mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
513 lines
13 KiB
C++
513 lines
13 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/system.h"
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#include "common/random.h"
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#include "common/debug-channels.h"
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#include "common/config-manager.h"
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#include "common/memstream.h"
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#include "common/installshield_cab.h"
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#include "common/serializer.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/resource.h"
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#include "engines/nancy/iff.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/dialogs.h"
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#include "engines/nancy/console.h"
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#include "engines/nancy/constants.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/action/primaryvideo.h"
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#include "engines/nancy/state/logo.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/state/help.h"
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#include "engines/nancy/state/map.h"
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#include "engines/nancy/state/credits.h"
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#include "engines/nancy/state/mainmenu.h"
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namespace Nancy {
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NancyEngine *g_nancy;
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NancyEngine::NancyEngine(OSystem *syst, const NancyGameDescription *gd) : Engine(syst), _gameDescription(gd), _system(syst) {
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g_nancy = this;
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_randomSource = new Common::RandomSource("Nancy");
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_randomSource->setSeed(_randomSource->getSeed());
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_input = new InputManager();
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_sound = new SoundManager();
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_graphicsManager = new GraphicsManager();
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_cursorManager = new CursorManager();
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_resource = nullptr;
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_startTimeHours = 0;
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_overrideMovementTimeDeltas = false;
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_cheatTypeIsEventFlag = false;
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_horizontalEdgesSize = 0;
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_verticalEdgesSize = 0;
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}
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NancyEngine::~NancyEngine() {
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clearBootChunks();
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delete _randomSource;
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delete _graphicsManager;
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delete _cursorManager;
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delete _input;
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delete _sound;
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}
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NancyEngine *NancyEngine::create(GameType type, OSystem *syst, const NancyGameDescription *gd) {
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switch (type) {
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case kGameTypeVampire:
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return new NancyEngine(syst, gd);
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case kGameTypeNancy1:
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return new NancyEngine(syst, gd);
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case kGameTypeNancy2:
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return new NancyEngine(syst, gd);
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case kGameTypeNancy3:
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return new NancyEngine(syst, gd);
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default:
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error("Unknown GameType");
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}
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}
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Common::Error NancyEngine::loadGameStream(Common::SeekableReadStream *stream) {
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Common::Serializer ser(stream, nullptr);
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return synchronize(ser);
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}
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Common::Error NancyEngine::saveGameStream(Common::WriteStream *stream, bool isAutosave) {
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Common::Serializer ser(nullptr, stream);
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return synchronize(ser);
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}
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bool NancyEngine::canLoadGameStateCurrently() {
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return canSaveGameStateCurrently();
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}
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bool NancyEngine::canSaveGameStateCurrently() {
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// TODO also disable during secondary movie
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return State::Scene::hasInstance() && NancySceneState.getActivePrimaryVideo() == nullptr;
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}
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bool NancyEngine::canSaveAutosaveCurrently() {
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if (ConfMan.getBool("second_chance")) {
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return false;
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} else {
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return Engine::canSaveAutosaveCurrently();
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}
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}
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bool NancyEngine::hasFeature(EngineFeature f) const {
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return (f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsChangingOptionsDuringRuntime) ||
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(f == kSupportsSubtitleOptions);
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}
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const char *NancyEngine::getCopyrightString() const {
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return "Copyright 1989-1997 David P Gray, All Rights Reserved.";
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}
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uint32 NancyEngine::getGameFlags() const {
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return _gameDescription->desc.flags;
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}
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const char *NancyEngine::getGameId() const {
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return _gameDescription->desc.gameId;
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}
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GameType NancyEngine::getGameType() const {
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return _gameDescription->gameType;
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}
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Common::Platform NancyEngine::getPlatform() const {
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return _gameDescription->desc.platform;
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}
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const GameConstants &NancyEngine::getConstants() const {
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return gameConstants[getGameType() - 1];
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}
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void NancyEngine::setState(NancyState::NancyState state, NancyState::NancyState overridePrevious) {
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// Handle special cases first
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switch (state) {
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case NancyState::kBoot:
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bootGameEngine();
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setState(NancyState::kLogo);
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return;
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case NancyState::kMainMenu: {
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if (ConfMan.getBool("original_menus")) {
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break;
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}
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// Do not use the original engine's menus, call the GMM instead
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State::State *s = getStateObject(_gameFlow.curState);
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if (s) {
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s->onStateExit();
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}
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// TODO until the game's own menus are implemented we simply open the GMM
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openMainMenuDialog();
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if (shouldQuit()) {
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return;
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}
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s = getStateObject(_gameFlow.curState);
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if (s) {
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s->onStateEnter();
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}
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_input->forceCleanInput();
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return;
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}
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case NancyState::kCheat:
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if (_cheatTypeIsEventFlag) {
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EventFlagDialog *dialog = new EventFlagDialog();
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runDialog(*dialog);
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delete dialog;
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} else {
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CheatDialog *dialog = new CheatDialog();
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runDialog(*dialog);
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delete dialog;
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}
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_input->forceCleanInput();
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return;
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default:
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break;
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}
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_graphicsManager->clearObjects();
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if (overridePrevious != NancyState::kNone) {
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_gameFlow.prevState = overridePrevious;
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} else {
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_gameFlow.prevState = _gameFlow.curState;
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}
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_gameFlow.curState = state;
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State::State *s = getStateObject(_gameFlow.prevState);
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if (s) {
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s->onStateExit();
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}
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s = getStateObject(_gameFlow.curState);
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if (s) {
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s->onStateEnter();
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}
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}
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void NancyEngine::setToPreviousState() {
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State::State *s = getStateObject(_gameFlow.curState);
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if (s) {
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s->onStateExit();
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}
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s = getStateObject(_gameFlow.prevState);
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if (s) {
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s->onStateEnter();
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}
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SWAP<NancyState::NancyState>(_gameFlow.curState, _gameFlow.prevState);
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}
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void NancyEngine::setMouseEnabled(bool enabled) {
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_cursorManager->showCursor(enabled); _input->setMouseInputEnabled(enabled);
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}
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void NancyEngine::callCheatMenu(bool eventFlags) {
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_cheatTypeIsEventFlag = eventFlags;
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setState(NancyState::kCheat);
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}
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Common::Error NancyEngine::run() {
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setDebugger(new NancyConsole());
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// Boot the engine
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setState(NancyState::kBoot);
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// Check if we need to load a save state from the launcher
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if (ConfMan.hasKey("save_slot")) {
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0 && saveSlot <= getMetaEngine()->getMaximumSaveSlot()) {
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// Set to Scene but do not do the loading yet
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setState(NancyState::kScene);
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}
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}
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// Main loop
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while (!shouldQuit()) {
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_cursorManager->setCursorType(CursorManager::kNormalArrow);
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_input->processEvents();
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State::State *s = getStateObject(_gameFlow.curState);
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if (s) {
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s->process();
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}
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_graphicsManager->draw();
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_system->updateScreen();
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_system->delayMillis(16);
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}
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if (State::Scene::hasInstance()) {
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NancySceneState.destroy();
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}
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return Common::kNoError;
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}
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void NancyEngine::bootGameEngine() {
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// Load paths
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "game");
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SearchMan.addSubDirectoryMatching(gameDataDir, "datafiles");
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SearchMan.addSubDirectoryMatching(gameDataDir, "ciftree");
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SearchMan.addSubDirectoryMatching(gameDataDir, "hdsound");
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SearchMan.addSubDirectoryMatching(gameDataDir, "cdsound");
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SearchMan.addSubDirectoryMatching(gameDataDir, "hdvideo");
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SearchMan.addSubDirectoryMatching(gameDataDir, "cdvideo");
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SearchMan.addSubDirectoryMatching(gameDataDir, "iff");
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SearchMan.addSubDirectoryMatching(gameDataDir, "art");
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SearchMan.addSubDirectoryMatching(gameDataDir, "font");
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// Register default settings
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ConfMan.registerDefault("player_speech", true);
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ConfMan.registerDefault("character_speech", true);
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ConfMan.registerDefault("original_menus", false);
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ConfMan.registerDefault("second_chance", false);
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// Load archive if running a compressed variant
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if (isCompressed()) {
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Common::Archive *cabinet = Common::makeInstallShieldArchive("data");
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if (cabinet) {
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SearchMan.add("data1.cab", cabinet);
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}
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}
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_resource = new ResourceManager();
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_resource->initialize();
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// Setup mixer
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syncSoundSettings();
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clearBootChunks();
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IFF *boot = new IFF("boot");
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if (!boot->load())
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error("Failed to load boot script");
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preloadCals(*boot);
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addBootChunk("BSUM", boot->getChunkStream("BSUM"));
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readBootSummary(*boot);
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// Data chunks found in BOOT. These get used in many places in the engine,
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// so we always keep them in memory
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Common::String names[] = {
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"INTR", "HINT", "LOGO", "SPUZ", "INV",
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"FONT", "MENU", "HELP", "CRED", "LOAD",
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"MAP", "CD", "TBOX", "CURS", "VIEW", "MSND",
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"BUOK", "BUDE", "BULS", "GLOB", "SLID",
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"SET", "CURT", "CANT", "TH1", "TH2",
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"QUOT", "TMOD",
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// Used in nancy2
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"CLOK", "SPEC"
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};
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for (auto const &n : names) {
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addBootChunk(n, boot->getChunkStream(n));
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}
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_sound->loadCommonSounds();
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delete boot;
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_graphicsManager->init();
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_cursorManager->init();
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}
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State::State *NancyEngine::getStateObject(NancyState::NancyState state) const {
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switch (state) {
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case NancyState::kLogo:
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return &State::Logo::instance();
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case NancyState::kCredits:
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return &State::Credits::instance();
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case NancyState::kMap:
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return &State::Map::instance();
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case NancyState::kHelp:
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return &State::Help::instance();
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case NancyState::kScene:
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return &State::Scene::instance();
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case NancyState::kMainMenu:
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return &State::MainMenu::instance();
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default:
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return nullptr;
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}
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}
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bool NancyEngine::addBootChunk(const Common::String &name, Common::SeekableReadStream *stream) {
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if (!stream)
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return false;
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_bootChunks[name] = stream;
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return true;
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}
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Common::SeekableReadStream *NancyEngine::getBootChunkStream(const Common::String &name) const {
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if (_bootChunks.contains(name)) {
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return _bootChunks[name];
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} else {
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return nullptr;
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}
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}
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void NancyEngine::clearBootChunks() {
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for (auto const& i : _bootChunks) {
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delete i._value;
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}
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_bootChunks.clear();
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}
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void NancyEngine::preloadCals(const IFF &boot) {
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const byte *buf;
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uint size;
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buf = boot.getChunk(ID_PCAL, size);
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if (buf) {
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Common::MemoryReadStream stream(buf, size);
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uint16 count = stream.readUint16LE();
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debugC(1, kDebugEngine, "Preloading %d CALs", count);
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int nameLen = size / count;
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char *name = new char[nameLen];
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for (uint i = 0; i < count; i++) {
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stream.read(name, nameLen);
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name[nameLen - 1] = 0;
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debugC(1, kDebugEngine, "Preloading CAL '%s'", name);
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if (!_resource->loadCifTree(name, "cal"))
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error("Failed to preload CAL '%s'", name);
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}
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delete[] name;
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if (stream.err())
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error("Error reading PCAL chunk");
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} else
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debugC(1, kDebugEngine, "No PCAL chunk found");
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}
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void NancyEngine::readChunkList(const IFF &boot, Common::Serializer &ser, const Common::String &prefix) {
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byte numChunks = 0;
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ser.syncAsByte(numChunks);
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for (byte i = 0; i < numChunks; ++ i) {
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Common::String name = Common::String::format("%s%d", prefix.c_str(), i);
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addBootChunk(name, boot.getChunkStream(name));
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}
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}
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void NancyEngine::readBootSummary(const IFF &boot) {
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Common::SeekableReadStream *bsum = getBootChunkStream("BSUM");
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bsum->seek(0);
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// Use a serializer to handle several games' BSUMs in the same function
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Common::Serializer ser(bsum, nullptr);
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ser.setVersion(_gameDescription->gameType);
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ser.skip(0x71, kGameTypeVampire, kGameTypeVampire);
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ser.skip(0xA3, kGameTypeNancy1, kGameTypeNancy1);
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ser.skip(0x9D, kGameTypeNancy2, kGameTypeNancy3);
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ser.syncAsUint16LE(_firstScene.sceneID);
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ser.skip(12, kGameTypeVampire, kGameTypeVampire); // Palette
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ser.syncAsUint16LE(_firstScene.frameID);
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ser.syncAsUint16LE(_firstScene.verticalOffset);
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ser.syncAsUint16LE(_startTimeHours);
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ser.syncAsUint16LE(_startTimeMinutes);
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ser.skip(0xA4, kGameTypeVampire, kGameTypeNancy2);
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readChunkList(boot, ser, "FR"); // frames
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readChunkList(boot, ser, "LG"); // logos
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if (ser.getVersion() == kGameTypeNancy3) {
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readChunkList(boot, ser, "PLG"); // partner logos
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}
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readChunkList(boot, ser, "OB"); // objects
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ser.skip(0x28, kGameTypeVampire, kGameTypeVampire);
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ser.skip(0x10, kGameTypeNancy1, kGameTypeNancy1);
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ser.skip(0x20, kGameTypeNancy2, kGameTypeNancy3);
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readRect(*bsum, _textboxScreenPosition);
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ser.skip(0x5E, kGameTypeVampire, kGameTypeVampire);
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ser.skip(0x59, kGameTypeNancy1, kGameTypeNancy1);
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ser.skip(0x89, kGameTypeNancy2, kGameTypeNancy3);
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ser.syncAsUint16LE(_horizontalEdgesSize);
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ser.syncAsUint16LE(_verticalEdgesSize);
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ser.skip(0x1C);
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int16 time = 0;
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ser.syncAsSint16LE(time);
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_playerTimeMinuteLength = time;
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ser.skip(2, kGameTypeNancy1, kGameTypeNancy3);
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ser.syncAsByte(_overrideMovementTimeDeltas);
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if (_overrideMovementTimeDeltas) {
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ser.syncAsSint16LE(time);
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_slowMovementTimeDelta = time;
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ser.syncAsSint16LE(time);
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_fastMovementTimeDelta = time;
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}
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}
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Common::Error NancyEngine::synchronize(Common::Serializer &ser) {
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Common::SeekableReadStream *bsum = getBootChunkStream("BSUM");
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bsum->seek(0);
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// Sync boot summary header, which includes full game title
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ser.syncVersion(kSavegameVersion);
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char buf[90];
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bsum->read(buf, 90);
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ser.matchBytes(buf, 90);
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// Sync scene and action records
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NancySceneState.synchronize(ser);
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NancySceneState._actionManager.synchronize(ser);
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return Common::kNoError;
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}
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bool NancyEngine::isCompressed() {
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return getGameFlags() & GF_COMPRESSED;
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}
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} // End of namespace Nancy
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