mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-25 04:01:03 +00:00
de625e4f53
Also removed Actor::compare()
561 lines
14 KiB
C++
561 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "backends/keymapper/keymapper.h"
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#include "common/debug-channels.h"
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#include "common/rect.h"
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#include "engines/util.h"
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#include "asylum/asylum.h"
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#include "asylum/resources/actor.h"
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#include "asylum/resources/encounters.h"
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#include "asylum/resources/script.h"
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#include "asylum/resources/special.h"
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#include "asylum/resources/worldstats.h"
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#include "asylum/puzzles/puzzles.h"
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#include "asylum/system/cursor.h"
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#include "asylum/system/savegame.h"
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#include "asylum/system/screen.h"
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#include "asylum/system/speech.h"
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#include "asylum/system/text.h"
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#include "asylum/views/scene.h"
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#include "asylum/views/menu.h"
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#include "asylum/views/video.h"
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#include "asylum/respack.h"
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namespace Asylum {
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AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engine(system), _gameDescription(gd),
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_console(NULL), _cursor(NULL), _encounter(NULL), _menu(NULL), _resource(NULL), _savegame(NULL),
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_scene(NULL), _screen(NULL), _script(NULL), _special(NULL), _speech(NULL), _sound(NULL), _text(NULL),
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_video(NULL), _handler(NULL), _puzzles(NULL) {
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// Init data
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memset(&_gameFlags, 0, sizeof(_gameFlags));
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_introPlayed = false;
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_tickOffset = 0;
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screenUpdateCount = 0;
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lastScreenUpdate = 0;
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// Debug
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_delayedSceneIndex = kResourcePackInvalid;
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_delayedVideoIndex = -1;
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_previousScene = NULL;
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// Add default search directories
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "data");
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SearchMan.addSubDirectoryMatching(gameDataDir, "data/vids");
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SearchMan.addSubDirectoryMatching(gameDataDir, "data/music");
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// Initialize random number source
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_rnd = new Common::RandomSource("asylum");
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}
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AsylumEngine::~AsylumEngine() {
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_handler = NULL;
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delete _cursor;
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delete _scene;
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delete _encounter;
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delete _puzzles;
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delete _savegame;
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delete _screen;
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delete _script;
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delete _special;
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delete _speech;
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delete _sound;
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delete _text;
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delete _video;
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delete _menu;
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delete _resource;
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_previousScene = NULL;
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delete _rnd;
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// Zero passed pointers
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_gameDescription = NULL;
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}
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bool AsylumEngine::hasFeature(EngineFeature f) const {
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return (f == kSupportsReturnToLauncher);
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}
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Common::Error AsylumEngine::run() {
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// Initialize the graphics
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initGraphics(640, 480);
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// Create debugger. It requires GFX to be initialized
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_console = new Console(this);
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setDebugger(_console);
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// Create resource manager
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_resource = new ResourceManager();
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_resource->setCdNumber(1);
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// Create all game classes
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_encounter = new Encounter(this);
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_cursor = new Cursor(this);
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_puzzles = new Puzzles(this);
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_savegame = new Savegame(this);
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_screen = new Screen(this);
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_script = new ScriptManager(this);
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_sound = new Sound(this, _mixer);
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_special = new Special(this);
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_speech = new Speech(this);
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_text = new Text(this);
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_video = new VideoPlayer(this, _mixer);
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// Create main menu
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_menu = new Menu(this);
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_handler = _menu;
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// Load config
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Config.read();
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// Setup mixer
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syncSoundSettings();
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// Send init event to our default event handler
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AsylumEvent initEvt(EVENT_ASYLUM_INIT);
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if (_handler)
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_handler->handleEvent(initEvt);
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// Start running event loop
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while (!shouldQuit()) {
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handleEvents();
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_system->delayMillis(10);
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_system->updateScreen();
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}
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return Common::kNoError;
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}
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void AsylumEngine::startGame(ResourcePackId sceneId, StartGameType type) {
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if (!_cursor || !_screen || !_savegame)
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error("[AsylumEngine::startGame] Subsystems not initialized properly!");
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// Load the default mouse cursor
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_cursor->set(MAKE_RESOURCE(kResourcePackSound, 14), 0, kCursorAnimationNone);
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_cursor->hide();
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// Clear the graphic list
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_screen->clearGraphicsInQueue();
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// Reset scene (this ensures the current resource pack is closed as in the original)
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delete _scene;
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_scene = new Scene(this);
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_handler = _scene;
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// Set the current cd number (necessary for proper SharedSound resource pack initialization)
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int32 cdNumber = _resource->getCdNumber();
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switch (sceneId) {
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default:
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_resource->setCdNumber(-1);
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break;
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case kResourcePackTowerCells:
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case kResourcePackInnocentAbandoned:
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case kResourcePackCourtyardAndChapel:
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_resource->setCdNumber(1);
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break;
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case kResourcePackCircusOfFools:
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case kResourcePackCave:
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case kResourcePackMansion:
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case kResourcePackLaboratory:
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case kResourcePackHive:
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_resource->setCdNumber(2);
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break;
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case kResourcePackMorgueAndCemetery:
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case kResourcePackLostVillage:
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case kResourcePackMaze:
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case kResourcePackGauntlet:
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case kResourcePackMorgansLastGame:
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_resource->setCdNumber(3);
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break;
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}
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if (_resource->getCdNumber() != cdNumber)
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_resource->clearSharedSoundCache();
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_resource->clearMusicCache();
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switch (type) {
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default:
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error("[AsylumEngine::startGame] Invalid start game type!");
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case kStartGamePlayIntro:
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_scene->enter(sceneId);
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playIntro();
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break;
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case kStartGameLoad:
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if (_savegame->load()) {
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_scene->enterLoad();
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updateReverseStereo();
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switchEventHandler(_scene);
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}
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break;
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case kStartGameScene:
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_scene->enter(sceneId);
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break;
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}
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_cursor->show();
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}
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void AsylumEngine::restart() {
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if (!_cursor || !_script)
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error("[AsylumEngine::restart] Subsystems not initialized properly!");
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_cursor->hide();
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// Cleanup
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memset(&_gameFlags, 0, sizeof(_gameFlags));
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delete _scene;
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_scene = NULL;
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delete _encounter;
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_encounter = new Encounter(this);
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_script->resetQueue();
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_data.setGlobalPoint(Common::Point(-1, -1));
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reset();
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_introPlayed = false;
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_screen->clear();
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_sound->playMusic(kResourceNone, 0);
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startGame(kResourcePackTowerCells, kStartGamePlayIntro);
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}
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void AsylumEngine::reset() {
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if (!_menu || !_special || !_puzzles)
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error("[AsylumEngine::reset] Subsystems not initialized properly!");
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// Set game as started
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_menu->setGameStarted();
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// Reset puzzles
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_puzzles->reset();
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// Reset shared data
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_data.reset();
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// Reset special palette info
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_special->reset(true);
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}
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void AsylumEngine::playIntro() {
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if (!_video || !_screen)
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error("[AsylumEngine::playIntro] Subsystems not initialized properly!");
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updateReverseStereo();
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if (!_introPlayed) {
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_cursor->hide();
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_cursor->setForceHide(true);
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if (!Config.showIntro) {
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if (_scene->worldstats()->chapter == kChapter1)
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_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
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} else {
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_sound->playMusic(kResourceNone, 0);
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_video->play(1, _menu);
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if (_scene->worldstats()->musicCurrentResourceIndex != kMusicStopped)
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_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
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_screen->clear();
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setGameFlag(kGameFlag4);
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setGameFlag(kGameFlag12);
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// Play the intro speech: it is played after the intro video over a black background,
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// and the game is "locked" until the speech is completed.
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ResourceId introSpeech = MAKE_RESOURCE(kResourcePackSound, 7);
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_sound->playSound(introSpeech);
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int8 skip = 0;
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do {
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// Poll events (this ensures we don't freeze the screen)
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Common::Event ev;
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while (_eventMan->pollEvent(ev)) {
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switch (ev.type) {
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_KEYDOWN:
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skip = true;
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break;
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default:
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break;
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}
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}
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_system->updateScreen();
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_system->delayMillis(100);
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} while (_sound->isPlaying(introSpeech) && !skip);
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if (_sound->isPlaying(introSpeech)) {
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_sound->stop(introSpeech);
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}
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}
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_cursor->setForceHide(false);
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_introPlayed = true;
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}
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_cursor->show();
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_savegame->loadMoviesViewed();
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// Switch to scene event handling
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switchEventHandler(_scene);
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}
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void AsylumEngine::handleEvents() {
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if (!_console || !_video || !_screen || !_sound || !_menu || !_cursor)
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error("[AsylumEngine::handleEvents] Subsystems not initialized properly!");
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// Show the debugger if required
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_console->onFrame();
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AsylumEvent ev;
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Common::Keymapper *const keymapper = _eventMan->getKeymapper();
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while (_eventMan->pollEvent(ev)) {
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keymapper->setEnabled(_handler == _scene || (_handler == _menu && !_menu->isEditingSavegameName()));
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switch (ev.type) {
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default:
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break;
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case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
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// Handle custom actions
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_KEYDOWN:
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if ((ev.kbd.flags & Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d) {
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_console->attach();
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break;
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}
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// Handle key events
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_KEYUP:
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// Handle key events
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_MOUSEMOVE:
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONDOWN:
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case Common::EVENT_RBUTTONUP:
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case Common::EVENT_MBUTTONUP:
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case Common::EVENT_MBUTTONDOWN:
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// Handle mouse events
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_cursor->setState(ev);
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_QUIT:
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quitGame();
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break;
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// TODO handle cases where we receive a midi or music event
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}
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}
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// Animate cursor
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_cursor->animate();
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// Send update event to our event handler
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AsylumEvent updateEvt = AsylumEvent(EVENT_ASYLUM_UPDATE);
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if (_handler)
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_handler->handleEvent(updateEvt);
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// Handle debug events
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processDelayedEvents();
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}
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void AsylumEngine::processDelayedEvents() {
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if (!_video || !_sound || !_menu || !_script || !_screen)
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error("[AsylumEngine::processDelayedEvents] Subsystems not initialized properly!");
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// check for a delayed scene change
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if (_delayedSceneIndex != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) {
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ResourcePackId sceneIndex = _delayedSceneIndex;
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_delayedSceneIndex = kResourcePackInvalid;
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// Reset actor and script queue
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_script->resetQueue();
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_script->reset();
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if (_scene)
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_scene->getActor(0)->changeStatus(kActorStatusDisabled);
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// Fade screen to black
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_screen->paletteFade(0, 75, 8);
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_screen->clear();
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// Stop all sounds & music
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_sound->stopMusic();
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_sound->stopAll();
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// Switch the scene
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switchScene(sceneIndex);
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}
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// Check for delayed video
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if (_delayedVideoIndex != -1 && isGameFlagNotSet(kGameFlagScriptProcessing)) {
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uint32 index = (uint32)_delayedVideoIndex;
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_delayedVideoIndex = -1;
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_video->play(index, _handler);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Message handlers
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//////////////////////////////////////////////////////////////////////////
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void AsylumEngine::switchEventHandler(EventHandler *handler) {
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if (handler == NULL)
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warning("[AsylumEngine::switchMessageHandler] NULL handler parameter (shouldn't happen outside of debug commands)!");
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// De-init previous handler
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if (_handler != NULL) {
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AsylumEvent deinit(EVENT_ASYLUM_DEINIT);
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_handler->handleEvent(deinit);
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}
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//////////////////////////////////////////////////////////////////////////
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// DEBUG - If a previous scene is found, replace the current scene by this one
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if (handler == _scene) {
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if (_previousScene) {
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delete _scene;
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_scene = _previousScene;
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handler = _scene;
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_previousScene = NULL;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// replace message handler
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_handler = handler;
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// Init new handler
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AsylumEvent init(EVENT_ASYLUM_INIT);
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if (_handler)
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_handler->handleEvent(init);
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}
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void AsylumEngine::notify(AsylumEventType type, int32 param1, int32 param2) {
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if (_handler == NULL)
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error("[AsylumEngine::notify] Invalid handler parameter (cannot be NULL)!");
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AsylumEvent evt(type, param1, param2);
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_handler->handleEvent(evt);
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}
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void AsylumEngine::updateReverseStereo() {
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if (_scene && _scene->worldstats())
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_scene->worldstats()->reverseStereo = Config.reverseStereo;
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}
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void AsylumEngine::saveLoadWithSerializer(Common::Serializer &s) {
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if (!_script)
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error("[AsylumEngine::saveLoadWithSerializer] Subsystems not initialized properly!");
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// Game flags
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for (uint32 i = 0; i < ARRAYSIZE(_gameFlags); i++)
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s.syncAsUint32LE(_gameFlags[i]);
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// The original has the script data in the middle of other shared data,
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// so to be compatible with original savegames, we want to save it in
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// the proper order
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_data.saveLoadAmbientSoundData(s);
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// Original skips two elements
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// (original has one unused, one used for debugging screen update counts)
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s.skip(8);
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// Script queue
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_script->saveQueue(s);
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// Shared data (the rest of it)
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_data.saveLoadWithSerializer(s);
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}
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//////////////////////////////////////////////////////////////////////////
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// Game flags
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//////////////////////////////////////////////////////////////////////////
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void AsylumEngine::setGameFlag(GameFlag flag) {
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_gameFlags[flag / 32] |= 1 << (flag % 32);
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}
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void AsylumEngine::clearGameFlag(GameFlag flag) {
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_gameFlags[flag / 32] &= ~(1 << (flag % 32));
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}
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void AsylumEngine::toggleGameFlag(GameFlag flag) {
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_gameFlags[flag / 32] ^= 1 << (flag % 32);
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}
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bool AsylumEngine::isGameFlagSet(GameFlag flag) const {
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return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) != 0;
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}
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bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
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return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) == 0;
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}
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//////////////////////////////////////////////////////////////////////////
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// Misc
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//////////////////////////////////////////////////////////////////////////
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bool AsylumEngine::rectContains(const int16 (*rectPtr)[4], const Common::Point &p) const {
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return ((*rectPtr)[0] <= p.x) && (p.x < (*rectPtr)[2]) && ((*rectPtr)[1] <= p.y) && (p.y < (*rectPtr)[3]);
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}
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} // namespace Asylum
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