/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/scummsys.h" #include "common/config-manager.h" #include "common/memstream.h" #include "common/serializer.h" #include "graphics/palette.h" #include "graphics/scaler.h" #include "graphics/thumbnail.h" #include "mads/mads.h" #include "mads/compression.h" #include "mads/game.h" #include "mads/game_data.h" #include "mads/events.h" #include "mads/screen.h" #include "mads/msurface.h" #include "mads/resources.h" #include "mads/dragonsphere/game_dragonsphere.h" #include "mads/nebular/game_nebular.h" #include "mads/phantom/game_phantom.h" namespace MADS { Game *Game::init(MADSEngine *vm) { switch (vm->getGameID()) { case GType_RexNebular: return new Nebular::GameNebular(vm); #ifdef ENABLE_MADSV2 case GType_Dragonsphere: return new Dragonsphere::GameDragonsphere(vm); case GType_Phantom: return new Phantom::GamePhantom(vm); #endif default: error("Game: Unknown game"); } return nullptr; } Game::Game(MADSEngine *vm) : _vm(vm), _surface(nullptr), _objects(vm), _scene(vm), _screenObjects(vm), _player(vm), _camX(vm), _camY(vm) { _sectionNumber = 1; _priorSectionNumber = 0; _loadGameSlot = -1; _lastSave = -1; _saveFile = nullptr; _saveThumb = nullptr; _statusFlag = 0; _sectionHandler = nullptr; _sectionNumber = 1; _priorSectionNumber = 0; _currentSectionNumber = -1; _kernelMode = KERNEL_GAME_LOAD; _quoteEmergency = false; _vocabEmergency = false; _aaName = "*I0.AA"; _priorFrameTimer = 0; _anyEmergency = false; _triggerMode = SEQUENCE_TRIGGER_PARSER; _triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _trigger = 0; _winStatus = 0; _widepipeCtr = 0; _fx = kTransitionNone; _panningSpeed = 1; // Medium speed // Load the inventory object list _objects.load(); if (_objects._inventoryList.size() > 0) // At least one item in default inventory, so select first item for display _scene._userInterface._selectedInvIndex = 0; // Load the quotes loadQuotes(); } Game::~Game() { if (_saveThumb) { _saveThumb->free(); delete _saveThumb; } delete _saveFile; _surface->free(); delete _surface; delete _sectionHandler; } void Game::run() { // If requested, load a savegame instead of showing the intro if (ConfMan.hasKey("save_slot")) { int saveSlot = ConfMan.getInt("save_slot"); if (saveSlot >= 0 && saveSlot <= 999) _loadGameSlot = saveSlot; } _statusFlag = true; while (!_vm->shouldQuit()) { if (_loadGameSlot == -1) { startGame(); } // Get the initial starting time for the first scene _scene._frameStartTime = _vm->_events->getFrameCounter(); if (!_vm->shouldQuit()) gameLoop(); } } void Game::splitQuote(const Common::String &source, Common::String &line1, Common::String &line2) { // Make the first line up the end of the word at the half-way point const char *strP = source.c_str() + source.size() / 2; while (*strP != ' ') ++strP; line1 = Common::String(source.c_str(), strP); // The rest of the string goes in the second line while (*strP == ' ') ++strP; line2 = Common::String(strP); } void Game::gameLoop() { while (!_vm->shouldQuit() && _statusFlag && !_winStatus) { if (_loadGameSlot != -1) { loadGame(_loadGameSlot); _loadGameSlot = -1; } setSectionHandler(); _sectionHandler->preLoadSection(); initSection(_sectionNumber); _vm->_sound->init(_sectionNumber); _sectionHandler->postLoadSection(); _scene._spriteSlots.reset(); if (_sectionNumber == _currentSectionNumber) sectionLoop(); _player.releasePlayerSprites(); assert(_scene._sprites.size() == 0); _vm->_palette->unlock(); _vm->_events->waitCursor(); _vm->_events->freeCursors(); _vm->_sound->closeDriver(); } } void Game::sectionLoop() { while (!_vm->shouldQuit() && _statusFlag && !_winStatus && (_sectionNumber == _currentSectionNumber)) { _kernelMode = KERNEL_ROOM_PRELOAD; _player._spritesChanged = true; _quoteEmergency = false; _vocabEmergency = false; _vm->_events->waitCursor(); _scene.clearVocab(); _scene._dynamicHotspots.clear(); _scene.loadSceneLogic(); _player._walkAnywhere = false; _player._stepEnabled = true; _player._visible = true; _vm->_dialogs->_defaultPosition = Common::Point(-1, -1); _visitedScenes.add(_scene._nextSceneId); // Reset the user interface _screenObjects._forceRescan = true; _screenObjects._inputMode = kInputBuildingSentences; _scene._userInterface._scrollbarActive = SCROLLBAR_NONE; _player._loadsFirst = true; _scene._sceneLogic->setup(); if (_player._spritesChanged || _player._loadsFirst) { if (_player._spritesLoaded) _player.releasePlayerSprites(); _vm->_palette->resetGamePalette(18, 10); _scene._spriteSlots.reset(); } else { _vm->_palette->initPalette(); } // Set up scene palette usage _scene._scenePaletteUsage.clear(); _scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF0)); _scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF1)); _scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF2)); _vm->_palette->_paletteUsage.load(&_scene._scenePaletteUsage); if (!_player._spritesLoaded && _player._loadsFirst) { if (_player.loadSprites("")) _vm->quitGame(); _player._loadedFirst = true; } _scene.loadScene(_scene._nextSceneId, _aaName, 0); camInitDefault(); camSetSpeed(); _vm->_sound->pauseNewCommands(); if (!_player._spritesLoaded) { if (_player.loadSprites("")) _vm->quitGame(); _player._loadedFirst = false; } _vm->_events->initVars(); _scene._userInterface._highlightedCommandIndex = -1; _scene._userInterface._highlightedInvIndex = -1; _scene._userInterface._highlightedItemVocabIndex = -1; _scene._action.clear(); _player.setFinalFacing(); _player._facing = _player._turnToFacing; _player.cancelCommand(); _kernelMode = KERNEL_ROOM_INIT; switch (_vm->_screenFade) { case SCREEN_FADE_SMOOTH: _fx = kTransitionFadeOutIn; break; case SCREEN_FADE_FAST: _fx = kNullPaletteCopy; break; default: _fx = kTransitionNone; break; } _trigger = 0; _priorFrameTimer = _scene._frameStartTime; // If in the middle of restoring a game, handle the rest of the loading if (_saveFile != nullptr) { Common::Serializer s(_saveFile, nullptr); synchronize(s, false); delete _saveFile; _saveFile = nullptr; } // Call the scene logic for entering the given scene _triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene._sceneLogic->enter(); // Set player data _player._targetPos = _player._playerPos; _player._turnToFacing = _player._facing; _player._targetFacing = _player._facing; _player.selectSeries(); _player.updateFrame(); _player._beenVisible = _player._visible; _player._special = _scene.getDepthHighBits(_player._playerPos); _player._priorTimer = _scene._frameStartTime - _player._ticksAmount; _player.idle(); if (_scene._userInterface._selectedInvIndex >= 0) { _scene._userInterface.loadInventoryAnim( _objects._inventoryList[_scene._userInterface._selectedInvIndex]); } else { _scene._userInterface.noInventoryAnim(); } _kernelMode = KERNEL_ACTIVE_CODE; _scene._roomChanged = false; if ((_quoteEmergency || _vocabEmergency) && !_anyEmergency) { _scene._currentSceneId = _scene._priorSceneId; _anyEmergency = true; } else { _anyEmergency = false; _scene.loop(); } _vm->_events->waitCursor(); _kernelMode = KERNEL_ROOM_PRELOAD; for (int i = 0; i < 10; i++) { delete _scene._animation[i]; _scene._animation[i] = nullptr; } _scene._reloadSceneFlag = false; _scene._userInterface.noInventoryAnim(); _scene.removeSprites(); if (!_player._loadedFirst) { _player._spritesLoaded = false; _player._spritesChanged = true; } // Clear the scene _scene.freeCurrentScene(); _sectionNumber = _scene._nextSceneId / 100; // Check whether to show a dialog checkShowDialog(); } } void Game::initSection(int sectionNumber) { _priorSectionNumber = _currentSectionNumber; _currentSectionNumber = sectionNumber; _vm->_palette->resetGamePalette(18, 10); _vm->_palette->setLowRange(); if (_scene._mode == SCREENMODE_VGA) _vm->_palette->setPalette(_vm->_palette->_mainPalette, 0, 4); _vm->_events->loadCursors("*CURSOR.SS"); assert(_vm->_events->_cursorSprites); _vm->_events->setCursor2((_vm->_events->_cursorSprites->getCount() <= 1) ? CURSOR_ARROW : CURSOR_WAIT); } void Game::loadQuotes() { File f("*QUOTES.DAT"); Common::String msg; while (true) { uint8 b = f.readByte(); msg += b; if (f.eos() || b == '\0') { // end of string, add it to the strings list _quotes.push_back(msg); msg = ""; } if (f.eos()) break; } f.close(); } Common::StringArray Game::getMessage(uint32 id) { File f("*MESSAGES.DAT"); int count = f.readUint16LE(); for (int idx = 0; idx < count; ++idx) { uint32 itemId = f.readUint32LE(); uint32 offset = f.readUint32LE(); uint16 size = f.readUint16LE(); if (itemId == id) { // Get the source buffer size uint16 sizeIn; if (idx == (count - 1)) { sizeIn = f.size() - offset; } else { f.skip(4); uint32 nextOffset = f.readUint32LE(); sizeIn = nextOffset - offset; } // Get the compressed data f.seek(offset); byte *bufferIn = new byte[sizeIn]; f.read(bufferIn, sizeIn); // Decompress it char *bufferOut = new char[size]; FabDecompressor fab; fab.decompress(bufferIn, sizeIn, (byte *)bufferOut, size); // Form the output string list Common::StringArray result; const char *p = bufferOut; while (p < (bufferOut + size)) { result.push_back(p); p += strlen(p) + 1; } delete[] bufferIn; delete[] bufferOut; return result; } } error("Invalid message Id specified"); } static const char *const DEBUG_STRING = "WIDEPIPE"; void Game::handleKeypress(const Common::KeyState &kbd) { if (kbd.flags & Common::KBD_CTRL) { if (_widepipeCtr == 8) { // Implement original game cheating keys here someday } else { if (kbd.keycode == (Common::KEYCODE_a + (DEBUG_STRING[_widepipeCtr] - 'a'))) { if (++_widepipeCtr == 8) { MessageDialog *dlg = new MessageDialog(_vm, 2, "CHEATING ENABLED", "(for your convenience)."); dlg->show(); delete dlg; } } } } Scene &scene = _vm->_game->_scene; switch (kbd.keycode) { case Common::KEYCODE_F1: _vm->_dialogs->_pendingDialog = DIALOG_GAME_MENU; break; case Common::KEYCODE_F5: _vm->_dialogs->_pendingDialog = DIALOG_SAVE; break; case Common::KEYCODE_F7: _vm->_dialogs->_pendingDialog = DIALOG_RESTORE; break; case Common::KEYCODE_PAGEUP: scene._userInterface._scrollbarStrokeType = SCROLLBAR_UP; scene._userInterface.changeScrollBar(); break; case Common::KEYCODE_PAGEDOWN: scene._userInterface._scrollbarStrokeType = SCROLLBAR_DOWN; scene._userInterface.changeScrollBar(); break; default: break; } } void Game::synchronize(Common::Serializer &s, bool phase1) { if (phase1) { s.syncAsSint16LE(_fx); s.syncAsSint16LE(_trigger); s.syncAsUint16LE(_triggerSetupMode); s.syncAsUint16LE(_triggerMode); s.syncString(_aaName); s.syncAsSint16LE(_lastSave); _scene.synchronize(s); _objects.synchronize(s); _visitedScenes.synchronize(s, _scene._nextSceneId); _player.synchronize(s); _screenObjects.synchronize(s); } else { // Load scene specific data for the loaded scene _scene._sceneLogic->synchronize(s); } } void Game::loadGame(int slotNumber) { _saveFile = g_system->getSavefileManager()->openForLoading( _vm->getSaveStateName(slotNumber)); Common::Serializer s(_saveFile, nullptr); // Load the savaegame header MADSSavegameHeader header; if (!readSavegameHeader(_saveFile, header)) error("Invalid savegame"); // Load most of the savegame data with the exception of scene specific info synchronize(s, true); // Set up section/scene and other initial states for post-load _currentSectionNumber = -2; _scene._currentSceneId = -2; _sectionNumber = _scene._nextSceneId / 100; _scene._frameStartTime = _vm->_events->getFrameCounter(); _vm->_screen->_shakeCountdown = -1; // Default the selected inventory item to the first one, if the player has any _scene._userInterface._selectedInvIndex = _objects._inventoryList.size() > 0 ? 0 : -1; // Set player sprites sets flags _player._spritesLoaded = false; _player._spritesChanged = true; } void Game::saveGame(int slotNumber, const Common::String &saveName) { Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving( _vm->getSaveStateName(slotNumber)); MADSSavegameHeader header; header._saveName = saveName; writeSavegameHeader(out, header); Common::Serializer s(nullptr, out); synchronize(s, true); synchronize(s, false); out->finalize(); delete out; } const char *const SAVEGAME_STR = "MADS"; #define SAVEGAME_STR_SIZE 4 WARN_UNUSED_RESULT bool Game::readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header, bool skipThumbnail) { char saveIdentBuffer[SAVEGAME_STR_SIZE + 1]; // Validate the header Id in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1); if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE)) return false; header._version = in->readByte(); if (header._version > MADS_SAVEGAME_VERSION) return false; // Read in the string header._saveName.clear(); char ch; while ((ch = (char)in->readByte()) != '\0') header._saveName += ch; // Get the thumbnail if (!Graphics::loadThumbnail(*in, header._thumbnail, skipThumbnail)) { return false; } // Read in save date/time header._year = in->readSint16LE(); header._month = in->readSint16LE(); header._day = in->readSint16LE(); header._hour = in->readSint16LE(); header._minute = in->readSint16LE(); header._totalFrames = in->readUint32LE(); return true; } void Game::writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header) { // Write out a savegame header out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1); out->writeByte(MADS_SAVEGAME_VERSION); // Write savegame name out->write(header._saveName.c_str(), header._saveName.size()); out->writeByte('\0'); // Handle the thumbnail. If there's already one set by the game, create one if (!_saveThumb) createThumbnail(); Graphics::saveThumbnail(*out, *_saveThumb); _saveThumb->free(); delete _saveThumb; _saveThumb = nullptr; // Write out the save date/time TimeDate td; g_system->getTimeAndDate(td); out->writeSint16LE(td.tm_year + 1900); out->writeSint16LE(td.tm_mon + 1); out->writeSint16LE(td.tm_mday); out->writeSint16LE(td.tm_hour); out->writeSint16LE(td.tm_min); out->writeUint32LE(_vm->_events->getFrameCounter()); } void Game::createThumbnail() { if (_saveThumb) { _saveThumb->free(); delete _saveThumb; } uint8 thumbPalette[PALETTE_SIZE]; _vm->_palette->grabPalette(thumbPalette, 0, PALETTE_COUNT); _saveThumb = new Graphics::Surface(); ::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(), MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT, thumbPalette); } void Game::syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId) { uint32 syncTime = 0; switch (masterType) { case SYNC_SEQ: syncTime = _scene._sequences[masterId]._timeout; break; case SYNC_ANIM: syncTime = _scene._animation[masterId]->getNextFrameTimer(); break; case SYNC_CLOCK: syncTime = _scene._frameStartTime + masterId; break; case SYNC_PLAYER: syncTime = _player._priorTimer; break; default: break; } switch (slaveType) { case SYNC_SEQ: _scene._sequences[slaveId]._timeout = syncTime; break; case SYNC_PLAYER: _player._priorTimer = syncTime; break; case SYNC_ANIM: _scene._animation[slaveId]->setNextFrameTimer(syncTime); break; case SYNC_CLOCK: error("syncTimer is trying to force _frameStartTime"); break; default: break; } } void Game::camInitDefault() { _camX.setDefaultPanX(); _camY.setDefaultPanY(); } void Game::camSetSpeed() { switch (_panningSpeed) { case 1: _camX._speed = 8; _camY._speed = 4; break; case 2: _camX._speed = 320; _camY._speed = 160; break; default: _camX._speed = 4; _camY._speed = 2; break; } } void Game::camUpdate() { bool any_pan = _camX.camPan(&_scene._posAdjust.x, &_player._playerPos.x, 320, _scene._sceneInfo->_width); any_pan |= _camY.camPan(&_scene._posAdjust.y, &_player._playerPos.y, 156, _scene._sceneInfo->_height); if (any_pan) { _scene.setCamera(_scene._posAdjust); _screenObjects._forceRescan = true; } } } // End of namespace MADS