scummvm/engines/hdb/hdb.cpp
2019-09-03 17:17:10 +02:00

807 lines
20 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"
#include "hdb/menu.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;
_gfx = new Gfx;
_lua = new LuaScript;
_menu = new Menu;
_map = new Map;
_ai = new AI;
_input = new Input;
_sound = new Sound;
_window = new Window;
_rnd = new Common::RandomSource("hdb");
_currentMapname[0] = _currentLuaName[0] = 0;
_lastMapname[0] = _lastLuaName[0] = 0;
_monkeystone7 = STARS_MONKEYSTONE_7_FAKE;
_monkeystone14 = STARS_MONKEYSTONE_14_FAKE;
_monkeystone21 = STARS_MONKEYSTONE_21_FAKE;
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 _gfx;
delete _lua;
delete _map;
delete _ai;
delete _input;
delete _sound;
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 (!_gfx->init()) {
error("Gfx::init: Couldn't initialize Gfx");
}
if (!_sound->init()) {
error("Window::init: Couldn't initialize Sound");
}
if (!_ai->init()) {
error("AI::init: Couldn't initialize AI");
}
if (!_window->init()) {
error("Window::init: Couldn't initialize Window");
}
if (!_input->init()) {
error("Input::init: Couldn't initialize Input");
}
if (!_lua->init()) {
error("LuaScript::init: Couldn't load the GLOBAL.LUA code.");
}
_menu->init();
_changeLevel = false;
_changeMapname[0] = 0;
_loadInfo.active = _saveInfo.active = false;
_menu->startTitle();
_gameShutdown = false;
_pauseFlag = 0;
_systemInit = true;
return true;
}
/*
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;
}
}
bool HDBGame::restartMap() {
if (!_currentMapname[0])
return false;
_gfx->emptyGfxCaches();
_lua->callFunction("level_shutdown", 0);
_gfx->turnOffSnow();
_window->restartSystem();
_ai->restartSystem();
_lua->init();
_lua->loadLua(_currentLuaName);
_sound->markSoundCacheFreeable();
_map->restartSystem();
if (!_map->loadMap(_currentMapname))
return false;
_ai->initAnimInfo();
// if there are Secret Stars here, stick the variable in Lua
if (!_menu->_starWarp && getStarsMonkeystone7() == STARS_MONKEYSTONE_7)
_lua->setLuaGlobalValue("secretstars", 1);
if (_menu->_starWarp == 1 && getStarsMonkeystone14() == STARS_MONKEYSTONE_14)
_lua->setLuaGlobalValue("secretstars", 2);
if (_menu->_starWarp == 2 && getStarsMonkeystone21() == STARS_MONKEYSTONE_21)
_lua->setLuaGlobalValue("secretstars", 3);
_lua->callFunction("level_loaded", 0);
if (!_ai->cinematicsActive())
_gfx->turnOffFade();
// center the player on the screen
int x, y;
_ai->getPlayerXY(&x, &y);
_map->centerMapXY(x + 16, y + 16);
return true;
}
bool HDBGame::startMap(const char *name) {
// save last mapname
strcpy(_lastMapname, _currentMapname);
// set current mapname
strcpy(_currentMapname, name);
strcat(_currentMapname, ".MSM");
// set current luaname
strcpy(_currentLuaName, name );
strcat(_currentLuaName, ".LUA");
restartMap();
//
// here is where we will be autosaving the start of level
// don't save cine intro/outro/etc...OR map30 (secret star map)
//
if (!scumm_strnicmp(name, "map", 3) && scumm_stricmp(name, "map30")) {
_menu->fillSavegameSlots();
saveSlot(0); // we ignore the slot parameter in everything else since we just keep saving...
}
return true;
}
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:
_gfx->drawPointer();
break;
case GAME_LOADING:
warning("STUB: Gfx::DrawLoadingScreen required");
break;
}
_gfx->updateVideo();
}
// builds a waypoint list if an entity is not next to player,
// or gives info on an entity, or actually uses an entity
void HDBGame::setTargetXY(int x, int y) {
AIEntity *e, *p;
int px, py;
bool oneTileAway;
// if ANY button is pressed
if (_input->getButtons() || _ai->_playerEmerging)
return;
// Check if an entity is next to us
x /= kTileWidth;
y /= kTileHeight;
// Don't ever allow going to X-coord 0
if (!x)
return;
e = _ai->findEntity(x, y);
p = _ai->getPlayer();
if (!p)
return;
px = p->x / kTileWidth;
py = p->y / kTileHeight;
// Are we on a touchplate and trying to move within the waiting period?
if (p->touchpWait)
return;
// If we're attacking...don't do anything else
AIState stateList[] = {
STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT,
STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT,
STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT,
STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT};
for (int i = 0; i < 16; i++) {
if (p->state == stateList[i])
return;
}
oneTileAway = (abs(px - x) + abs(py - y) < 2);
// If any entity has been targeted
if (e && !_ai->waypointsLeft()) {
// Clicking on a gettable item?
// First check if an iterm is on top of a BLOCKER entity.
// If so, try to find another entity there
if (e->type == AI_NONE) {
AIEntity *temp = g_hdb->_ai->findEntityIgnore(x, y, e);
if (temp)
e = temp;
}
if ((p->level == e->level) && _ai->getTableEnt(e->type)) {
if (g_hdb->_ai->tileDistance(e, p) < 2) {
useEntity(e);
return;
}
}
// Clicking on a Walkthrough Item?
if ((p->level == e->level) && _ai->walkThroughEnt(e->type)) {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
// Is this an invisible blocker? If so, it probably has a LUA entity under it
if (e->type == AI_NONE && _ai->luaExistAtXY(x, y)) {
// Did player click on a LUA tile?
if (oneTileAway && _ai->checkLuaList(_ai->getPlayer(), x, y))
return;
}
// On the same Level? (Allow pushing on stairs, down only)
if ((p->level != e->level && !(_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagStairBot)) || (p->level == e->level && _ai->walkThroughEnt(e->type))) {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
int chx = abs(px - x);
int chy = abs(py - y);
// And its a unit away and the Player's GOALS are done...
if (chx <= 1 && chy <= 1 && !p->goalX) {
// At a horizontal or vertical direction?
if (chx + chy > 1) {
AIEntity *e1, *e2;
uint32 flag1, flag2;
e1 = _ai->findEntity(px, y);
e2 = _ai->findEntity(x, py);
flag1 = _map->getMapBGTileFlags(px, y) & kFlagSolid;
flag2 = _map->getMapBGTileFlags(x, py) & kFlagSolid;
if ((e1 || flag1) && (e2 || flag2))
return;
}
// Check for items that should NOT be picked up or talked to
switch (e->type) {
// USEing a floating crate or barrel? Just go there.
// Unless it's not floating, in which case you wanna push it.
case AI_CRATE:
case AI_LIGHTBARREL:
// USEing a heavy barrel ONLY means walking on it if it's floating
// *** cannot push a heavy barrel
case AI_HEAVYBARREL:
if (e->state == STATE_FLOATING || e->state == STATE_MELTED)
_ai->addWaypoint(px, py, x, y, p->level);
else
useEntity(e);
return;
default:
useEntity(e);
return;
}
} else {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
}
// Are we trying to "activate" a touchplate?
// Set a waypoint on it
if (_ai->checkForTouchplate(x, y)) {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
// Did the player click on an action tile?
if (oneTileAway && _ai->checkActionList(_ai->getPlayer(), x, y, true))
return;
// Did the player click on an auto-action tile?
if (oneTileAway && _ai->checkAutoList(_ai->getPlayer(), x, y))
return;
// we need to add this point to the waypoint list!
// the list is tile coord-based
//
// if the player is not PUSHING anything and has no GOALS,
// it's ok to set up a waypoint
switch (p->state) {
case STATE_PUSHDOWN:
case STATE_PUSHUP:
case STATE_PUSHLEFT:
case STATE_PUSHRIGHT:
case STATE_NONE:
break;
default:
_ai->addWaypoint(px, py, x, y, p->level);
break;
}
}
bool HDBGame::saveSlot(int slot) {
warning("STUB: HDBGame::saveSlot(%d)", slot);
return true;
}
// 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) {
int xDir, yDir, chX, chY;
uint32 flags;
AIEntity *e2;
// if it's floating, don't touch!
if (e->state >= STATE_FLOATING && e->state <= STATE_FLOATRIGHT) {
g_hdb->_ai->lookAtEntity(e);
g_hdb->_ai->animGrabbing();
g_hdb->_window->openMessageBar("I can't lift that!", 1);
return;
}
xDir = yDir = 0;
if (p->tileX > e->tileX)
xDir = -2;
else if (p->tileX < e->tileX)
xDir = 2;
if (p->tileY > e->tileY)
yDir = -2;
else if (p->tileY < e->tileY)
yDir = 2;
// no diagonals allowed!
if (xDir && yDir)
return;
chX = p->tileX + xDir;
chY = p->tileY + yDir;
// are we going to push this over a sliding surface? (ok)
// are we going to push this into a blocking tile? (not ok)
if (e->level == 2) {
int fg_flags = g_hdb->_map->getMapFGTileFlags(chX, chY);
if (fg_flags & kFlagSolid) {
g_hdb->_sound->playSound(SND_GUY_UHUH);
g_hdb->_ai->lookAtXY(chX, chY);
g_hdb->_ai->animGrabbing();
return;
}
flags = g_hdb->_map->getMapBGTileFlags(chX, chY);
if (((flags & kFlagSolid) == kFlagSolid) && !(fg_flags & kFlagGrating)) {
g_hdb->_sound->playSound(SND_GUY_UHUH);
g_hdb->_ai->lookAtXY(chX, chY);
g_hdb->_ai->animGrabbing();
return;
}
} else {
flags = g_hdb->_map->getMapBGTileFlags(chX, chY);
if (!(flags & kFlagSlide) && (flags & kFlagSolid)) {
g_hdb->_sound->playSound(SND_GUY_UHUH);
g_hdb->_ai->lookAtXY(chX, chY);
g_hdb->_ai->animGrabbing();
return;
}
}
// are we going to push this up the stairs? (not ok)
if (flags & kFlagStairBot) {
flags = g_hdb->_map->getMapBGTileFlags(e->tileX, e->tileY);
if (!(flags & kFlagStairTop)) {
g_hdb->_ai->lookAtEntity(e);
g_hdb->_ai->animGrabbing();
g_hdb->_sound->playSound(SND_GUY_UHUH);
return;
}
}
// is player trying to push across a dangerous floor (where the player would be ON the floor after the push)?
// don't allow it.
flags = g_hdb->_map->getMapBGTileFlags(p->tileX + (xDir >> 1), p->tileY + (yDir >> 1));
if (((flags & kFlagRadFloor) == kFlagRadFloor || (flags & kFlagPlasmaFloor) == kFlagPlasmaFloor) &&
false == g_hdb->_ai->checkFloating(p->tileX + (xDir >> 1), p->tileY + (yDir >> 1))) {
g_hdb->_ai->lookAtEntity(e);
g_hdb->_ai->animGrabbing();
g_hdb->_sound->playSound(SND_NOPUSH_SIZZLE);
return;
}
// are we going to push this into a gem?
// if it's a goodfairy, make it move!
e2 = g_hdb->_ai->findEntityIgnore(chX, chY, &g_hdb->_ai->_dummyLaser);
if (e2 && e2->type == ITEM_GEM_WHITE) {
g_hdb->_ai->addAnimateTarget(e2->x, e2->y, 0, 3, ANIM_NORMAL, false, false, GEM_FLASH);
g_hdb->_ai->removeEntity(e2);
g_hdb->_sound->playSound(SND_BRIDGE_END);
g_hdb->_ai->animGrabbing();
return;
}
// if so, is it a MELTED or FLOATING entity? if so, that's cool...
if (e2) {
if (!g_hdb->_ai->checkFloating(e2->tileX, e2->tileY)) {
g_hdb->_ai->lookAtXY(chX, chY);
g_hdb->_ai->animGrabbing();
g_hdb->_sound->playSound(SND_GUY_UHUH);
return;
}
}
// are we trying to push this through a door? (teleporter!)
SingleTele info;
if (true == g_hdb->_ai->findTeleporterDest(chX, chY, &info)) {
g_hdb->_ai->lookAtXY(chX, chY);
g_hdb->_ai->animGrabbing();
g_hdb->_sound->playSound(SND_GUY_UHUH);
return;
}
// everything's clear - time to push!
// set goal for pushed object
if (e->type != AI_DIVERTER)
e->moveSpeed = kPushMoveSpeed; // push DIVERTERS real fast
g_hdb->_ai->setEntityGoal(e, chX, chY);
// Diverters are very special - don't mess with their direction & state!
if (e->type == AI_DIVERTER) {
switch (e->dir2) {
case DIR_DOWN: e->state = STATE_DIVERTER_BL; break;
case DIR_UP: e->state = STATE_DIVERTER_BR; break;
case DIR_LEFT: e->state = STATE_DIVERTER_TL; break;
case DIR_RIGHT: e->state = STATE_DIVERTER_TR; break;
case DIR_NONE: break;
}
}
// set goal for player
if (xDir)
xDir = xDir >> 1;
if (yDir)
yDir = yDir >> 1;
if (e->type != AI_DIVERTER) // push DIVERTERS real fast
p->moveSpeed = kPushMoveSpeed;
else
p->moveSpeed = kPlayerMoveSpeed;
g_hdb->_ai->setEntityGoal(p, p->tileX + xDir, p->tileY + yDir);
// need to set the state AFTER the SetEntityGoal!
switch (p->dir) {
case DIR_UP: p->state = STATE_PUSHUP; p->drawYOff = -10; break;
case DIR_DOWN: p->state = STATE_PUSHDOWN; p->drawYOff = 9; break;
case DIR_LEFT: p->state = STATE_PUSHLEFT; p->drawXOff = -10; break;
case DIR_RIGHT: p->state = STATE_PUSHRIGHT; p->drawXOff = 10; break;
case DIR_NONE: break;
}
// if player is running, keep speed slow since we're pushing
if (g_hdb->_ai->playerRunning()) {
p->xVel = p->xVel >> 1;
p->yVel = p->yVel >> 1;
}
switch (e->type) {
case AI_CRATE:
g_hdb->_sound->playSound(SND_CRATE_SLIDE); break;
case AI_LIGHTBARREL:
case AI_FROGSTATUE:
case AI_ICE_BLOCK:
g_hdb->_sound->playSound(SND_LIGHT_SLIDE); break;
case AI_HEAVYBARREL:
case AI_MAGIC_EGG:
case AI_BOOMBARREL:
g_hdb->_sound->playSound(SND_HEAVY_SLIDE); break;
case AI_DIVERTER:
g_hdb->_sound->playSound(SND_PUSH_DIVERTER); break;
default:
break;
}
return;
}
// Look at Entity
if (e->type != AI_RAILRIDER_ON) {
_ai->lookAtEntity(e);
}
// Grab animation
if (added) {
_ai->animGrabbing();
}
// Can't push it - make a sound
if (e->type == AI_HEAVYBARREL) {
g_hdb->_sound->playSound(SND_GUY_UHUH);
}
}
Common::Error HDBGame::run() {
// Initialize System
if (!_systemInit) {
init();
}
// Initializes Graphics
initGraphics(kScreenWidth, kScreenHeight, &_format);
_console = new Console();
#if 0
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);
#endif
if (ConfMan.hasKey("boot_param")) {
char mapname[10];
int level = ConfMan.getInt("boot_param");
if (level > 30 || level < 0)
level = 1;
snprintf(mapname, 10, "MAP%02d", level);
startMap(mapname);
} else {
startMap("MAP00");
}
//_window->openDialog("Sgt. Filibuster", 0, "You address me as 'sarge' or 'sergeant' or get your snappin' teeth kicked in! Got me?", 0, NULL);
#if 0
lua->executeFile("test.lua");
#endif
AIEntity *e;
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_MOUSEMOVE:
_input->updateMouse(event.mouse.x, event.mouse.y);
break;
case Common::EVENT_LBUTTONDOWN:
_input->updateMouseButtons(1, 0, 0);
break;
case Common::EVENT_LBUTTONUP:
_input->updateMouseButtons(-1, 0, 0);
break;
case Common::EVENT_MBUTTONDOWN:
_input->updateMouseButtons(0, 1, 0);
break;
case Common::EVENT_MBUTTONUP:
_input->updateMouseButtons(0, -1, 0);
break;
case Common::EVENT_RBUTTONDOWN:
_input->updateMouseButtons(0, 0, 1);
break;
case Common::EVENT_RBUTTONUP:
_input->updateMouseButtons(0, 0, -1);
break;
case Common::EVENT_KEYDOWN:
_input->updateKeys(event, true);
break;
case Common::EVENT_KEYUP:
_input->updateKeys(event, false);
break;
default:
break;
}
}
if (_gameState == GAME_PLAY) {
_gfx->drawSky();
if (!_pauseFlag) {
_ai->moveEnts();
_ai->processCallbackList();
}
_map->draw();
_ai->processCines();
//_window->drawDialog();
e = _ai->getPlayer();
if (e && e->level < 2)
_ai->drawWayPoints();
_map->drawEnts();
_map->drawGratings();
if (e && e->level == 2)
_ai->drawWayPoints();
_ai->drawLevel2Ents();
_map->drawForegrounds();
_ai->animateTargets();
_window->drawDialog();
_window->drawDialogChoice();
_window->drawInventory();
_window->drawMessageBar();
_window->drawDeliveries();
_window->drawTextOut();
_window->drawPause();
//_gfx->drawBonusStars();
_gfx->drawSnow();
if (_changeLevel == true) {
_changeLevel = false;
startMap(_changeMapname);
}
//
// should we save the game at this point?
//
if (_saveInfo.active == true) {
_sound->playSound(SND_VORTEX_SAVE);
_ai->stopEntity(e);
_menu->fillSavegameSlots();
saveSlot(_saveInfo.slot);
_saveInfo.active = false;
}
}
// Update Timer that's NOT used for in-game Timing
_prevTimeSlice = _timeSlice;
_timeSlice = g_system->getMillis();
paint();
g_system->updateScreen();
g_system->delayMillis(1000 / kGameFPS);
}
return Common::kNoError;
}
} // End of namespace HDB