// Residual - Virtual machine to run LucasArts' 3D adventure games // Copyright (C) 2003-2005 The ScummVM-Residual Team (www.scummvm.org) // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library 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 // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA #include "stdafx.h" #include "engine.h" #include "scene.h" #include "lua.h" #include "colormap.h" #include "actor.h" #include "textobject.h" #include "smush.h" #include "driver.h" #include "imuse/imuse.h" #include #include #include Engine *g_engine = NULL; extern Imuse *g_imuse; int g_imuseState = -1; // hack for access current upated actor to allow access position of actor to sound costume component Actor *g_currentUpdatedActor = NULL; Engine::Engine() : _currScene(NULL), _selectedActor(NULL) { for (int i = 0; i < SDLK_EXTRA_LAST; i++) _controlsEnabled[i] = false; _speechMode = 2; } void Engine::mainLoop() { _movieTime = 0; _frameTime = 0; _frameStart = SDL_GetTicks(); unsigned int frameCounter = 0; unsigned int timeAccum = 0; unsigned int frameTimeCollection = 0; char fps[8] = ""; _savegameLoadRequest = false; _savegameSaveRequest = false; _savegameFileName = NULL; for (;;) { // Process events SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_KEYDOWN && _controlsEnabled[event.key.keysym.sym]) { lua_beginblock(); lua_Object handler = getEventHandler("buttonHandler"); if (handler != LUA_NOOBJECT) { lua_pushnumber(event.key.keysym.sym); lua_pushnumber(1); lua_pushnil(); lua_callfunction(handler); } lua_endblock(); } if (event.type == SDL_KEYUP && _controlsEnabled[event.key.keysym.sym]) { // temporary hack for save/load request until game menu will work if (event.key.keysym.sym == SDLK_F7) { _savegameLoadRequest = true; continue; } else if (event.key.keysym.sym == SDLK_F8) { _savegameSaveRequest = true; continue; } lua_beginblock(); lua_Object handler = getEventHandler("buttonHandler"); if (handler != LUA_NOOBJECT) { lua_pushnumber(event.key.keysym.sym); lua_pushnil(); lua_pushnil(); lua_callfunction(handler); } lua_endblock(); } if (event.type == SDL_QUIT) { lua_beginblock(); lua_Object handler = getEventHandler("exitHandler"); if (handler != LUA_NOOBJECT) lua_callfunction(handler); lua_endblock(); } if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_q) return; } } if (_savegameLoadRequest) { savegameRestore(); } if (_savegameSaveRequest) { savegameSave(); } if (_mode == ENGINE_MODE_SMUSH) { if (g_smush->isPlaying()) { _movieTime = g_smush->getMovieTime(); if (g_smush->isUpdateNeeded()) { g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr()); g_smush->clearUpdateNeeded(); } if (g_smush->getFrame() > 0) { g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY()); if (SHOWFPS_GLOBAL) g_driver->drawEmergString(550, 25, fps, Color(255, 255, 255)); } } } else if (_mode == ENGINE_MODE_NORMAL) { g_driver->clearScreen(); // Update actor costumes for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) { Actor *a = *i; g_currentUpdatedActor = *i; if (_currScene != NULL && a->inSet(_currScene->name()) && a->visible()) a->update(); } g_currentUpdatedActor = NULL; if (_currScene != NULL) { _currScene->drawBackground(); } if (g_smush->isPlaying()) { _movieTime = g_smush->getMovieTime(); if (g_smush->isUpdateNeeded()) { g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr()); g_smush->clearUpdateNeeded(); } if (g_smush->getFrame() > 0) g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY()); } if (_currScene != NULL) { _currScene->drawBitmaps(ObjectState::OBJSTATE_UNDERLAY); _currScene->drawBitmaps(ObjectState::OBJSTATE_STATE); _currScene->drawBitmaps(ObjectState::OBJSTATE_OVERLAY); } if (SHOWFPS_GLOBAL) g_driver->drawEmergString(550, 25, fps, Color(255, 255, 255)); if (_currScene != NULL) { _currScene->setupCamera(); } g_driver->set3DMode(); // if (_currScene != NULL) { // _currScene->setupLights(); // } // Draw actors for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) { Actor *a = *i; if (_currScene != NULL && a->inSet(_currScene->name()) && a->visible()) a->draw(); } } // Draw text for (TextListType::iterator i = _textObjects.begin(); i != _textObjects.end(); i++) { (*i)->draw(); } g_imuse->flushTracks(); g_imuse->refreshScripts(); g_driver->flipBuffer(); // don't kill CPU SDL_Delay(1); // Update timing information unsigned newStart = SDL_GetTicks(); _frameTime = newStart - _frameStart; _frameStart = newStart; frameTimeCollection += _frameTime; if (frameTimeCollection > 10000) { frameTimeCollection = 0; lua_collectgarbage(0); } lua_beginblock(); setFrameTime(_frameTime); lua_endblock(); lua_beginblock(); setMovieTime(_movieTime); lua_endblock(); if (SHOWFPS_GLOBAL) { frameCounter++; timeAccum += _frameTime; if (timeAccum > 1000) { sprintf(fps, "%7.2f", (double)(frameCounter * 1000) / (double)timeAccum ); frameCounter = 0; timeAccum = 0; } } // Run asynchronous tasks lua_runtasks(); if (g_imuseState != -1) { g_imuse->setMusicState(g_imuseState); g_imuseState = -1; } } } void Engine::savegameGzread(void *data, int size) { gzread(g_engine->_savegameFileHandle, data, size); } void Engine::savegameGzwrite(void *data, int size) { gzwrite(g_engine->_savegameFileHandle, data, size); } void Engine::savegameRestore() { _savegameLoadRequest = false; char filename[200]; if (_savegameFileName == NULL) { strcpy(filename, "grim.sav"); } else { strcpy(filename, _savegameFileName); } _savegameFileHandle = gzopen(filename, "rb"); if (_savegameFileHandle == NULL) { warning("savegameRestore() Error opening savegame file"); return; } g_imuse->stopAllSounds(); g_imuse->resetState(); g_smush->stop(); // free all resource // lock resources uint32 tag; uint32 version; savegameGzread(&tag, 4); assert(tag == 'RSAV'); savegameGzread(&version, 4); assert(version == 1); //Chore_Restore(savegameGzread); //Resource_Restore(savegameGzread); //Text_Restore(savegameGzread); //Room_Restore(savegameGzread); //Actor_Restore(savegameGzread); //Render_Restore(savegameGzread); //Primitive_Restore(savegameGzread); //Smush_Restore(savegameGzread); g_imuse->restoreState(savegameGzread); lua_Restore(savegameGzread); // unlock resources gzclose(_savegameFileHandle); //bundle_dofile("patch05.bin"); } void Engine::savegameCallback() { lua_Object funcParam1; lua_Object funcParam2; bool unk1 = false; bool unk2 = false; lua_beginblock(); lua_pushobject(lua_getglobal("system")); lua_pushstring("saveGameCallback"); funcParam2 = lua_gettable(); if (lua_istable(funcParam2)) { lua_pushobject(funcParam2); lua_pushstring("saveGameCallback"); funcParam1 = lua_gettable(); if (lua_isfunction(funcParam1)) { unk1 = true; unk2 = true; } else { assert(false); } } else if (lua_isfunction(funcParam2)) { funcParam1 = funcParam2; unk1 = false; unk2 = true; } else if (!lua_isnil(funcParam2)) { assert(false); } if (unk2) { if (unk1) { lua_pushobject(funcParam2); } lua_callfunction(funcParam1); } lua_endblock(); } void Engine::savegameSave() { _savegameSaveRequest = false; char filename[200]; if (_savegameFileName == NULL) { strcpy(filename, "grim.sav"); } else { strcpy(filename, _savegameFileName); } _savegameFileHandle = gzopen(filename, "wb"); if (_savegameFileHandle == NULL) { warning("savegameSave() Error creating savegame file"); return; } uint32 tag = 'RSAV'; uint32 version = 1; savegameGzwrite(&tag, 4); savegameGzwrite(&version, 4); savegameCallback(); //Chore_Save(savegameGzwrite); //Resource_Save(savegameGzwrite); //Text_Save(savegameGzwrite); //Room_Save(savegameGzwrite); //Actor_Save(savegameGzwrite); //Render_Save(savegameGzwrite); //Primitive_Save(savegameGzwrite); //Smush_Save(savegameGzwrite); g_imuse->saveState(savegameGzread); lua_Save(savegameGzwrite); gzclose(_savegameFileHandle); } void Engine::setScene(const char *name) { Block *b = g_resourceloader->getFileBlock(name); if (b == NULL) warning("Could not find scene file %s\n", name); delete _currScene; _currScene = new Scene(name, b->data(), b->len()); _currScene->setSoundParameters(20, 127); delete b; }