path("<DATA>") << std::endl;
std::cout << "Digital music : " << get_system_path("<MUSIC>") << std::endl;
std::cout << std::endl;
// Check CRCs of our .flx files
bool crc_ok = true;
uint32 crc = crc32_syspath("<DATA>/exult.flx");
if (crc != EXULT_FLX_CRC32) {
crc_ok = false;
cerr << "exult.flx has a wrong checksum!" << endl;
}
if (U7exists("<DATA>/exult_bg.flx")) {
if (crc32_syspath("<DATA>/exult_bg.flx") != EXULT_BG_FLX_CRC32) {
crc_ok = false;
cerr << "exult_bg.flx has a wrong checksum!" << endl;
}
}
if (U7exists("<DATA>/exult_si.flx")) {
if (crc32_syspath("<DATA>/exult_si.flx") != EXULT_SI_FLX_CRC32) {
crc_ok = false;
cerr << "exult_si.flx has a wrong checksum!" << endl;
}
}
bool config_ignore_crc;
config->value("config/disk/no_crc",config_ignore_crc);
ignore_crc |= config_ignore_crc;
if (!ignore_crc && !crc_ok) {
cerr << "This usually means the file(s) mentioned above are "
<< "from a different version" << endl
<< "of Exult than this one. Please re-install Exult" << endl
<< endl
<< "(Note: if you modified the .flx files yourself, "
<< "you can skip this check" << endl
<< "by passing the --nocrc parameter.)" << endl;
return 1;
}
// Convert from old format if needed
vector<string> vs=config->listkeys("config/disk/game",false);
if(vs.size()==0)
{
// Convert from the older format
string data_directory;
config->value("config/disk/u7path",data_directory,".");
config->set("config/disk/game/blackgate/path",data_directory,true);
const string s("blackgate");
config->set("config/disk/game/blackgate/title",s,true);
vs.push_back(s);
}
get_game_paths("blackgate");
get_game_paths("serpentisle");
// Enable tracing of intrinsics?
config->value("config/debug/trace/intrinsics",intrinsic_trace);
// Enable tracing of UC-instructions?
string uctrace;
config->value("config/debug/trace/usecode", uctrace, "no");
to_uppercase(uctrace);
if (uctrace == "YES")
usecode_trace = 1;
else if (uctrace == "VERBOSE")
usecode_trace = 2;
else
usecode_trace = 0;
config->value("config/debug/trace/combat",combat_trace);
// Save game compression level
config->value("config/disk/save_compression_level", save_compression, 1);
if (save_compression < 0 || save_compression > 2) save_compression = 1;
config->set("config/disk/save_compression_level", save_compression, true);
#if 0 && USECODE_DEBUGGER
// Enable usecode debugger
config->value("config/debug/debugger/enable",usecode_debugging);
initialise_usecode_debugger();
#endif
#if (defined(USECODE_DEBUGGER) && defined(XWIN))
signal(SIGUSR1, SIG_IGN);
#endif
cheat.init();
#ifdef UNDER_CE
GXOpenInput();
GXKeyList keys = GXGetDefaultKeys(GX_LANDSCAPEKEYS);
std::cout << "Up " << keys.vkUp << std::endl;
std::cout << "Down " << keys.vkDown << std::endl;
std::cout << "Left " << keys.vkLeft << std::endl;
std::cout << "Right " << keys.vkRight << std::endl;
std::cout << "A " << keys.vkA << std::endl;
std::cout << "B " << keys.vkB << std::endl;
std::cout << "C " << keys.vkC << std::endl;
std::cout << "Start " << keys.vkStart << std::endl;
#endif
Init(); // Create main window.
cheat.finish_init();
Mouse::mouse = new Mouse(gwin);
Mouse::mouse->set_shape(Mouse::hand);
int result = Play(); // start game
#ifdef UNDER_CE
GXCloseInput();
#endif
#if defined(WIN32) && defined(USE_EXULTSTUDIO)
// Currently, leaving the game results in destruction of the window.
// Maybe sometime in the future, there is an option like "return to
// main menu and select another scenario". Becaule DnD isn't registered until
// you really enter the game, we remove it here to prevent possible bugs
// invilved with registering DnD a second time over an old variable.
RevokeDragDrop(hgwin);
delete windnd;
#endif
return result;
}
/*
* Calculate paths for the given game, using the config file and
* falling back to defaults if necessary. These are stored in
* per-game system_path entries, which are then used later once the
* game is selected.
*/
static void get_game_paths(const string &gametitle)
{
std::string data_directory, static_dir, gamedat_dir, savegame_dir,
default_dir, system_path_tag(to_uppercase(gametitle)),
config_path("config/disk/game/" + gametitle + "/path");
config->value(config_path.c_str(), data_directory, ".");
if (data_directory == ".")
config->set(config_path.c_str(), data_directory, true);
#if 0
cout << "setting " << gametitle
<< " game directories to: " << data_directory << endl;
#endif
config_path = "config/disk/game/" + gametitle + "/static_path";
default_dir = data_directory + "/static";
config->value(config_path.c_str(), static_dir, default_dir.c_str());
add_system_path("<" + system_path_tag + "_STATIC>", static_dir);
#if 0
cout << "setting " << gametitle
<< " static directory to: " << static_dir << endl;
#endif
const char *home = 0; // Will get $HOME.
string home_game(""); // Gets $HOME/.exult/gametitle.
config_path = "config/disk/game/" + gametitle + "/gamedat_path";
default_dir = data_directory + "/gamedat";
config->value(config_path.c_str(), gamedat_dir, "");
#if (!defined(WIN32) && !defined(MACOS))
if (gamedat_dir == "" && // Not set?
// And default doesn't exist?
!U7exists(default_dir.c_str()) && (home = getenv("HOME")) != 0)
{
home_game = home;
home_game += "/.exult";
// Create $HOME/.exult/gametitle.
U7mkdir(home_game.c_str(), 0755);
home_game = home_game + '/' + gametitle;
U7mkdir(home_game.c_str(), 0755);
// Successfully created dir?
if (U7exists(home_game.c_str()))
{ // Use $HOME/.exult/gametitle/gamedat.
gamedat_dir = home_game + "/gamedat";
config->set(config_path.c_str(), gamedat_dir.c_str(),
true);
}
else
home_game = ""; // Failed.
}
#endif
if (gamedat_dir == "") // Didn't create it in $HOME/.exult?
gamedat_dir = default_dir;
add_system_path("<" + system_path_tag + "_GAMEDAT>", gamedat_dir);
#if 0
cout << "setting " << gametitle
<< " gamedat directory to: " << gamedat_dir << endl;
#endif
config_path = "config/disk/game/" + gametitle + "/savegame_path";
if (home_game == "")
config->value(config_path.c_str(), savegame_dir,
data_directory.c_str());
else
{ // Store saves under $HOME/....
config->value(config_path.c_str(), savegame_dir,
home_game.c_str());
config->set(config_path.c_str(), savegame_dir.c_str(), true);
}
add_system_path("<" + system_path_tag + "_SAVEGAME>", savegame_dir);
#if 0
cout << "setting " << gametitle
<< " savegame directory to: " << savegame_dir << endl;
#endif
config_path = "config/disk/game/" + gametitle + "/patch";
string patch_directory;
default_dir = data_directory + "/patch";
config->value(config_path.c_str(), patch_directory,
default_dir.c_str());
add_system_path("<" + system_path_tag + "_PATCH>", patch_directory.c_str());
}
namespace ExultIcon {
#include "exulticon.h"
}
static void SetIcon()
{
SDL_Surface* iconsurface = SDL_CreateRGBSurfaceFrom(ExultIcon::header_data,
ExultIcon::width,
ExultIcon::height,
8,
ExultIcon::width,
0, 0, 0, 0);
SDL_Color iconpal[256];
for (int i = 0; i < 256; ++i) {
iconpal[i].r = ExultIcon::header_data_cmap[i][0];
iconpal[i].g = ExultIcon::header_data_cmap[i][1];
iconpal[i].b = ExultIcon::header_data_cmap[i][2];
}
SDL_SetPalette(iconsurface, SDL_LOGPAL, iconpal, 0, 256);
SDL_SetColorKey(iconsurface, SDL_SRCCOLORKEY, 0);
SDL_WM_SetIcon(iconsurface, 0);
SDL_FreeSurface(iconsurface);
}
/*
* Initialize and create main window.
*/
static void Init
(
)
{
Uint32 init_flags = SDL_INIT_VIDEO|SDL_INIT_TIMER;
#ifdef NO_SDL_PARACHUTE
init_flags |= SDL_INIT_NOPARACHUTE;
#endif
if (SDL_Init(init_flags) < 0)
{
cerr << "Unable to initialize SDL: " << SDL_GetError() << endl;
exit(-1);
}
std::atexit(SDL_Quit);
SDL_SysWMinfo info; // Get system info.
SDL_GetWMInfo(&info);
#ifdef USE_EXULTSTUDIO
// Want drag-and-drop events.
SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE);
#endif
// KBD repeat should be nice.
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,
SDL_DEFAULT_REPEAT_INTERVAL);
SDL_ShowCursor(0);
SDL_VERSION(&info.version);
SetIcon();
int w, h, sc, sclr;
// Default resolution is 320x200 with 2x scaling
w = 320;
h = 200;
sc = 2;
sclr = Image_window::SaI;
int sw, sh, scaleval;
string gr, gg, gb, scaler;
config->value("config/video/width", sw, w);
config->value("config/video/height", sh, h);
config->value("config/video/scale_method", scaler, "---");
config->value("config/video/gamma/red", gr, "1.0");
config->value("config/video/gamma/green", gg, "1.0");
config->value("config/video/gamma/blue", gb, "1.0");
config->value("config/video/scale", scaleval, sc);
sclr = Image_window::get_scaler_for_name(scaler);
if (sclr == Image_window::NoScaler) config->set("config/video/scale_method","2xSaI",true);
if (arg_buildmap >= 0)
BuildGameMap();
Image_window8::set_gamma(atof(gr.c_str()), atof(gg.c_str()), atof(gb.c_str()));
gwin = new Game_window(sw, sh, scaleval, sclr);
current_res = find_resolution(sw, sh, scaleval);
Audio::Init();
bool disable_fades;
config->value("config/video/disable_fades", disable_fades, false);
gwin->get_pal()->set_fades_enabled(!disable_fades);
SDL_SetEventFilter(0);
// Show the banner
Exult_Game mygame;
game = 0;
// Figure out all the games' paths, before we store them. That
// way, we don't have to recalculate them if we come back to the
// main menu and make another selection.
if (arg_gamename != "default") {
// The user gave us a game title, so load that one's
// paths.
get_game_paths(arg_gamename);
}
store_system_paths();
do {
reset_system_paths();
fontManager.reset();
U7FileManager::get_ptr()->reset();
const char *title = 0;
if(game)
delete game;
if (run_bg) {
mygame = BLACK_GATE;
run_bg = false;
} else if (run_si) {
mygame = SERPENT_ISLE;
run_si = false;
} else if (arg_buildmap < 0 && arg_gamename != "default") {
mygame = EXULT_DEVEL_GAME;
title = arg_gamename.c_str();
} else {
ExultMenu exult_menu(gwin);
mygame = exult_menu.run();
}
Game::create_game(mygame, title);
Audio::get_ptr()->Init_sfx();
// Skip splash screen?
bool skip_splash;
config->value("config/gameplay/skip_splash", skip_splash);
if(!skip_splash &&
// Skip intro. if devel. game.
(Game::get_game_type() != EXULT_DEVEL_GAME ||
U7exists("<STATIC>/intro.dat")))
game->play_intro();
} while(!game->show_menu(arg_nomenu));
gwin->init_files();
gwin->read_gwin();
gwin->setup_game(); // This will start the scene.
// Get scale factor for mouse.
#ifdef USE_EXULTSTUDIO
#ifndef WIN32
SDL_GetWMInfo(&info);
xfd = ConnectionNumber(info.info.x11.display);
Server_init(); // Initialize server (for map-editor).
xdnd = new Xdnd(info.info.x11.display, info.info.x11.wmwindow,
info.info.x11.window, Move_dragged_shape, Move_dragged_combo,
Drop_dragged_shape, Drop_dragged_chunk,
Drop_dragged_combo);
#elif !defined(UNDER_CE)
SDL_GetWMInfo(&info);
Server_init(); // Initialize server (for map-editor).
hgwin = info.window;
OleInitialize(NULL);
windnd = new Windnd(hgwin, Move_dragged_shape, Move_dragged_combo,
Drop_dragged_shape, Drop_dragged_chunk,
Drop_dragged_combo);
if (FAILED(RegisterDragDrop(hgwin, windnd))) {
cout << "Something's wrong with OLE2 ..." << endl;
};
#endif
#endif
}
/*
* Play game.
*/
static int Play()
{
do
{
quitting_time = QUIT_TIME_NO;
Handle_events();
if( quitting_time == QUIT_TIME_RESTART )
{
Mouse::mouse->hide(); // Turn off mouse.
gwin->read(); // Restart
/////gwin->setup_game();
//// setup_game is already being called from inside
//// of gwin->read(), so no need to call it here, I hope...
}
}
while (quitting_time == QUIT_TIME_RESTART);
delete gwin;
delete Mouse::mouse;
Audio::Destroy(); // Deinit the sound system.
delete config;
return (0);
}
#ifdef USE_EXULTSTUDIO // Shift-click means 'paint'.
/*
* Add a shape while map-editing.
*/
static void Paint_with_shape
(
SDL_Event& event,
bool dragging // Painting terrain.
)
{
static int lasttx = -1, lastty = -1;
int scale = gwin->get_win()->get_scale();
int x = event.button.x/scale, y = event.button.y/scale;
int tx = (gwin->get_scrolltx() + x/c_tilesize);
int ty = (gwin->get_scrollty() + y/c_tilesize);
if (dragging) // See if moving to a new tile.
{
if (tx == lasttx && ty == lastty)
return;
}
lasttx = tx; lastty = ty;
int shnum = cheat.get_edit_shape();
int frnum;
SDLMod mod = SDL_GetModState();
if (mod & KMOD_ALT) // ALT? Pick random frame.
{
ShapeID id(shnum, 0);
frnum = std::rand()%id.get_num_frames();
}
else if (mod & KMOD_CTRL) // Cycle through frames.
{
frnum = cheat.get_edit_frame();
ShapeID id(shnum, 0);
int nextframe = (frnum + 1)%id.get_num_frames();
cheat.set_edit_shape(shnum, nextframe);
}
else
frnum = cheat.get_edit_frame();
Drop_dragged_shape(shnum, frnum, event.button.x, event.button.y, 0);
}
/*
* Set a complete chunk while map-editing.
*/
static void Paint_with_chunk
(
SDL_Event& event,
bool dragging // Painting terrain.
)
{
static int lastcx = -1, lastcy = -1;
int scale = gwin->get_win()->get_scale();
int x = event.button.x/scale, y = event.button.y/scale;
int cx = (gwin->get_scrolltx() + x/c_tilesize)/c_tiles_per_chunk;
int cy = (gwin->get_scrollty() + y/c_tilesize)/c_tiles_per_chunk;
if (dragging) // See if moving to a new chunk.
{
if (cx == lastcx && cy == lastcy)
return;
}
lastcx = cx; lastcy = cy;
int chnum = cheat.get_edit_chunknum();
Drop_dragged_chunk(chnum, event.button.x, event.button.y, 0);
}
#endif
/*
* Handle events until a flag is set.
*/
static void Handle_events
(
)
{
uint32 last_repaint = 0; // For insuring animation repaints.
uint32 last_rotate = 0;
/*
* Main event loop.
*/
while (!quitting_time)
{
#ifdef USE_EXULTSTUDIO
Server_delay(); // Handle requests.
#else
Delay(); // Wait a fraction of a second.
#endif
// Mouse scale factor
int scale = gwin->get_fastmouse() ? 1 :
gwin->get_win()->get_scale();
Mouse::mouse->hide(); // Turn off mouse.
Mouse::mouse_update = false;
// Get current time.
uint32 ticks = SDL_GetTicks();
Game::set_ticks(ticks);
SDL_Event event;
while (!quitting_time && SDL_PollEvent(&event))
Handle_event(event);
// Animate unless dormant.
if (gwin->have_focus() && !dragging)
gwin->get_tqueue()->activate(ticks);
// Moved this out of the animation loop, since we want movement to be
// more responsive. Also, if the step delta is only 1 tile,
// always check every loop
if (!gwin->is_moving() || gwin->get_step_tile_delta() == 1)
{
int x, y;// Check for 'stuck' Avatar.
int ms = SDL_GetMouseState(&x, &y);
if (SDL_BUTTON(3) & ms)
gwin->start_actor(x/scale, y/scale,
Mouse::mouse->avatar_speed);
else
gwin->get_main_actor()->resting(50);
}
// Show animation every 1/20 sec.
if (ticks > last_repaint + 50 || gwin->was_painted())
// This avoids jumpy walking:
{ // OpenGL? Repaint all each time.
if (GL_manager::get_instance())
gwin->paint();
else
gwin->paint_dirty();
while (ticks > last_repaint+50)last_repaint += 50;
}
Mouse::mouse->show(); // Re-display mouse.
// Rotate less often if scaling and
// not paletized.
int rot_speed = 100 << (gwin->get_win()->is_palettized() ||
scale==1?0:1);
if (ticks > last_rotate + rot_speed &&
!GL_manager::get_instance()) //++++Disable in OGL.
{ // (Blits in simulated 8-bit mode.)
gwin->get_win()->rotate_colors(0xfc, 3, 0);
gwin->get_win()->rotate_colors(0xf8, 4, 0);
gwin->get_win()->rotate_colors(0xf4, 4, 0);
gwin->get_win()->rotate_colors(0xf0, 4, 0);
gwin->get_win()->rotate_colors(0xe8, 8, 0);
gwin->get_win()->rotate_colors(0xe0, 8, 1);
while (ticks > last_rotate + rot_speed)
last_rotate += rot_speed;
// Non palettized needs explicit blit.
if (!gwin->get_win()->is_palettized())
gwin->set_painted();
}
if (!gwin->show() && // Blit to screen if necessary.
Mouse::mouse_update) // If not, did mouse change?
Mouse::mouse->blit_dirty();
}
}
/*
* Handle an event. This should work for all platforms, and should only
* be called in 'normal' and 'gump' modes.
*/
static void Handle_event
(
SDL_Event& event
)
{
// Mouse scale factor
int scale = gwin->get_fastmouse() ? 1 : gwin->get_win()->get_scale();
bool dont_move_mode = gwin->main_actor_dont_move();
// We want this
Gump_manager *gump_man = gwin->get_gump_man();
static bool right_on_gump = false;
Gump *gump = 0;
// For detecting double-clicks.
static uint32 last_b1_click = 0, last_b3_click = 0;
//cout << "Event " << (int) event.type << " received"<<endl;
switch (event.type)
{
case SDL_MOUSEBUTTONDOWN:
{
if (dont_move_mode)
break;
int x = event.button.x/scale, y = event.button.y/scale;
if (event.button.button == 1)
{
#ifdef USE_EXULTSTUDIO
if (cheat.in_map_editor())
{ // Paint if shift-click.
if (cheat.get_edit_shape() >= 0 &&
// But always if painting.
(cheat.get_edit_mode() == Cheat::paint ||
(SDL_GetModState() & KMOD_SHIFT)))
{
Paint_with_shape(event, false);
break;
}
else if (cheat.get_edit_chunknum() >= 0 &&
cheat.get_edit_mode() == Cheat::paint_chunks)
{
Paint_with_chunk(event, false);
break;
}
// Don't drag if not in 'move' mode.
else if (cheat.get_edit_mode() != Cheat::move)
break;
}
#endif
dragging = gwin->start_dragging(x, y);
//Mouse::mouse->set_shape(Mouse::hand);
dragged = false;
}
// Move sprite toward mouse
// when right button pressed.
if (gwin->get_mouse3rd())
if (event.button.button == 2)
{
ActionTarget(0);
}
if (event.button.button == 3) {
// Try removing old queue entry.
gwin->get_tqueue()->remove(gwin->get_main_actor());
if (!dragging && // Causes crash if dragging.
gump_man->can_right_click_close() &&
gump_man->gump_mode() &&
gump_man->find_gump(x, y, false)) {
gump = 0;
right_on_gump = true;
}
else
gwin->start_actor(x, y,
Mouse::mouse->avatar_speed);
}
if (event.button.button == 4 || event.button.button == 5)
{
if (!cheat()) break;
SDLMod mod = SDL_GetModState();
if (event.button.button == 4)
if (mod & KMOD_ALT)
ActionScrollLeft(0);
else
ActionScrollUp(0);
else
if (mod & KMOD_ALT)
ActionScrollRight(0);
else
ActionScrollDown(0);
}
break;
}
case SDL_MOUSEBUTTONUP:
{
if (dont_move_mode)
break;
int x = event.button.x/scale, y = event.button.y/scale;
if (event.button.button == 3)
{
uint32 curtime = SDL_GetTicks();
// Last click within .5 secs?
if (gwin->get_allow_double_right_move() && curtime - last_b3_click < 500)
gwin->start_actor_along_path(x, y,
Mouse::mouse->avatar_speed);
else if (right_on_gump &&
(gump = gump_man->find_gump(x, y, false))) {
Rectangle dirty = gump->get_dirty();
gwin->add_dirty(dirty);
gump_man->close_gump(gump);
gump = 0;
right_on_gump = false;
}
else
{
gwin->stop_actor();
if (Combat::is_paused() && gwin->in_combat())
gwin->paused_combat_select(x, y);
}
last_b3_click = curtime;
}
else if (event.button.button == 1)
{
uint32 curtime = SDL_GetTicks();
bool click_handled = false;
if (dragging) {
click_handled = gwin->drop_dragged(x, y,
dragged);
}
// Last click within .5 secs?
if (curtime - last_b1_click < 500)
{
dragging = dragged = false;
gwin->double_clicked(x, y);
Mouse::mouse->set_speed_cursor();
break;
}
if (!dragging || !dragged)
last_b1_click = curtime;
if (!click_handled) {
// Identify item(s) clicked on.
gwin->show_items(x, y,
(SDL_GetModState() & KMOD_CTRL) != 0);
}
dragging = dragged = false;
}
break;
}
case SDL_MOUSEMOTION:
{
Mouse::mouse->move(event.motion.x / scale,
event.motion.y / scale);
Mouse::mouse->set_speed_cursor();
Mouse::mouse_update = true; // Need to blit mouse.
right_on_gump = false;
// Dragging with left button?
if (event.motion.state & SDL_BUTTON(1))
{
#ifdef USE_EXULTSTUDIO // Painting?
if (cheat.in_map_editor())
{
if (cheat.get_edit_shape() >= 0 &&
(cheat.get_edit_mode() == Cheat::paint ||
(SDL_GetModState() & KMOD_SHIFT)))
{
Paint_with_shape(event, true);
break;
}
else if (cheat.get_edit_chunknum() >= 0 &&
cheat.get_edit_mode() == Cheat::paint_chunks)
{
Paint_with_chunk(event, true);
break;
}
}
#endif
dragged = gwin->drag(event.motion.x / scale,
event.motion.y / scale);
}
// Dragging with right?
else if ((event.motion.state & SDL_BUTTON(3)))
gwin->start_actor(event.motion.x / scale,
event.motion.y / scale, Mouse::mouse->avatar_speed);
#ifdef USE_EXULTSTUDIO // Painting?
else if (cheat.in_map_editor() &&
cheat.get_edit_shape() >= 0 &&
(cheat.get_edit_mode() == Cheat::paint ||
(SDL_GetModState() & KMOD_SHIFT)))
{
static int prevx = -1, prevy = -1;
Move_dragged_shape(cheat.get_edit_shape(),
cheat.get_edit_frame(),
event.motion.x, event.motion.y,
prevx, prevy, false);
prevx = event.motion.x; prevy = event.motion.y;
}
#endif
break;
}
case SDL_ACTIVEEVENT:
if (event.active.state & SDL_APPMOUSEFOCUS)
{
if (event.active.gain)
{
int x, y;
SDL_GetMouseState(&x, &y);
Mouse::mouse->set_location(x/scale, y/scale);
}
gwin->set_painted();
}
if (event.active.state & SDL_APPINPUTFOCUS)
{
if (event.active.gain)
gwin->get_focus();
else
gwin->lose_focus();
}
#if 0
if (event.active.state & SDL_APPACTIVE)
// Became active.
if (event.active.gain)
gwin->init_actors();
#endif
break;
#if 0
case ConfigureNotify: // Resize.
gwin->resized(event.xconfigure.window,
event.xconfigure.width, event.xconfigure.height);
break;
#endif
case SDL_QUIT:
gwin->get_gump_man()->okay_to_quit();
break;
case SDL_KEYDOWN: // Keystroke.
case SDL_KEYUP:
if (!dragging) // ESC while dragging causes crashes.
keybinder->HandleEvent(event);
break;
#ifdef USE_EXULTSTUDIO
#ifndef WIN32
case SDL_SYSWMEVENT:
{
XEvent& ev = event.syswm.msg->event.xevent;
if (ev.type == ClientMessage)
xdnd->client_msg((XClientMessageEvent&) ev);
else if (ev.type == SelectionNotify)
xdnd->select_msg((XSelectionEvent&) ev);
break;
}
#endif
#endif
#if 0
//#ifdef WIN32
case SDL_SYSWMEVENT:
// printf("SYSWMEVENT received, %x\n", event.syswm.msg->msg);
if (event.syswm.msg->msg == MM_MCINOTIFY) {
#if DEBUG
cerr << "MM_MCINOTIFY message received"<<endl;
#endif
((Windows_MCI*)(Audio::get_ptr()->get_midi()))->callback(event.syswm.msg->wParam,
event.syswm.msg->hwnd);
}
break;
#endif
}
}
/*
* Wait for a click, or optionally, a kbd. chr.
*
* Output: 0 if user hit ESC.
*/
static int Get_click
(
int& x, int& y,
char *chr, // Char. returned if not null.
bool drag_ok, // Okay to drag/close while here.
Paintable *paint // Paint this each cycle if OpenGL.
)
{
dragging = false; // Init.
while (1)
{
SDL_Event event;
Delay(); // Wait a fraction of a second.
uint32 ticks = SDL_GetTicks();
Game::set_ticks(ticks);
Mouse::mouse->hide(); // Turn off mouse.
Mouse::mouse_update = false;
// Mouse scale factor
int scale = gwin->get_fastmouse() ? 1
: gwin->get_win()->get_scale();
static bool rightclick;
while (SDL_PollEvent(&event))
switch (event.type)
{
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == 3)
rightclick = true;
else if (drag_ok && event.button.button == 1)
{
x = event.button.x / scale;
y = event.button.y / scale;
dragging = gwin->start_dragging(x, y);
dragged = false;
}
break;
case SDL_MOUSEBUTTONUP:
if (event.button.button == 1)
{
x = event.button.x / scale;
y = event.button.y / scale;
bool drg = dragging, drged = dragged;
dragging = dragged = false;
if (!drg ||
!gwin->drop_dragged(x, y, drged))
{
if (chr) *chr = 0;
return (1);
}
}
else if (event.button.button == 3) {
// Just stop. Don't get followers!
gwin->get_main_actor()->stop();
if (gwin->get_mouse3rd() && rightclick) {
rightclick = false;
return 0;
}
}
break;
case SDL_MOUSEMOTION:
{
int mx = event.motion.x / scale,
my = event.motion.y / scale;
Mouse::mouse->move(mx, my);
Mouse::mouse_update = true;
if (drag_ok &&
(event.motion.state & SDL_BUTTON(1)))
dragged = gwin->drag(mx, my);
break;
}
case SDL_KEYDOWN:
{
//+++++ convert to unicode first?
int c = event.key.keysym.sym;
switch(c) {
case SDLK_ESCAPE:
return 0;
case SDLK_RSHIFT: case SDLK_LSHIFT:
case SDLK_RCTRL: case SDLK_LCTRL:
case SDLK_RALT: case SDLK_LALT:
case SDLK_RMETA: case SDLK_LMETA:
case SDLK_RSUPER: case SDLK_LSUPER:
case SDLK_NUMLOCK: case SDLK_CAPSLOCK:
case SDLK_SCROLLOCK:
break;
default:
if ((c == 's') &&
(event.key.keysym.mod & KMOD_ALT) &&
(event.key.keysym.mod & KMOD_CTRL)){
make_screenshot(true);
break;
}
if (chr)// Looking for a character?
{
*chr = (event.key.keysym.mod &
KMOD_SHIFT)
? toupper(c) : c;
return (1);
}
break;
}
break;
}
case SDL_ACTIVEEVENT:
if (event.active.state & SDL_APPINPUTFOCUS)
{
if (event.active.gain)
gwin->get_focus();
else
gwin->lose_focus();
}
}
if (GL_manager::get_instance())
{
gwin->paint();
if (paint)
paint->paint();
}
else if (dragging)
gwin->paint_dirty();
Mouse::mouse->show(); // Turn on mouse.
if (!gwin->show() && // Blit to screen if necessary.
Mouse::mouse_update)
Mouse::mouse->blit_dirty();
}
return (0); // Shouldn't get here.
}
/*
* Get a click, or, optionally, a keyboard char.
*
* Output: 0 if user hit ESC.
* Chr gets keyboard char., or 0 if it's was a mouse click.
*/
int Get_click
(
int& x, int& y, // Location returned (if not ESC).
Mouse::Mouse_shapes shape, // Mouse shape to use.
char *chr, // Char. returned if not null.
bool drag_ok, // Okay to drag/close while here.
Paintable *paint // Paint this over everything else.
)
{
if (chr)
*chr = 0; // Init.
Mouse::Mouse_shapes saveshape = Mouse::mouse->get_shape();
if (shape != Mouse::dontchange)
Mouse::mouse->set_shape(shape);
if (paint)
paint->paint();
Mouse::mouse->show();
gwin->show(1); // Want to see new mouse.
gwin->get_tqueue()->pause(Game::get_ticks());
int ret = Get_click(x, y, chr, drag_ok, paint);
gwin->get_tqueue()->resume(Game::get_ticks());
Mouse::mouse->set_shape(saveshape);
return (ret);
}
/*
* Wait for someone to stop walking. If a timeout is given, at least
* one animation cycle will still always occur.
*/
void Wait_for_arrival
(
Actor *actor, // Whom to wait for.
Tile_coord dest, // Where he's going.
long maxticks // Max. # msecs. to wait, or 0.
)
{
// Mouse scale factor
int scale = gwin->get_fastmouse() ? 1 : gwin->get_win()->get_scale();
unsigned char os = Mouse::mouse->is_onscreen();
uint32 last_repaint = 0; // For insuring animation repaints.
Actor_action *orig_action = actor->get_action();
uint32 stop_time = SDL_GetTicks() + maxticks;
bool timeout = false;
while (actor->is_moving() && actor->get_action() == orig_action &&
actor->get_tile() != dest && !timeout)
{
Delay(); // Wait a fraction of a second.
Mouse::mouse->hide(); // Turn off mouse.
Mouse::mouse_update = false;
SDL_Event event;
while (SDL_PollEvent(&event))
switch (event.type)
{
case SDL_MOUSEMOTION:
Mouse::mouse->move(event.motion.x / scale,
event.motion.y / scale);
Mouse::mouse_update = true;
break;
}
// Get current time, & animate.
uint32 ticks = SDL_GetTicks();
Game::set_ticks(ticks);
if (maxticks && ticks > stop_time)
timeout = true;
if (gwin->have_focus())
gwin->get_tqueue()->activate(ticks);
// Show animation every 1/20 sec.
if (ticks > last_repaint + 50 || gwin->was_painted())
{
gwin->paint_dirty();
while (ticks > last_repaint+50)last_repaint += 50;
}
Mouse::mouse->show(); // Re-display mouse.
if (!gwin->show() && // Blit to screen if necessary.
Mouse::mouse_update) // If not, did mouse change?
Mouse::mouse->blit_dirty();
}
if (!os)
Mouse::mouse->hide();
}
/*
* Shift 'wizard's view' according to mouse position.
*/
static void Shift_wizards_eye
(
int mx, int my
)
{
// Figure dir. from center.
int cx = gwin->get_width()/2, cy = gwin->get_height()/2;
int dy = cy - my, dx = mx - cx;
Direction dir = Get_direction(dy, dx);
static int deltas[16] = {0,-1, 1,-1, 1,0, 1,1, 0,1,
-1,1, -1,0, -1,-1};
int dirx = deltas[2*dir], diry = deltas[2*dir + 1];
if (dirx == 1)
gwin->view_right();
else if (dirx == -1)
gwin->view_left();
if (diry == 1)
gwin->view_down();
else if (diry == -1)
gwin->view_up();
}
/*
* Do the 'wizard's eye' spell by letting the user browse around.
*/
void Wizard_eye
(
long msecs // Length of time in milliseconds.
)
{
// Mouse scale factor
int scale = gwin->get_fastmouse() ? 1 : gwin->get_win()->get_scale();
// Center of screen.
int cx = gwin->get_width()/2, cy = gwin->get_height()/2;
unsigned char os = Mouse::mouse->is_onscreen();
uint32 last_repaint = 0; // For insuring animation repaints.
uint32 stop_time = SDL_GetTicks() + msecs;
bool timeout = false;
while (!timeout)
{
Delay(); // Wait a fraction of a second.
Mouse::mouse->hide(); // Turn off mouse.
Mouse::mouse_update = false;
SDL_Event event;
while (SDL_PollEvent(&event))
switch (event.type)
{
case SDL_MOUSEMOTION:
{
int mx = event.motion.x/scale,
my = event.motion.y/scale;
Mouse::mouse->move(mx, my);
Mouse::mouse->set_shape(
Mouse::mouse->get_short_arrow(
Get_direction(cy - my, mx - cx)));
Mouse::mouse_update = true;
break;
}
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
timeout = true;
}
// Get current time, & animate.
uint32 ticks = SDL_GetTicks();
Game::set_ticks(ticks);
if (ticks > stop_time)
timeout = true;
if (gwin->have_focus())
gwin->get_tqueue()->activate(ticks);
// Show animation every 1/20 sec.
if (ticks > last_repaint + 50 || gwin->was_painted())
{ // Right mouse button down?
int x, y;
int ms = SDL_GetMouseState(&x, &y);
if (SDL_BUTTON(3) & ms)
Shift_wizards_eye(x/scale, y/scale);
gwin->set_all_dirty();
gwin->paint_dirty();
// Paint sprite over view.
ShapeID eye(10, 0, SF_SPRITES_VGA);
Shape_frame *spr = eye.get_shape();
// Center it.
int w = gwin->get_width(), h = gwin->get_height();
int sw = spr->get_width(), sh = spr->get_height();
int topx = (w - sw)/2,
topy = (h - sh)/2;
eye.paint_shape(topx + spr->get_xleft(),
topy + spr->get_yabove());
if (topy > 0) // Black-fill area around sprite.
{
gwin->get_win()->fill8(0, w, topy, 0, 0);
gwin->get_win()->fill8(0, w, h - topy - sh,
0, topy + sh);
}
if (topx > 0)
{
gwin->get_win()->fill8(0, topx, sh, 0, topy);
gwin->get_win()->fill8(0, w - topx - sw, sh,
topx + sw, topy);
}
while (ticks > last_repaint+50)last_repaint += 50;
}
Mouse::mouse->show(); // Re-display mouse.
if (!gwin->show() && // Blit to screen if necessary.
Mouse::mouse_update) // If not, did mouse change?
Mouse::mouse->blit_dirty();
}
if (!os)
Mouse::mouse->hide();
gwin->center_view(gwin->get_main_actor()->get_tile());
}
int find_resolution(int w, int h, int s)
{
int res = 0;
for(int i=0; i<num_res; i++) {
if(res_list[i].x==w && res_list[i].y==h && res_list[i].scale==s)
res = i;
}
return res;
}
void set_resolution (int new_res, bool save)
{
if(new_res>=0 && new_res<num_res) {
int scaler = gwin->get_win()->get_scaler();
current_res = new_res;
gwin->resized(res_list[current_res].x,
res_list[current_res].y,
res_list[current_res].scale, scaler);
if(save) {
char val[20];
snprintf(val, 20, "%d", res_list[current_res].x);
config->set("config/video/width",val,true);
snprintf(val, 20, "%d", res_list[current_res].y);
config->set("config/video/height",val,true);
snprintf(val, 20, "%d", res_list[current_res].scale);
config->set("config/video/scale",val,true);
// Scaler
if (scaler > Image_window::NoScaler && scaler < Image_window::NumScalers)
config->set("config/video/scale_method",Image_window::get_name_for_scaler(scaler),true);
}
}
}
void increase_resolution()
{
if (!cheat()) return;
current_res++;
if(current_res>=num_res)
current_res = 0;
set_resolution(current_res,false);
}
void decrease_resolution()
{
if (!cheat()) return;
current_res--;
if(current_res<0)
current_res = num_res-1;
set_resolution(current_res,false);
}
void make_screenshot (bool silent)
{
char fn[15];
int i;
FILE *f;
bool namefound = false;
Effects_manager *eman = gwin->get_effects();
// look for the next available exult???.pcx file
for (i = 0; i < 1000 && !namefound; i++) {
snprintf(fn, 15, "exult%03i.pcx", i);
f = fopen(fn, "rb");
if (f) {
fclose(f);
} else {
namefound = true;
}
}
if (!namefound) {
if (!silent) eman->center_text("Too many screenshots");
} else {
SDL_RWops *dst = SDL_RWFromFile(fn, "wb");
if (gwin->get_win()->screenshot(dst)) {
cout << "Screenshot saved in " << fn << endl;
if (!silent) eman->center_text("Screenshot");
} else {
if (!silent) eman->center_text("Screenshot failed");
}
}
}
void change_gamma (bool down)
{
float r,g,b;
char text[256];
float delta = down?0.05:-0.05;
Image_window8::get_gamma(r, g, b);
Image_window8::set_gamma(r+delta, g+delta, b+delta);
gwin->get_pal()->set(-1, -1);
// Message
#ifdef HAVE_SNPRINTF
Image_window8::get_gamma(r, g, b);
snprintf (text, 256, "Gamma Set to R: %01.2f G: %01.2f B: %01.2f", r, g, b);
#else
strncpy (text, "Gamma Changed", 256);
#endif
gwin->get_effects()->center_text(text);
int igam = (int) ((r*10000)+0.5);
snprintf (text, 256, "%d.%04d", igam/10000, igam%10000);
config->set("config/video/gamma/red", text, true);
igam = (int) ((b*10000)+0.5);
snprintf (text, 256, "%d.%04d", igam/10000, igam%10000);
config->set("config/video/gamma/green", text, true);
igam = (int) ((g*10000)+0.5);
snprintf (text, 256, "%d.%04d", igam/10000, igam%10000);
config->set("config/video/gamma/blue", text, true);
}
void BuildGameMap()
{
int w, h, sc, sclr;
// create 2048x2048 screenshots of the full Ultima 7 map.
// WARNING!! Takes up lots of memory and diskspace!
if (arg_buildmap >= 0) {
int maplift = 16;
Exult_Game gametype;
switch(arg_buildmap) {
case 0: maplift = 16; break;
case 1: maplift = 10; break;
case 2: maplift = 5; break;
}
if (run_bg) {
gametype = BLACK_GATE;
get_game_paths("blackgate");
} else if (run_si) {
gametype = SERPENT_ISLE;
get_game_paths("serpentisle");
} else {
cerr << "You have to specify --bg or --si when using --buildmap" << endl;
exit(1);
}
h = w = c_tilesize * c_tiles_per_schunk; sc = 1, sclr = Image_window::point;
Image_window8::set_gamma(1, 1, 1);
string fullscreenstr; // Check config. for fullscreen mode.
config->value("config/video/fullscreen",fullscreenstr,"no");
// set windowed mode
config->set("config/video/fullscreen","no",false);
gwin = new Game_window(w, h, sc, sclr);
// restore original fullscreen setting
config->set("config/video/fullscreen",fullscreenstr,true);
Audio::Init();
current_res = find_resolution(w, h, sc);
Game::create_game(gametype);
gwin->init_files(false); //init, but don't show plasma
gwin->get_map()->init();// +++++Got to clean this up.
gwin->get_pal()->set(0);
for (int x = 0; x < c_num_chunks / c_chunks_per_schunk; x++) {
for (int y = 0; y < c_num_chunks / c_chunks_per_schunk; y++) {
gwin->paint_map_at_tile(0,0,w,h,x * c_tiles_per_schunk, y * c_tiles_per_schunk, maplift);
char fn[15];
snprintf(fn, 15, "u7map%x%x.pcx", x, y);
SDL_RWops *dst = SDL_RWFromFile(fn, "wb");
cerr << x << "," << y << ": ";
gwin->get_win()->screenshot(dst);
}
}
Audio::Destroy();
exit(0);
}
}
#ifdef USE_EXULTSTUDIO
/*
* Show a grid being dragged.
*/
static void Move_grid
(
int x, int y, // Mouse coords. within window.
int prevx, int prevy, // Prev. coords, or -1.
bool ireg, // A single IREG object?
int xtiles, int ytiles, // Dimension of grid to show.
int tiles_right, int tiles_below// # tiles to show to right of and
// below (x, y).
)
{
int scale = gwin->get_win()->get_scale();
x /= scale; // Watch for scaled window.
y /= scale;
int lift = cheat.get_edit_lift();
x += lift*4 - 1; // Take lift into account, round.
y += lift*4 - 1;
int tx = x/c_tilesize; // Figure tile on ground.
int ty = y/c_tilesize;
tx += tiles_right;
ty += tiles_below;
if (prevx != -1) // See if moved to a new tile.
{
prevx /= scale;
prevy /= scale;
prevx += lift*4 - 1; // Take lift into account, round.
prevy += lift*4 - 1;
int ptx = prevx/c_tilesize, pty = prevy/c_tilesize;
if (tx == ptx && ty == pty)
return; // Will be in same tile.
// Repaint over old area.
const int pad = 8;
Rectangle r((ptx - xtiles + 1)*c_tilesize - pad,
(pty - ytiles + 1)*c_tilesize - pad,
xtiles*c_tilesize + 2*pad,
ytiles*c_tilesize + 2*pad);
r = gwin->clip_to_win(r);
gwin->add_dirty(r);
gwin->paint_dirty();
}
// First see if it's a gump.
if (ireg && gwin->get_gump_man()->find_gump(x, y))
return; // Skip if so.
tx -= xtiles - 1; // Get top-left of footprint.
ty -= ytiles - 1;
// Let's try a green outline.
int pix = Shape_manager::get_instance()->get_special_pixel(
POISON_PIXEL);
Image_window8 *win = gwin->get_win();
win->set_clip(0, 0, win->get_width(), win->get_height());
for (int Y = 0; Y <= ytiles; Y++)
win->fill8(pix, xtiles*c_tilesize, 1,
tx*c_tilesize, (ty + Y)*c_tilesize);
for (int X = 0; X <= xtiles; X++)
win->fill8(pix, 1, ytiles*c_tilesize,
(tx + X)*c_tilesize, ty*c_tilesize);
win->clear_clip();
gwin->set_painted();
}
/*
* Show where a shape dragged from a shape-chooser will go.
* ALSO, this is called with shape==-1 to just force a repaint.
*/
static void Move_dragged_shape
(
int shape, int frame, // What to create, OR -1 to just
// repaint window.
int x, int y, // Mouse coords. within window.
int prevx, int prevy, // Prev. coords, or -1.
bool show // Blit window.
)
{
if (shape == -1)
{
gwin->set_all_dirty();
return;
}
Shape_info& info = ShapeID::get_info(shape);
// Get footprint in tiles.
int xtiles = info.get_3d_xtiles(frame),
ytiles = info.get_3d_ytiles(frame);
int sclass = info.get_shape_class();
// Is it an ireg (changeable) obj?
bool ireg = (sclass != Shape_info::unusable &&
sclass != Shape_info::building);
Move_grid(x, y, prevx, prevy, ireg, xtiles, ytiles, 0, 0);
if (show)
gwin->show();
}
/*
* Show where a shape dragged from a shape-chooser will go.
*/
static void Move_dragged_combo
(
int xtiles, int ytiles, // Dimensions in tiles.
int tiles_right, // Tiles right of & below hot-spot.
int tiles_below,
int x, int y, // Mouse coords. within window.
int prevx, int prevy, // Prev. coords, or -1.
bool show // Blit window.
)
{
Move_grid(x, y, prevx, prevy, false, xtiles, ytiles, tiles_right,
tiles_below);
if (show)
gwin->show();
}
/*
* Create an object as moveable (IREG) or fixed.
*/
static Game_object *Create_object
(
int shape, int frame, // What to create.
bool& ireg // Rets. TRUE if ireg (moveable).
)
{
Shape_info& info = ShapeID::get_info(shape);
int sclass = info.get_shape_class();
// Is it an ireg (changeable) obj?
ireg = (sclass != Shape_info::unusable &&
sclass != Shape_info::building);
Game_object *newobj;
if (ireg)
newobj = gwin->get_map()->create_ireg_object(
info, shape, frame, 0, 0, 0);
else
newobj = gwin->get_map()->create_ifix_object(shape, frame);
return newobj;
}
/*
* Drop a shape dragged from a shape-chooser via drag-and-drop. Dnd is
* only supported under X for now.
*/
static void Drop_dragged_shape
(
int shape, int frame, // What to create.
int x, int y, // Mouse coords. within window.
void *data // Passed data, unused by exult
)
{
int scale = gwin->get_win()->get_scale();
if (!cheat.in_map_editor()) // Get into editing mode.
cheat.toggle_map_editor();
cheat.clear_selected(); // Remove old selected.
gwin->get_map()->set_map_modified();
x /= scale; // Watch for scaled window.
y /= scale;
ShapeID sid(shape, frame);
if (gwin->skip_lift == 0) // Editing terrain?
{
int tx = (gwin->get_scrolltx() + x/c_tilesize)%c_num_tiles;
int ty = (gwin->get_scrollty() + y/c_tilesize)%c_num_tiles;
int cx = tx/c_tiles_per_chunk, cy = ty/c_tiles_per_chunk;
Map_chunk *chunk = gwin->get_map()->get_chunk(cx, cy);
Chunk_terrain *ter = chunk->get_terrain();
tx %= c_tiles_per_chunk; ty %= c_tiles_per_chunk;
ShapeID curid = ter->get_flat(tx, ty);
if (sid.get_shapenum() != curid.get_shapenum() ||
sid.get_framenum() != curid.get_framenum())
{
ter->set_flat(tx, ty, sid);
gwin->set_all_dirty(); // ++++++++For now.++++++++++
}
return;
}
Shape_frame *sh = sid.get_shape();
if (!sh || !sh->is_rle()) // Flats are only for terrain.
return; // Shouldn't happen.
cout << "Last drag pos: (" << x << ", " << y << ')' << endl;
cout << "Create shape (" << shape << '/' << frame << ')' <<
endl;
bool ireg; // Create object.
Game_object *newobj = Create_object(shape, frame, ireg);
Dragging_info drag(newobj);
drag.drop(x, y, true); // (Dels if it fails.)
}
/*
* Drop a chunk dragged from a chunk-chooser via drag-and-drop. Dnd is
* only supported under X for now.
*/
static void Drop_dragged_chunk
(
int chunknum, // Index in 'u7chunks'.
int x, int y, // Mouse coords. within window.
void *data // Passed data, unused by exult
)
{
int scale = gwin->get_win()->get_scale();
if (!cheat.in_map_editor()) // Get into editing mode.
cheat.toggle_map_editor();
x /= scale; // Watch for scaled window.
y /= scale;
cout << "Last drag pos: (" << x << ", " << y << ')' << endl;
cout << "Set chunk (" << chunknum << ')' << endl;
// Need chunk-coordinates.
int tx = (gwin->get_scrolltx() + x/c_tilesize)%c_num_tiles,
ty = (gwin->get_scrollty() + y/c_tilesize)%c_num_tiles;
int cx = tx/c_tiles_per_chunk, cy = ty/c_tiles_per_chunk;
gwin->get_map()->set_chunk_terrain(cx, cy, chunknum);
gwin->paint();
}
/*
* Drop a combination object dragged from ExultStudio.
*/
void Drop_dragged_combo
(
int cnt, // # shapes.
U7_combo_data *combo, // The shapes.
int x, int y, // Mouse coords. within window.
void *data // Passed data, unused by exult
)
{
int scale = gwin->get_win()->get_scale();
if (!cheat.in_map_editor()) // Get into editing mode.
cheat.toggle_map_editor();
cheat.clear_selected(); // Remove old selected.
x /= scale; // Watch for scaled window.
y /= scale;
int at_lift = cheat.get_edit_lift();
x += at_lift*4 - 1; // Take lift into account, round.
y += at_lift*4 - 1;
// Figure tile at mouse pos.
int tx = (gwin->get_scrolltx() + x/c_tilesize)%c_num_tiles,
ty = (gwin->get_scrollty() + y/c_tilesize)%c_num_tiles;
for (int i = 0; i < cnt; i++)
{ // Drop each shape.
U7_combo_data& elem = combo[i];
// Figure new tile coord.
int ntx = (tx + elem.tx)%c_num_tiles,
nty = (ty + elem.ty)%c_num_tiles,
ntz = at_lift + elem.tz;
if (ntz < 0)
ntz = 0;
ShapeID sid(elem.shape, elem.frame);
if (gwin->skip_lift == 0)// Editing terrain?
{
int cx = ntx/c_tiles_per_chunk,
cy = nty/c_tiles_per_chunk;
Map_chunk *chunk = gwin->get_map()->get_chunk(cx, cy);
Chunk_terrain *ter = chunk->get_terrain();
ntx %= c_tiles_per_chunk; nty %= c_tiles_per_chunk;
ter->set_flat(ntx, nty, sid);
continue;
}
bool ireg; // Create object.
Game_object *newobj = Create_object(elem.shape,
elem.frame, ireg);
newobj->set_invalid(); // Not in world.
newobj->move(ntx, nty, ntz);
// Add to selection.
cheat.append_selected(newobj);
}
gwin->set_all_dirty(); // For now, until we clear out grid.
}
#endif
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