scummvm/engines/hdb/hdb.cpp
2019-09-03 17:16:57 +02:00

321 lines
7.4 KiB
C++

/* 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/system.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/file.h"
#include "common/error.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "hdb/hdb.h"
#include "hdb/console.h"
namespace HDB {
HDBGame* g_hdb;
HDBGame::HDBGame(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
_console = nullptr;
_format = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
_systemInit = false;
g_hdb = this;
_fileMan = new FileMan;
_drawMan = new DrawMan;
_lua = new LuaScript;
_map = new Map;
_ai = new AI;
_window = new Window;
_rnd = new Common::RandomSource("hdb");
DebugMan.addDebugChannel(kDebugExample1, "Example1", "This is just an example to test");
DebugMan.addDebugChannel(kDebugExample2, "Example2", "This is also an example");
}
HDBGame::~HDBGame() {
delete _console;
delete _fileMan;
delete _drawMan;
delete _lua;
delete _map;
delete _ai;
delete _window;
delete _rnd;
DebugMan.clearAllDebugChannels();
}
bool HDBGame::init() {
/*
Game Subsystem Initializations
*/
// Init fileMan
if (!_fileMan->openMPC(getGameFile())) {
error("FileMan::openMPC: Cannot find the hyperspace.mpc data file.");
}
if (!_drawMan->init()) {
error("DrawMan::init: Couldn't initialize DrawMan");
}
if (!_ai->init()) {
error("AI::init: Couldn't initialize AI");
}
if (!_lua->init()) {
error("LuaScript::init: Couldn't load the GLOBAL_LUA code.");
}
if (!_window->init()) {
error("Window::init: Couldn't initialize Window");
}
// REMOVE: Putting this here since Menu hasn't been implemented yet.
// Defaults the game into Action Mode
setActionMode(1);
_gameShutdown = false;
_systemInit = true;
return true;
}
void HDBGame::start() {
_gameState = GAME_TITLE;
}
/*
Changes the current GameState to the next one.
Game State Transitions are deterministic: each state can
only a particular state. The next state is held in gameState.
TODO: All the functionality hasn't been implemented yet since
their subsystems are incomplete. This section needs to be periodically
updated as soon as the subsytems are improved.
*/
void HDBGame::changeGameState() {
switch (_gameState) {
case GAME_TITLE:
_gameState = GAME_MENU;
break;
case GAME_MENU:
_gameState = GAME_PLAY;
break;
case GAME_PLAY:
_gameState = GAME_MENU;
break;
case GAME_LOADING:
break;
}
}
void HDBGame::paint() {
switch (_gameState) {
case GAME_TITLE:
debug(9, "STUB: MENU::DrawTitle required");
break;
case GAME_MENU:
warning("STUB: MENU::DrawMenu required");
break;
case GAME_PLAY:
warning("STUB: DrawMan::DrawPointer required");
break;
case GAME_LOADING:
warning("STUB: DrawMan::DrawLoadingScreen required");
break;
}
_drawMan->updateVideo();
}
// PLAYER is trying to use this entity
void HDBGame::useEntity(AIEntity *e) {
warning("STUB: HDBGame::useEntity incomplete");
AIEntity *p, temp;
bool added;
p = _ai->getPlayer();
// Check if entity is on same level or if its a stairtop
if ((p->level != e->level) && !(_map->getMapBGTileFlags(p->tileX, p->tileY) & kFlagStairTop)) {
return;
}
added = false;
if (_ai->getTableEnt(e->type)) {
memcpy(&temp, e, sizeof(AIEntity));
_ai->getItemSound(e->type);
added = _ai->addToInventory(e);
if (added) {
e = &temp;
if (temp.aiUse) {
temp.aiUse(&temp);
}
if (temp.luaFuncUse[0]) {
_lua->callFunction(temp.luaFuncUse, 0);
}
}
} else {
// These should be run over or run through
if (_ai->walkThroughEnt(e->type) || e->type == AI_NONE) {
return;
}
if (e->aiUse) {
e->aiUse(e);
}
if (e->luaFuncUse[0]) {
_lua->callFunction(e->luaFuncUse, 0);
}
}
/*
PUSHING
If its a pushable object, push it. Unless it's in/on water.
*/
if (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_MAGIC_EGG || e->type == AI_ICE_BLOCK || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER) {
warning("STUB: HDBGame::useEntity PUSHING required");
}
// Look at Entity
if (e->type != AI_RAILRIDER_ON) {
_ai->lookAtEntity(e);
}
// Grab animation
if (added) {
warning("STUB: HDBGame::useEntity show Grab Animation");
}
// Can't push it - make a sound
if (e->type == AI_HEAVYBARREL) {
warning("STUB: HDBGame::useEntity Play HEAVYBARREL sound");
}
}
Common::Error HDBGame::run() {
// Initialize System
if (!_systemInit) {
init();
}
// Initializes Graphics
initGraphics(kScreenWidth, kScreenHeight, &_format);
_console = new Console();
Common::SeekableReadStream *titleStream = _fileMan->findFirstData("monkeylogoscreen", TYPE_PIC);
if (titleStream == NULL) {
debug("The TitleScreen MPC entry can't be found.");
return Common::kReadingFailed;
}
Picture *titlePic = new Picture;
titlePic->load(titleStream);
Common::SeekableReadStream *tileStream = _fileMan->findFirstData("t32_ground1", TYPE_TILE32);
if (tileStream == NULL) {
debug("The t32_shipwindow_lr MPC entry can't be found.");
return Common::kReadingFailed;
}
Tile *tile = new Tile;
tile->load(tileStream);
Common::SeekableReadStream *luaStream = _fileMan->findFirstData("MAP00_LUA", TYPE_BINARY);
int32 luaLength = _fileMan->getLength("MAP00_LUA", TYPE_BINARY);
if (luaStream == NULL) {
debug("The MAP00_LUA MPC entry can't be found.");
return Common::kReadingFailed;
}
_lua->initScript(luaStream, "MAP00_LUA", luaLength);
_lua->callFunction("level_loaded", 0);
Common::SeekableReadStream *mapStream = _fileMan->findFirstData("MAP00_MSM", TYPE_BINARY);
if (mapStream == NULL) {
debug("The MAP00_MSM MPC entry can't be found.");
return Common::kReadingFailed;
}
_map->load(mapStream);
_ai->initAnimInfo();
#if 0
lua->executeFile("test.lua");
#endif
while (!shouldQuit()) {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
break;
case Common::EVENT_KEYDOWN:
debug("Key was pressed.");
break;
default:
break;
}
}
_drawMan->drawSky();
_ai->moveEnts();
_map->draw();
_ai->processCines();
_map->drawEnts();
_map->drawGratings();
_map->drawForegrounds();
_ai->animateTargets();
_window->drawDialog();
// Update Timer that's NOT used for in-game Timing
_prevTimeSlice = _timeSlice;
_timeSlice = g_system->getMillis();
paint();
g_system->updateScreen();
g_system->delayMillis(10);
}
return Common::kNoError;
}
} // End of namespace HDB