scummvm/engines/access/access.cpp
2014-08-30 21:02:22 -04:00

588 lines
15 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/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "engines/util.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
#include "access/access.h"
namespace Access {
AccessEngine::AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc) :
_gameDescription(gameDesc), Engine(syst), _randomSource("Access"),
_useItem(_flags[99]), _startup(_flags[170]), _manScaleOff(_flags[172]) {
_animation = nullptr;
_bubbleBox = nullptr;
_char = nullptr;
_debugger = nullptr;
_events = nullptr;
_files = nullptr;
_inventory = nullptr;
_player = nullptr;
_room = nullptr;
_screen = nullptr;
_scripts = nullptr;
_sound = nullptr;
_video = nullptr;
_destIn = nullptr;
_current = nullptr;
_pCount = 0;
_normalMouse = true;
_mouseMode = 0;
_currentMan = 0;
_currentManOld = -1;
_inactive = nullptr;
_music = nullptr;
_title = nullptr;
_converseMode = 0;
_startAboutBox = 0;
_startTravelBox = 0;
_numAnimTimers = 0;
_startup = 0;
_currentCharFlag = false;
_boxSelect = false;
_scale = 0;
_scaleH1 = _scaleH2 = 0;
_scaleN1 = 0;
_scaleT1 = 0;
_scaleMaxY = 0;
_scaleI = 0;
_scaleFlag = false;
_canSaveLoad = false;
_eseg = nullptr;
_conversation = 0;
_currentMan = 0;
_newTime = 0;
_newDate = 0;
Common::fill(&_objectsTable[0], &_objectsTable[100], (SpriteResource *)nullptr);
Common::fill(&_establishTable[0], &_establishTable[100], false);
Common::fill(&_flags[0], &_flags[256], 0);
_establishFlag = false;
_establishMode = 0;
_establishGroup = 0;
_establishCtrlTblOfs = 0;
Common::fill(&_help1[0], &_help1[366], 0);
Common::fill(&_help2[0], &_help2[366], 0);
Common::fill(&_help1[0], &_help3[366], 0);
_helpTbl[0] = _help1;
_helpTbl[1] = _help2;
_helpTbl[2] = _help3;
_travel = 0;
_ask = 0;
_rScrollRow = 0;
_rScrollCol = 0;
_rScrollX = 0;
_rScrollY = 0;
_rOldRectCount = 0;
_rNewRectCount = 0;
_rKeyFlag = 0;
_mapOffset = 0;
_screenVirtX = 0;
_lastTime = g_system->getMillis();
_curTime = 0;
_narateFile = 0;
_txtPages = 0;
_sndSubFile = 0;
_loadSaveSlot = -1;
}
AccessEngine::~AccessEngine() {
delete _animation;
delete _bubbleBox;
delete _char;
delete _debugger;
delete _events;
delete _files;
delete _inventory;
delete _player;
delete _room;
delete _screen;
delete _scripts;
delete _sound;
delete _video;
freeCells();
delete _inactive;
delete _music;
delete _title;
delete _eseg;
}
void AccessEngine::setVGA() {
initGraphics(320, 200, false);
}
void AccessEngine::initialize() {
// Set up debug channels
DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
if (isCD()) {
const Common::FSNode gameDataDir(ConfMan.get("path"));
// The CD version contains two versions of the game.
// - The MCGA version, in the CDROM folder
// - The VESA version, in the TDROM folder
// We use the hires version.
const Common::FSNode cdromDir = gameDataDir.getChild("tdrom");
for (int idx = 0; idx < 15; ++idx) {
Common::String folder = (idx == 0) ? "game" :
Common::String::format("chap%.2d", idx);
SearchMan.addSubDirectoryMatching(cdromDir, folder);
}
}
// Create sub-objects of the engine
ASurface::init();
_animation = new AnimationManager(this);
_bubbleBox = new BubbleBox(this);
_char = new CharManager(this);
_debugger = new Debugger(this);
_events = new EventsManager(this);
_files = new FileManager(this);
_inventory = new InventoryManager(this);
_player = new Player(this);
_screen = new Screen(this);
_sound = new SoundManager(this, _mixer);
_video = new VideoPlayer(this);
_buffer1.create(g_system->getWidth() + TILE_WIDTH, g_system->getHeight());
_buffer2.create(g_system->getWidth(), g_system->getHeight());
// 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)
_loadSaveSlot = saveSlot;
}
}
Common::Error AccessEngine::run() {
setVGA();
initialize();
playGame();
return Common::kNoError;
}
int AccessEngine::getRandomNumber(int maxNumber) {
return _randomSource.getRandomNumber(maxNumber);
}
void AccessEngine::loadCells(Common::Array<CellIdent> &cells) {
for (uint i = 0; i < cells.size(); ++i) {
Resource *spriteData = _files->loadFile(cells[i]);
_objectsTable[cells[i]._cell] = new SpriteResource(this, spriteData);
delete spriteData;
}
}
void AccessEngine::freeCells() {
for (int i = 0; i < 100; ++i) {
delete _objectsTable[i];
_objectsTable[i] = nullptr;
}
}
void AccessEngine::freeInactiveData() {
delete _inactive;
_inactive = nullptr;
}
void AccessEngine::speakText(ASurface *s, Common::Array<Common::String> msgArr) {
int curPage = 0;
int soundsLeft = 0;
while(true) {
soundsLeft = _countTbl[curPage];
_events->zeroKeys();
Common::String line;
int width = 0;
bool lastLine = _fonts._font2.getLine(msgArr[curPage], s->_maxChars * 6, line, width);
// Set font colors
_fonts._font2._fontColors[0] = 0;
_fonts._font2._fontColors[1] = 28;
_fonts._font2._fontColors[2] = 29;
_fonts._font2._fontColors[3] = 30;
_fonts._font2.drawString(s, line, s->_printOrg);
s->_printOrg = Common::Point(s->_printStart.x, s->_printOrg.y + 9);
if ((s->_printOrg.y > _printEnd) && (!lastLine)) {
while (true) {
_sound->_soundTable[0] = _sound->loadSound(_narateFile + 99, _sndSubFile);
_sound->_soundPriority[0] = 1;
_sound->playSound(0);
_scripts->cmdFreeSound();
_events->pollEvents();
if (_events->_leftButton) {
_events->debounceLeft();
_sndSubFile += soundsLeft;
break;
} else if (_events->_keypresses.size() != 0) {
_sndSubFile += soundsLeft;
break;
} else {
++_sndSubFile;
--soundsLeft;
if (soundsLeft == 0)
break;
}
}
_buffer2.copyBuffer(s);
s->_printOrg.y = s->_printStart.y;
++curPage;
soundsLeft = _countTbl[curPage];
}
if (lastLine)
break;
}
if (soundsLeft == 0)
return;
while(true) {
_sound->_soundTable[0] = _sound->loadSound(_narateFile + 99, _sndSubFile);
_sound->_soundPriority[0] = 1;
_sound->playSound(1);
_scripts->cmdFreeSound();
_events->pollEvents();
if (_events->_leftButton) {
_events->debounceLeft();
_sndSubFile += soundsLeft;
break;
} else if (_events->_keypresses.size() != 0) {
_sndSubFile += soundsLeft;
break;
} else {
++_sndSubFile;
--soundsLeft;
if (soundsLeft == 0)
break;
}
}
}
void AccessEngine::printText(ASurface *s, Common::String &msg) {
Common::String line;
int width = 0;
while (true) {
bool lastLine = _fonts._font2.getLine(msg, s->_maxChars * 6, line, width);
// Set font colors
_fonts._font2._fontColors[0] = 0;
_fonts._font2._fontColors[1] = 28;
_fonts._font2._fontColors[2] = 29;
_fonts._font2._fontColors[3] = 30;
_fonts._font2.drawString(s, line, s->_printOrg);
s->_printOrg = Common::Point(s->_printStart.x, s->_printOrg.y + 9);
if (lastLine)
break;
_events->waitKeyMouse();
_buffer2.copyBuffer(s);
s->_printOrg.y = s->_printStart.y;
if (lastLine)
break;
}
_events->waitKeyMouse();
}
void AccessEngine::plotList() {
_player->calcPlayer();
plotList1();
}
void AccessEngine::plotList1() {
for (uint idx = 0; idx < _images.size(); ++idx) {
ImageEntry &ie = _images[idx];
_scaleFlag = (ie._flags & 8) != 0;
Common::Point pt = ie._position - _screen->_bufferStart;
SpriteResource *sprites = ie._spritesPtr;
SpriteFrame *frame = sprites->getFrame(ie._frameNumber);
Common::Rect bounds(pt.x, pt.y, pt.x + frame->w, pt.y + frame->h);
if (!_scaleFlag) {
bounds.setWidth(_screen->_scaleTable1[frame->w]);
bounds.setHeight(_screen->_scaleTable1[frame->h]);
}
// Make a copy - some of the drawing methods I've adapted need the full
// scaled dimensions on-screen, and handle clipping themselves
Common::Rect destBounds = bounds;
if (_buffer2.clip(bounds)) {
ie._flags |= 1;
} else {
ie._flags &= ~1;
if (_buffer2._leftSkip != 0 || _buffer2._rightSkip != 0
|| _buffer2._topSkip != 0 || _buffer2._bottomSkip != 0)
ie._flags |= 1;
_newRects.push_back(bounds);
if (!_scaleFlag) {
_buffer2._rightSkip /= _scale;
bounds.setWidth(bounds.width() / _scale);
if (ie._flags & 2) {
_buffer2.sPlotB(frame, destBounds);
} else {
_buffer2.sPlotF(frame, destBounds);
}
} else {
if (ie._flags & 2) {
_buffer2.plotB(frame, Common::Point(destBounds.left, destBounds.top));
} else {
_buffer2.plotF(frame, Common::Point(destBounds.left, destBounds.top));
}
}
}
}
}
void AccessEngine::copyBlocks() {
// Copy the block list from the previous frame
for (uint i = 0; i < _oldRects.size(); ++i) {
_screen->copyBlock(&_buffer2, _oldRects[i]);
}
copyRects();
}
void AccessEngine::copyRects() {
_oldRects.clear();
for (uint i = 0; i < _newRects.size(); ++i) {
_screen->copyBlock(&_buffer2, _newRects[i]);
_oldRects.push_back(_newRects[i]);
}
}
void AccessEngine::copyBF1BF2() {
_buffer2.copyRectToSurface(_buffer1, 0, 0,
Common::Rect(_buffer1._scrollX, _buffer1._scrollY,
_buffer1._scrollX + _screen->_vWindowBytesWide,
_buffer1._scrollY + _screen->_vWindowLinesTall));
}
void AccessEngine::copyBF2Vid() {
const byte *srcP = (const byte *)_buffer2.getPixels();
byte *destP = (byte *)_screen->getBasePtr(_screen->_windowXAdd,
_screen->_windowYAdd + _screen->_screenYOff);
for (int yp = 0; yp < _screen->_vWindowLinesTall; ++yp) {
Common::copy(srcP, srcP + _screen->_vWindowBytesWide, destP);
srcP += _buffer2.pitch;
destP += _screen->pitch;
}
}
void AccessEngine::doLoadSave() {
error("TODO: doLoadSave");
}
void AccessEngine::freeChar() {
_scripts->freeScriptData();
_animation->clearTimers();
_animation->freeAnimationData();
}
Common::Error AccessEngine::saveGameState(int slot, const Common::String &desc) {
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
generateSaveName(slot));
if (!out)
return Common::kCreatingFileFailed;
AccessSavegameHeader header;
header._saveName = desc;
writeSavegameHeader(out, header);
Common::Serializer s(nullptr, out);
synchronize(s);
out->finalize();
delete out;
return Common::kNoError;
}
Common::Error AccessEngine::loadGameState(int slot) {
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(
generateSaveName(slot));
if (!saveFile)
return Common::kReadingFailed;
Common::Serializer s(saveFile, nullptr);
// Load the savaegame header
AccessSavegameHeader header;
if (!readSavegameHeader(saveFile, header))
error("Invalid savegame");
if (header._thumbnail) {
header._thumbnail->free();
delete header._thumbnail;
}
// Load most of the savegame data
synchronize(s);
delete saveFile;
// Set extra post-load state
_room->_function = 1;
_timers._timersSavedFlag = false;
return Common::kNoError;
}
Common::String AccessEngine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
bool AccessEngine::canLoadGameStateCurrently() {
return _canSaveLoad;
}
bool AccessEngine::canSaveGameStateCurrently() {
return _canSaveLoad;
}
void AccessEngine::synchronize(Common::Serializer &s) {
s.syncAsUint16LE(_conversation);
s.syncAsUint16LE(_currentMan);
s.syncAsUint32LE(_newTime);
s.syncAsUint32LE(_newDate);
for (int i = 0; i < 256; ++i)
s.syncAsUint16LE(_flags[i]);
for (int i = 0; i < 366; ++i) {
s.syncAsByte(_help1[i]);
s.syncAsByte(_help2[i]);
s.syncAsByte(_help3[i]);
}
s.syncAsUint16LE(_travel);
s.syncAsUint16LE(_ask);
s.syncAsUint16LE(_rScrollRow);
s.syncAsUint16LE(_rScrollCol);
s.syncAsSint16LE(_rScrollX);
s.syncAsSint16LE(_rScrollY);
s.syncAsUint16LE(_rOldRectCount);
s.syncAsUint16LE(_rNewRectCount);
s.syncAsUint16LE(_rKeyFlag);
s.syncAsUint16LE(_mapOffset);
s.syncAsUint16LE(_screenVirtX);
// Synchronize sub-objects
_timers.synchronize(s);
_inventory->synchronize(s);
_player->synchronize(s);
}
const char *const SAVEGAME_STR = "ACCESS";
#define SAVEGAME_STR_SIZE 6
bool AccessEngine::readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
header._thumbnail = nullptr;
// 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 > ACCESS_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;
// 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 AccessEngine::writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
out->writeByte(ACCESS_SAVEGAME_VERSION);
// Write savegame name
out->write(header._saveName.c_str(), header._saveName.size());
out->writeByte('\0');
// Write a thumbnail of the screen
uint8 thumbPalette[PALETTE_SIZE];
_screen->getPalette(thumbPalette);
Graphics::Surface saveThumb;
::createThumbnail(&saveThumb, (const byte *)_screen->getPixels(),
_screen->w, _screen->h, thumbPalette);
Graphics::saveThumbnail(*out, saveThumb);
saveThumb.free();
// 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(_events->getFrameCounter());
}
} // End of namespace Access