mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 14:14:43 +00:00
422 lines
11 KiB
C++
422 lines
11 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 "common/scummsys.h"
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#include "common/memstream.h"
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#include "common/serializer.h"
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#include "mads/mads.h"
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#include "mads/compression.h"
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#include "mads/game.h"
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#include "mads/game_data.h"
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#include "mads/events.h"
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#include "mads/screen.h"
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#include "mads/msurface.h"
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#include "mads/resources.h"
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#include "mads/nebular/game_nebular.h"
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namespace MADS {
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Game *Game::init(MADSEngine *vm) {
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if (vm->getGameID() == GType_RexNebular)
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return new Nebular::GameNebular(vm);
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return nullptr;
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}
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Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr), _objects(vm),
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_scene(vm), _screenObjects(vm), _player(vm) {
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_sectionNumber = _priorSectionNumber = 0;
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_difficulty = DIFFICULTY_HARD;
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_serializer = nullptr;
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_statusFlag = 0;
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_sectionHandler = nullptr;
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_sectionNumber = 1;
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_priorSectionNumber = 0;
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_currentSectionNumber = -1;
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_kernelMode = KERNEL_GAME_LOAD;
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_quoteEmergency = false;
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_vocabEmergency = false;
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_aaName = "*I0.AA";
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_priorFrameTimer = 0;
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_anyEmergency = false;
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_triggerMode = SEQUENCE_TRIGGER_PARSER;
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_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
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_winStatus = 0;
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_widepipeCtr = 0;
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// Load the inventory object list
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_objects.load();
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if (_objects._inventoryList.size() > 0)
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// At least one item in default inventory, so select first item for display
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_scene._userInterface._selectedInvIndex = 0;
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// Load the quotes
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loadQuotes();
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}
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Game::~Game() {
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delete _surface;
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delete _sectionHandler;
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}
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void Game::run() {
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initialiseGlobals();
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_statusFlag = true;
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int protectionResult = checkCopyProtection();
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switch (protectionResult) {
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case PROTECTION_FAIL:
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// Copy protection failed
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_scene._nextSceneId = 804;
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break;
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case PROTECTION_ESCAPE:
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// User escaped out of copy protection dialog
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_vm->quitGame();
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break;
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default:
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// Copy protection check succeeded
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_scene._nextSceneId = 103;
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_scene._priorSceneId = 102;
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break;
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}
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// Get the initial starting time for the first scene
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_scene._frameStartTime = _vm->_events->getFrameCounter();
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if (_serializer == nullptr && protectionResult != -1 && protectionResult != -2) {
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initSection(_sectionNumber);
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_statusFlag = true;
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_vm->_dialogs->_pendingDialog = DIALOG_DIFFICULTY;
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_vm->_dialogs->showDialog();
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_vm->_dialogs->_pendingDialog = DIALOG_NONE;
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_priorSectionNumber = 0;
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_priorSectionNumber = -1;
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_scene._priorSceneId = 0;
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_scene._currentSceneId = -1;
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}
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if (protectionResult != 1 && protectionResult != 2) {
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initialiseGlobals();
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}
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if (_statusFlag)
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gameLoop();
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}
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void Game::gameLoop() {
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while (!_vm->shouldQuit() && _statusFlag) {
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if (_serializer)
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synchronize(*_serializer, true);
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setSectionHandler();
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_sectionHandler->preLoadSection();
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initSection(_sectionNumber);
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_sectionHandler->postLoadSection();
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_scene._spriteSlots.reset();
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if (_sectionNumber == _currentSectionNumber) {
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sectionLoop();
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}
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_player.releasePlayerSprites();
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assert(_scene._sprites.size() == 0);
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_vm->_palette->unlock();
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_vm->_events->waitCursor();
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_vm->_events->freeCursors();
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_vm->_sound->closeDriver();
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}
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_vm->_palette->close();
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}
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void Game::sectionLoop() {
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while (!_vm->shouldQuit() && _statusFlag && _sectionNumber == _currentSectionNumber) {
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_kernelMode = KERNEL_ROOM_PRELOAD;
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_player._spritesChanged = true;
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_quoteEmergency = false;
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_vocabEmergency = false;
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_vm->_events->waitCursor();
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_scene.clearVocab();
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_scene._dynamicHotspots.clear();
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_scene.loadSceneLogic();
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_player._walkAnywhere = false;
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_player._stepEnabled = true;
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_player._visible = true;
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_vm->_dialogs->_defaultPosition = Common::Point(-1, -1);
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_visitedScenes.add(_scene._nextSceneId);
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// Reset the user interface
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_screenObjects._forceRescan = true;
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_screenObjects._inputMode = kInputBuildingSentences;
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_scene._userInterface._scrollbarActive = SCROLLBAR_NONE;
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_player._loadsFirst = true;
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_scene._sceneLogic->setup();
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if (_player._spritesChanged || _player._loadsFirst) {
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if (_player._spritesLoaded)
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_player.releasePlayerSprites();
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_vm->_palette->resetGamePalette(18, 10);
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_scene._spriteSlots.reset();
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} else {
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_vm->_palette->initPalette();
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}
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// Set up scene palette usage
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_scene._scenePaletteUsage.clear();
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_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF0));
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_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF1));
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_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF2));
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_vm->_palette->_paletteUsage.load(&_scene._scenePaletteUsage);
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if (!_player._spritesLoaded && _player._loadsFirst) {
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if (_player.loadSprites(""))
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_vm->quitGame();
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_player._loadedFirst = true;
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}
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_scene.loadScene(_scene._nextSceneId, _aaName, 0);
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_vm->_sound->pauseNewCommands();
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if (!_player._spritesLoaded) {
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if (_player.loadSprites(""))
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_vm->quitGame();
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_player._loadedFirst = false;
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}
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_vm->_events->initVars();
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_scene._userInterface._highlightedCommandIndex = -1;
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_scene._userInterface._highlightedInvIndex = -1;
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_scene._userInterface._highlightedItemVocabIndex = -1;
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_scene._action.clear();
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_player.setFinalFacing();
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_player._facing = _player._turnToFacing;
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_player.cancelCommand();
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_kernelMode = KERNEL_ROOM_INIT;
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switch (_vm->_screenFade) {
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case SCREEN_FADE_SMOOTH:
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_fx = kTransitionFadeOutIn;
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break;
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case SCREEN_FADE_FAST:
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_fx = kCenterVertTransition;
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break;
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default:
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_fx = kTransitionNone;
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break;
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}
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_trigger = 0;
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_priorFrameTimer = _scene._frameStartTime;
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// Call the scene logic for entering the given scene
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_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
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_scene._sceneLogic->enter();
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// Set player data
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_player._targetPos = _player._playerPos;
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_player._turnToFacing = _player._facing;
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_player._targetFacing = _player._facing;
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_player.selectSeries();
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_player.updateFrame();
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_player._beenVisible = _player._visible;
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_player._special = _scene.getDepthHighBits(_player._playerPos);
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_player._priorTimer = _scene._frameStartTime - _player._ticksAmount;
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_player.idle();
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if (_scene._userInterface._selectedInvIndex >= 0) {
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_scene._userInterface.loadInventoryAnim(
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_objects._inventoryList[_scene._userInterface._selectedInvIndex]);
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} else {
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_scene._userInterface.noInventoryAnim();
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}
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_kernelMode = KERNEL_ACTIVE_CODE;
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_scene._roomChanged = false;
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if ((_quoteEmergency || _vocabEmergency) && !_anyEmergency) {
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_scene._currentSceneId = _scene._priorSceneId;
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_anyEmergency = true;
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} else {
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_anyEmergency = false;
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_scene.loop();
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}
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_vm->_events->waitCursor();
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_kernelMode = KERNEL_ROOM_PRELOAD;
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delete _scene._activeAnimation;
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_scene._activeAnimation = nullptr;
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_scene._reloadSceneFlag = false;
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_scene._userInterface.noInventoryAnim();
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_scene.removeSprites();
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if (!_player._loadedFirst) {
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_player._spritesLoaded = false;
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_player._spritesChanged = true;
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}
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// Clear the scene
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_scene.freeCurrentScene();
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_sectionNumber = _scene._nextSceneId / 100;
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// Check whether to show a dialog
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checkShowDialog();
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}
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}
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void Game::initSection(int sectionNumber) {
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_priorSectionNumber = _currentSectionNumber;
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_currentSectionNumber = sectionNumber;
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_vm->_palette->resetGamePalette(18, 10);
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_vm->_palette->setLowRange();
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if (_scene._layer == LAYER_GUI)
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_vm->_palette->setPalette(_vm->_palette->_mainPalette, 0, 4);
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_vm->_events->loadCursors("*CURSOR.SS");
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assert(_vm->_events->_cursorSprites);
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_vm->_events->setCursor2((_vm->_events->_cursorSprites->getCount() <= 1) ?
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CURSOR_ARROW : CURSOR_WAIT);
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}
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void Game::loadQuotes() {
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File f("*QUOTES.DAT");
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Common::String msg;
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while (true) {
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uint8 b = f.readByte();
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msg += b;
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if (f.eos() || b == '\0') {
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// end of string, add it to the strings list
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_quotes.push_back(msg);
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msg = "";
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}
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if (f.eos()) break;
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}
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f.close();
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}
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Common::StringArray Game::getMessage(uint32 id) {
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File f("*MESSAGES.DAT");
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int count = f.readUint16LE();
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for (int idx = 0; idx < count; ++idx) {
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uint32 itemId = f.readUint32LE();
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uint32 offset = f.readUint32LE();
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uint16 size = f.readUint16LE();
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if (itemId == id) {
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// Get the source buffer size
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uint16 sizeIn;
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if (idx == (count - 1)) {
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sizeIn = f.size() - offset;
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} else {
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f.skip(4);
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uint32 nextOffset = f.readUint32LE();
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sizeIn = nextOffset - offset;
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}
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// Get the compressed data
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f.seek(offset);
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byte *bufferIn = new byte[sizeIn];
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f.read(bufferIn, sizeIn);
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// Decompress it
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char *bufferOut = new char[size];
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FabDecompressor fab;
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fab.decompress(bufferIn, sizeIn, (byte *)bufferOut, size);
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// Form the output string list
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Common::StringArray result;
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const char *p = bufferOut;
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while (p < (bufferOut + size)) {
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result.push_back(p);
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p += strlen(p) + 1;
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}
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delete[] bufferIn;
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delete[] bufferOut;
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return result;
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}
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}
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error("Invalid message Id specified");
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}
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static const char *const DEBUG_STRING = "WIDEPIPE";
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void Game::handleKeypress(const Common::Event &event) {
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if (event.kbd.flags & Common::KBD_CTRL) {
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if (_widepipeCtr == 8) {
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// Implement original game cheating keys here someday
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} else {
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if (event.kbd.keycode == (Common::KEYCODE_a +
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(DEBUG_STRING[_widepipeCtr] - 'a'))) {
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if (++_widepipeCtr == 8) {
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MessageDialog *dlg = new MessageDialog(_vm, 2,
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"CHEATING ENABLED", "(for your convenience).");
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dlg->show();
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delete dlg;
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}
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}
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}
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}
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warning("TODO: handleKeypress - %d", (int)event.kbd.keycode);
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}
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void Game::synchronize(Common::Serializer &s, bool phase1) {
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if (phase1) {
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s.syncAsUint16LE(_scene._nextSceneId);
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s.syncAsUint16LE(_scene._priorSceneId);
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if (s.isLoading()) {
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_sectionNumber = _scene._nextSceneId / 100;
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_currentSectionNumber = _sectionNumber;
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}
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} else {
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s.syncAsByte(_difficulty);
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_scene.synchronize(s);
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_objects.synchronize(s);
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_player.synchronize(s);
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}
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}
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} // End of namespace MADS
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