scummvm/engines/fullpipe/gameloader.cpp
2015-01-21 01:29:22 +01:00

691 lines
16 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 "fullpipe/fullpipe.h"
#include "graphics/thumbnail.h"
#include "fullpipe/gameloader.h"
#include "fullpipe/scene.h"
#include "fullpipe/input.h"
#include "fullpipe/statics.h"
#include "fullpipe/interaction.h"
#include "fullpipe/motion.h"
#include "fullpipe/constants.h"
#include "fullpipe/scenes.h"
#include "fullpipe/floaters.h"
namespace Fullpipe {
Inventory2 *getGameLoaderInventory() {
return &g_fp->_gameLoader->_inventory;
}
MctlCompound *getSc2MctlCompoundBySceneId(int16 sceneId) {
for (uint i = 0; i < g_fp->_gameLoader->_sc2array.size(); i++)
if (g_fp->_gameLoader->_sc2array[i]._sceneId == sceneId)
return (MctlCompound *)g_fp->_gameLoader->_sc2array[i]._motionController;
return 0;
}
InteractionController *getGameLoaderInteractionController() {
return g_fp->_gameLoader->_interactionController;
}
GameLoader::GameLoader() {
_interactionController = new InteractionController();
_inputController = new InputController();
_gameProject = 0;
_gameName = 0;
addMessageHandlerByIndex(global_messageHandler2, 0, 0);
insertMessageHandler(global_messageHandler3, 0, 128);
insertMessageHandler(global_messageHandler4, 0, 1);
_field_FA = 0;
_field_F8 = 0;
_sceneSwitcher = 0;
_preloadCallback = 0;
_readSavegameCallback = 0;
_gameVar = 0;
_preloadSceneId = 0;
_preloadEntranceId = 0;
_updateCounter = 0;
g_fp->_msgX = 0;
g_fp->_msgY = 0;
g_fp->_msgObjectId2 = 0;
g_fp->_msgId = 0;
}
GameLoader::~GameLoader() {
free(_gameName);
delete _gameProject;
delete _interactionController;
delete _inputController;
g_fp->_gameLoader = 0;
for (uint i = 0; i < _sc2array.size(); i++) {
if (_sc2array[i]._defPicAniInfos)
delete _sc2array[i]._defPicAniInfos;
if (_sc2array[i]._picAniInfos)
delete _sc2array[i]._picAniInfos;
if (_sc2array[i]._motionController)
delete _sc2array[i]._motionController;
if (_sc2array[i]._data1)
free(_sc2array[i]._data1);
if (_sc2array[i]._entranceData)
free(_sc2array[i]._entranceData);
}
delete _gameVar;
_gameVar = 0;
_sc2array.clear();
}
bool GameLoader::load(MfcArchive &file) {
debug(5, "GameLoader::load()");
_gameName = file.readPascalString();
debug(6, "_gameName: %s", _gameName);
_gameProject = new GameProject();
_gameProject->load(file);
g_fp->_gameProject = _gameProject;
if (g_fp->_gameProjectVersion < 12) {
error("Old gameProjectVersion: %d", g_fp->_gameProjectVersion);
}
_gameName = file.readPascalString();
debug(6, "_gameName: %s", _gameName);
_inventory.load(file);
_interactionController->load(file);
debug(6, "sceneTag count: %d", _gameProject->_sceneTagList->size());
_sc2array.resize(_gameProject->_sceneTagList->size());
int i = 0;
for (SceneTagList::const_iterator it = _gameProject->_sceneTagList->begin(); it != _gameProject->_sceneTagList->end(); ++it, i++) {
char tmp[12];
snprintf(tmp, 11, "%04d.sc2", it->_sceneId);
debug(2, "sc: %s", tmp);
_sc2array[i].loadFile((const char *)tmp);
}
_preloadItems.load(file);
_field_FA = file.readUint16LE();
_field_F8 = file.readUint16LE();
_gameVar = (GameVar *)file.readClass();
return true;
}
bool GameLoader::loadScene(int sceneId) {
SceneTag *st;
int idx = getSceneTagBySceneId(sceneId, &st);
if (idx < 0)
return false;
if (!st->_scene)
st->loadScene();
if (st->_scene) {
st->_scene->init();
applyPicAniInfos(st->_scene, _sc2array[idx]._defPicAniInfos, _sc2array[idx]._defPicAniInfosCount);
applyPicAniInfos(st->_scene, _sc2array[idx]._picAniInfos, _sc2array[idx]._picAniInfosCount);
_sc2array[idx]._scene = st->_scene;
_sc2array[idx]._isLoaded = 1;
return true;
}
return false;
}
bool GameLoader::gotoScene(int sceneId, int entranceId) {
SceneTag *st;
int sc2idx = getSceneTagBySceneId(sceneId, &st);
if (sc2idx < 0)
return false;
if (!_sc2array[sc2idx]._isLoaded)
return false;
if (_sc2array[sc2idx]._entranceDataCount < 1) {
g_fp->_currentScene = st->_scene;
return true;
}
if (_sc2array[sc2idx]._entranceDataCount <= 0)
return false;
int entranceIdx = 0;
if (sceneId != 726) // WORKAROUND
for (entranceIdx = 0; _sc2array[sc2idx]._entranceData[entranceIdx]->_field_4 != entranceId; entranceIdx++) {
if (entranceIdx >= _sc2array[sc2idx]._entranceDataCount)
return false;
}
GameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
if (sg || (sg = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0)) != 0)
sg->setSubVarAsInt("Entrance", entranceId);
if (!g_fp->sceneSwitcher(_sc2array[sc2idx]._entranceData[entranceIdx]))
return false;
g_fp->_msgObjectId2 = 0;
g_fp->_msgY = -1;
g_fp->_msgX = -1;
g_fp->_currentScene = st->_scene;
MessageQueue *mq1 = g_fp->_currentScene->getMessageQueueById(_sc2array[sc2idx]._entranceData[entranceIdx]->_messageQueueId);
if (mq1) {
MessageQueue *mq = new MessageQueue(mq1, 0, 0);
StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
if (stobj) {
stobj->_flags &= 0x100;
ExCommand *ex = new ExCommand(stobj->_id, 34, 256, 0, 0, 0, 1, 0, 0, 0);
ex->_field_14 = 256;
ex->_messageNum = 0;
ex->_excFlags |= 3;
mq->addExCommandToEnd(ex);
}
mq->setFlags(mq->getFlags() | 1);
if (!mq->chain(0)) {
delete mq;
return false;
}
} else {
StaticANIObject *stobj = g_fp->_currentScene->getStaticANIObject1ById(_field_FA, -1);
if (stobj)
stobj->_flags &= 0xfeff;
}
return true;
}
bool preloadCallback(PreloadItem &pre, int flag) {
if (flag) {
if (flag == 50)
g_fp->_aniMan->preloadMovements(g_fp->_movTable);
StaticANIObject *pbar = g_fp->_loaderScene->getStaticANIObject1ById(ANI_PBAR, -1);
if (pbar) {
int sz;
if (pbar->_movement->_currMovement)
sz = pbar->_movement->_currMovement->_dynamicPhases.size();
else
sz = pbar->_movement->_dynamicPhases.size();
pbar->_movement->setDynamicPhaseIndex(flag * (sz - 1) / 100);
}
g_fp->updateMap(&pre);
g_fp->_currentScene = g_fp->_loaderScene;
g_fp->_loaderScene->draw();
g_fp->_system->updateScreen();
} else {
if (g_fp->_scene2) {
g_fp->_aniMan = g_fp->_scene2->getAniMan();
g_fp->_scene2 = 0;
setInputDisabled(1);
}
g_fp->_floaters->stopAll();
if (g_fp->_soundEnabled) {
g_fp->_currSoundListCount = 1;
g_fp->_currSoundList1[0] = g_fp->accessScene(SC_COMMON)->_soundList;
}
g_vars->scene18_inScene18p1 = false;
if ((pre.preloadId1 != SC_18 || pre.sceneId != SC_19) && (pre.preloadId1 != SC_19 || (pre.sceneId != SC_18 && pre.sceneId != SC_19))) {
if (g_fp->_scene3) {
if (pre.preloadId1 != SC_18)
g_fp->_gameLoader->unloadScene(SC_18);
g_fp->_scene3 = 0;
}
} else {
scene19_setMovements(g_fp->accessScene(pre.preloadId1), pre.keyCode);
g_vars->scene18_inScene18p1 = true;
if (pre.preloadId1 == SC_18) {
g_fp->_gameLoader->saveScenePicAniInfos(SC_18);
scene18_preload();
}
}
if (((pre.sceneId == SC_19 && pre.keyCode == TrubaRight) || (pre.sceneId == SC_18 && pre.keyCode == TrubaRight)) && !pre.preloadId2) {
pre.sceneId = SC_18;
pre.keyCode = TrubaLeft;
}
if (!g_fp->_loaderScene) {
g_fp->_gameLoader->loadScene(SC_LDR);
g_fp->_loaderScene = g_fp->accessScene(SC_LDR);
}
StaticANIObject *pbar = g_fp->_loaderScene->getStaticANIObject1ById(ANI_PBAR, -1);
if (pbar) {
pbar->show1(ST_EGTR_SLIMSORROW, ST_MAN_GOU, MV_PBAR_RUN, 0);
pbar->startAnim(MV_PBAR_RUN, 0, -1);
}
g_fp->_inventoryScene = 0;
g_fp->_updateCursorCallback = 0;
g_fp->_sceneRect.translate(-g_fp->_sceneRect.left, -g_fp->_sceneRect.top);
g_fp->_system->delayMillis(10);
Scene *oldsc = g_fp->_currentScene;
g_fp->_currentScene = g_fp->_loaderScene;
g_fp->_loaderScene->draw();
g_fp->_system->updateScreen();
g_fp->_currentScene = oldsc;
}
return true;
}
bool GameLoader::preloadScene(int sceneId, int entranceId) {
debug(0, "preloadScene(%d, %d), ", sceneId, entranceId);
if (_preloadSceneId != sceneId || _preloadEntranceId != entranceId) {
_preloadSceneId = sceneId;
_preloadEntranceId = entranceId;
return true;
}
int idx = -1;
for (uint i = 0; i < _preloadItems.size(); i++)
if (_preloadItems[i]->preloadId1 == sceneId && _preloadItems[i]->preloadId2 == entranceId) {
idx = i;
break;
}
if (idx == -1) {
_preloadSceneId = 0;
_preloadEntranceId = 0;
return false;
}
if (_preloadCallback) {
if (!_preloadCallback(*_preloadItems[idx], 0))
return false;
}
if (g_fp->_currentScene && g_fp->_currentScene->_sceneId == sceneId)
g_fp->_currentScene = 0;
saveScenePicAniInfos(sceneId);
clearGlobalMessageQueueList1();
unloadScene(sceneId);
if (_preloadCallback)
_preloadCallback(*_preloadItems[idx], 50);
loadScene(_preloadItems[idx]->sceneId);
ExCommand *ex = new ExCommand(_preloadItems[idx]->sceneId, 17, 62, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags = 2;
ex->_keyCode = _preloadItems[idx]->keyCode;
_preloadSceneId = 0;
_preloadEntranceId = 0;
if (_preloadCallback)
_preloadCallback(*_preloadItems[idx], 100);
ex->postMessage();
return true;
}
bool GameLoader::unloadScene(int sceneId) {
SceneTag *tag;
int sceneTag = getSceneTagBySceneId(sceneId, &tag);
if (sceneTag < 0)
return false;
if (_sc2array[sceneTag]._isLoaded)
saveScenePicAniInfos(sceneId);
_sc2array[sceneTag]._motionController->freeItems();
delete tag->_scene;
tag->_scene = 0;
_sc2array[sceneTag]._isLoaded = 0;
_sc2array[sceneTag]._scene = 0;
return true;
}
int GameLoader::getSceneTagBySceneId(int sceneId, SceneTag **st) {
if (_sc2array.size() > 0 && _gameProject->_sceneTagList->size() > 0) {
for (uint i = 0; i < _sc2array.size(); i++) {
if (_sc2array[i]._sceneId == sceneId) {
int num = 0;
for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s, num++) {
if (s->_sceneId == sceneId) {
*st = &(*s);
return num;
}
}
}
}
}
*st = 0;
return -1;
}
void GameLoader::applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount) {
if (picAniInfoCount <= 0)
return;
debug(0, "GameLoader::applyPicAniInfos(sc, ptr, %d)", picAniInfoCount);
PictureObject *pict;
StaticANIObject *ani;
for (int i = 0; i < picAniInfoCount; i++) {
debug(7, "PicAniInfo: id: %d type: %d", picAniInfo[i]->objectId, picAniInfo[i]->type);
if (picAniInfo[i]->type & 2) {
pict = sc->getPictureObjectById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
if (pict) {
pict->setPicAniInfo(picAniInfo[i]);
continue;
}
pict = sc->getPictureObjectById(picAniInfo[i]->objectId, 0);
if (pict) {
PictureObject *pictNew = new PictureObject(pict);
sc->_picObjList.push_back(pictNew);
pictNew->setPicAniInfo(picAniInfo[i]);
continue;
}
} else {
if (!(picAniInfo[i]->type & 1))
continue;
Scene *scNew = g_fp->accessScene(picAniInfo[i]->sceneId);
if (!scNew)
continue;
ani = sc->getStaticANIObject1ById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
if (ani) {
ani->setPicAniInfo(picAniInfo[i]);
continue;
}
ani = scNew->getStaticANIObject1ById(picAniInfo[i]->objectId, 0);
if (ani) {
StaticANIObject *aniNew = new StaticANIObject(ani);
sc->addStaticANIObject(aniNew, 1);
aniNew->setPicAniInfo(picAniInfo[i]);
continue;
}
}
}
}
void GameLoader::saveScenePicAniInfos(int sceneId) {
warning("STUB: GameLoader::saveScenePicAniInfos(%d)", sceneId);
}
void GameLoader::updateSystems(int counterdiff) {
if (g_fp->_currentScene) {
g_fp->_currentScene->update(counterdiff);
_exCommand._messageKind = 17;
_updateCounter++;
_exCommand._messageNum = 33;
_exCommand._excFlags = 0;
_exCommand.postMessage();
}
processMessages();
if (_preloadSceneId) {
processMessages();
preloadScene(_preloadSceneId, _preloadEntranceId);
}
}
void GameLoader::readSavegame(const char *fname) {
warning("STUB: readSavegame(%s)", fname);
}
void GameLoader::writeSavegame(Scene *sc, const char *fname) {
warning("STUB: writeSavegame(sc, %s)", fname);
}
Sc2::Sc2() {
_sceneId = 0;
_field_2 = 0;
_scene = 0;
_motionController = 0;
_data1 = 0;
_count1 = 0;
_defPicAniInfos = 0;
_defPicAniInfosCount = 0;
_picAniInfos = 0;
_picAniInfosCount = 0;
_isLoaded = 0;
_entranceData = 0;
_entranceDataCount = 0;
}
bool Sc2::load(MfcArchive &file) {
debug(5, "Sc2::load()");
_sceneId = file.readUint16LE();
_motionController = (MotionController *)file.readClass();
_count1 = file.readUint32LE();
debug(4, "count1: %d", _count1);
if (_count1 > 0) {
_data1 = (int32 *)malloc(_count1 * sizeof(int32));
for (int i = 0; i < _count1; i++) {
_data1[i] = file.readUint32LE();
}
} else {
_data1 = 0;
}
_defPicAniInfosCount = file.readUint32LE();
debug(4, "defPicAniInfos: %d", _defPicAniInfosCount);
if (_defPicAniInfosCount > 0) {
_defPicAniInfos = (PicAniInfo **)malloc(_defPicAniInfosCount * sizeof(PicAniInfo *));
for (int i = 0; i < _defPicAniInfosCount; i++) {
_defPicAniInfos[i] = new PicAniInfo();
_defPicAniInfos[i]->load(file);
}
} else {
_defPicAniInfos = 0;
}
_picAniInfos = 0;
_picAniInfosCount = 0;
_entranceDataCount = file.readUint32LE();
debug(4, "_entranceData: %d", _entranceDataCount);
if (_entranceDataCount > 0) {
_entranceData = (EntranceInfo **)malloc(_entranceDataCount * sizeof(EntranceInfo *));
for (int i = 0; i < _entranceDataCount; i++) {
_entranceData[i] = new EntranceInfo();
_entranceData[i]->load(file);
}
} else {
_entranceData = 0;
}
if (file.size() - file.pos() > 0)
error("Sc2::load(): (%d bytes left)", file.size() - file.pos());
return true;
}
bool PreloadItems::load(MfcArchive &file) {
debug(5, "PreloadItems::load()");
int count = file.readCount();
clear();
for (int i = 0; i < count; i++) {
PreloadItem *t = new PreloadItem();
t->preloadId1 = file.readUint32LE();
t->preloadId2 = file.readUint32LE();
t->sceneId = file.readUint32LE();
t->keyCode = file.readUint32LE();
push_back(t);
}
return true;
}
const char *getSavegameFile(int saveGameIdx) {
static char buffer[20];
sprintf(buffer, "fullpipe.s%02d", saveGameIdx);
return buffer;
}
bool readSavegameHeader(Common::InSaveFile *in, FullpipeSavegameHeader &header) {
char saveIdentBuffer[6];
header.thumbnail = NULL;
// Validate the header Id
in->read(saveIdentBuffer, 6);
if (strcmp(saveIdentBuffer, "SVMCR"))
return false;
header.version = in->readByte();
if (header.version != FULLPIPE_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
header.thumbnail = Graphics::loadThumbnail(*in);
if (!header.thumbnail)
return false;
return true;
}
void GameLoader::restoreDefPicAniInfos() {
for (uint i = 0; i < _sc2array.size(); i++) {
if (_sc2array[i]._picAniInfos) {
free(_sc2array[i]._picAniInfos);
_sc2array[i]._picAniInfos = 0;
_sc2array[i]._picAniInfosCount = 0;
}
if (_sc2array[i]._scene)
applyPicAniInfos(_sc2array[i]._scene, _sc2array[i]._defPicAniInfos, _sc2array[i]._defPicAniInfosCount);
}
}
GameVar *FullpipeEngine::getGameLoaderGameVar() {
if (_gameLoader)
return _gameLoader->_gameVar;
else
return 0;
}
InputController *FullpipeEngine::getGameLoaderInputController() {
if (_gameLoader)
return _gameLoader->_inputController;
else
return 0;
}
MctlCompound *getCurrSceneSc2MotionController() {
return getSc2MctlCompoundBySceneId(g_fp->_currentScene->_sceneId);
}
} // End of namespace Fullpipe