scummvm/engines/lure/game.cpp

827 lines
22 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "lure/game.h"
#include "lure/strings.h"
#include "lure/room.h"
#include "lure/system.h"
#include "lure/scripts.h"
#include "lure/res_struct.h"
#include "lure/animseq.h"
#include "common/config-manager.h"
namespace Lure {
static Game *int_game = NULL;
Game &Game::getReference() {
return *int_game;
}
Game::Game() {
int_game = this;
_debugger = new Debugger();
_slowSpeedFlag = true;
_soundFlag = true;
}
Game::~Game() {
delete _debugger;
}
void Game::nextFrame() {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
Room &room = Room::getReference();
HotspotList::iterator i;
res.pausedList().countdown();
room.checkCursor();
room.update();
// Call the tick method for each hotspot - this is somewaht complicated
// by the fact that a tick proc can unload both itself and/or others,
// so we first get a list of the Ids, and call the tick proc for each
// id in sequence if it's still active
uint16 *idList = new uint16[res.activeHotspots().size()];
int idSize = 0;
for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) {
Hotspot *hotspot = *i;
idList[idSize++] = hotspot->hotspotId();
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot ticks begin");
for (int idCtr = 0; idCtr < idSize; ++idCtr) {
Hotspot *hotspot = res.getActiveHotspot(idList[idCtr]);
if (hotspot) {
fields.setField(CHARACTER_HOTSPOT_ID, hotspot->hotspotId());
hotspot->tick();
}
}
debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot ticks end");
delete[] idList;
Screen::getReference().update();
}
void Game::execute() {
OSystem &system = System::getReference();
Room &room = Room::getReference();
Resources &res = Resources::getReference();
Events &events = Events::getReference();
Mouse &mouse = Mouse::getReference();
Screen &screen = Screen::getReference();
ValueTableData &fields = res.fieldList();
uint32 timerVal = system.getMillis();
screen.empty();
//_screen.resetPalette();
screen.setPaletteEmpty();
setState(0);
Script::execute(STARTUP_SCRIPT);
int bootParam = ConfMan.getInt("boot_param");
handleBootParam(bootParam);
// Set the player direction
res.getActiveHotspot(PLAYER_ID)->setDirection(UP);
room.update();
mouse.setCursorNum(CURSOR_ARROW);
mouse.cursorOn();
while (!events.quitFlag) {
while (!events.quitFlag && (_state == 0)) {
// If time for next frame, allow everything to update
if (system.getMillis() > timerVal + GAME_FRAME_DELAY) {
timerVal = system.getMillis();
nextFrame();
}
res.delayList().tick();
while (events.pollEvent()) {
if (events.type() == OSystem::EVENT_KEYDOWN) {
uint16 roomNum = room.roomNumber();
if ((events.event().kbd.flags == OSystem::KBD_CTRL) &&
(events.event().kbd.keycode == 'd')) {
// Activate the debugger
_debugger->attach();
break;
}
switch (events.event().kbd.ascii) {
case 27:
events.quitFlag = true;
break;
case '+':
while (++roomNum <= 51)
if (res.getRoom(roomNum) != NULL) break;
if (roomNum == 52) roomNum = 1;
room.leaveRoom();
room.setRoomNumber(roomNum);
break;
case '-':
if (roomNum == 1) roomNum = 55;
while (res.getRoom(--roomNum) == NULL) ;
room.leaveRoom();
room.setRoomNumber(roomNum);
break;
case '*':
res.getActiveHotspot(PLAYER_ID)->setRoomNumber(
room.roomNumber());
break;
case 267: // keypad '/'
room.setShowInfo(!room.showInfo());
break;
default:
break;
}
}
if ((events.type() == OSystem::EVENT_LBUTTONDOWN) ||
(events.type() == OSystem::EVENT_RBUTTONDOWN))
handleClick();
}
uint16 destRoom;
destRoom = fields.getField(NEW_ROOM_NUMBER);
if (destRoom != 0) {
// Need to change the current room
strcpy(room.statusLine(), "");
bool remoteFlag = fields.getField(OLD_ROOM_NUMBER) != 0;
room.setRoomNumber(destRoom, remoteFlag);
fields.setField(NEW_ROOM_NUMBER, 0);
}
destRoom = fields.playerNewPos().roomNumber;
if (destRoom != 0) {
playerChangeRoom();
}
system.updateScreen();
system.delayMillis(10);
if (_debugger->isAttached())
_debugger->onFrame();
}
// If Skorl catches player, show the catching animation
if ((_state & GS_CAUGHT) != 0) {
Palette palette(SKORL_CATCH_PALETTE_ID);
AnimationSequence *anim = new AnimationSequence(screen, system,
SKORL_CATCH_ANIM_ID, palette, false);
mouse.cursorOff();
anim->show();
mouse.cursorOn();
}
// If the Restart/Restore dialog is needed, show it
if ((_state & GS_RESTORE_RESTART) != 0) {
// TODO: Restore/Restart dialog - for now, simply flag for exit
events.quitFlag = true;
}
}
room.leaveRoom();
}
void Game::handleMenuResponse(uint8 selection) {
Common::String filename;
switch (selection) {
case MENUITEM_CREDITS:
doShowCredits();
break;
case MENUITEM_RESTART_GAME:
break;
case MENUITEM_SAVE_GAME:
SaveRestoreDialog::show(true);
break;
case MENUITEM_RESTORE_GAME:
SaveRestoreDialog::show(false);
break;
case MENUITEM_QUIT:
doQuit();
break;
case MENUITEM_TEXT_SPEED:
doTextSpeed();
break;
case MENUITEM_SOUND:
doSound();
}
}
void Game::playerChangeRoom() {
OSystem &system = System::getReference();
Resources &res = Resources::getReference();
Screen &screen = Screen::getReference();
Room &room = Room::getReference();
Mouse &mouse = Mouse::getReference();
ValueTableData &fields = res.fieldList();
SequenceDelayList &delayList = Resources::getReference().delayList();
uint16 roomNum = fields.playerNewPos().roomNumber;
fields.playerNewPos().roomNumber = 0;
Point &newPos = fields.playerNewPos().position;
delayList.clear();
RoomData *roomData = res.getRoom(roomNum);
assert(roomData);
roomData->flags |= HOTSPOTFLAG_FOUND;
// Check for any room change animation
int animFlag = fields.getField(ROOM_EXIT_ANIMATION);
if (animFlag == 1)
{
Palette palette(CHUTE_PALETTE_ID);
AnimationSequence *anim = new AnimationSequence(screen, system,
CHUTE_ANIM_ID, palette, false);
mouse.cursorOff();
anim->show();
mouse.cursorOn();
} else if (animFlag != 0)
{
Palette palette(BARREL_PALETTE_ID);
AnimationSequence *anim = new AnimationSequence(screen, system,
BARREL_ANIM_ID, palette, false);
mouse.cursorOff();
anim->show();
mouse.cursorOn();
}
// Change to the new room
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
player->currentActions().clear();
player->setRoomNumber(roomNum);
//player->setPosition((newPos.x & 0xfff8) || 5, newPos.y & 0xfff8);
player->setPosition(newPos.x, newPos.y);
player->setOccupied(true);
room.setRoomNumber(roomNum, false);
}
void Game::handleClick() {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
ValueTableData &fields = res.fieldList();
Mouse &mouse = Mouse::getReference();
uint16 oldRoomNumber = fields.getField(OLD_ROOM_NUMBER);
if (room.checkInTalkDialog()) {
// Close the active talk dialog
room.setTalkDialog(0, 0, 0, 0);
} else if (oldRoomNumber != 0) {
// Viewing a room remotely - handle returning to prior room
if ((room.roomNumber() != 35) || (fields.getField(87) == 0)) {
// Reset player tick proc and signal to change back to the old room
res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
fields.setField(NEW_ROOM_NUMBER, oldRoomNumber);
fields.setField(OLD_ROOM_NUMBER, 0);
}
} else if ((room.cursorState() == CS_TALKING) ||
(res.getTalkState() != TALK_NONE)) {
// Currently talking, so let its tick proc handle it
} else if (mouse.y() < MENUBAR_Y_SIZE) {
uint8 response = Menu::getReference().execute();
if (response != MENUITEM_NONE)
handleMenuResponse(response);
} else if ((room.cursorState() == CS_SEQUENCE) ||
(room.cursorState() == CS_BUMPED)) {
// No action necessary
} else {
if (mouse.lButton())
handleLeftClick();
else
handleRightClickMenu();
}
}
void Game::handleRightClickMenu() {
Room &room = Room::getReference();
Resources &res = Resources::getReference();
Screen &screen = Screen::getReference();
ValueTableData &fields = res.fieldList();
StringList &stringList = res.stringList();
StringData &strings = StringData::getReference();
Mouse &mouse = Mouse::getReference();
char *statusLine = room.statusLine();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
HotspotData *hotspot, *useHotspot;
Action action;
uint32 actions;
uint16 itemId = 0xffff;
bool hasItems;
if (room.hotspotId() != 0) {
// Get hotspot actions
actions = room.hotspotActions();
} else {
// Standard actions - drink, examine, look, status
actions = 0x1184000;
}
// If no inventory items remove entries that require them
if (res.numInventoryItems() == 0)
actions &= 0xFEF3F9FD;
// If the player hasn't any money, remove any bribe entry
if (res.fieldList().numGroats() == 0)
actions &= 0xFF7FFFFF;
action = NONE;
hotspot = NULL;
bool breakFlag = false;
while (!breakFlag) {
statusLine = room.statusLine();
strcpy(statusLine, "");
room.update();
screen.update();
action = PopupMenu::Show(actions);
if (action != NONE) {
sprintf(statusLine, "%s ", stringList.getString(action));
statusLine += strlen(statusLine);
}
switch (action) {
case LOOK:
case STATUS:
breakFlag = true;
break;
case ASK:
hotspot = res.getHotspot(room.hotspotId());
assert(hotspot);
strings.getString(hotspot->nameId, statusLine);
strcat(statusLine, stringList.getString(S_FOR));
statusLine += strlen(statusLine);
itemId = PopupMenu::ShowItems(GET);
breakFlag = ((itemId != 0xffff) && (itemId != 0xfffe));
break;
case TELL:
hotspot = res.getHotspot(room.hotspotId());
assert(hotspot);
strings.getString(hotspot->nameId, statusLine);
strcat(statusLine, stringList.getString(S_TO));
breakFlag = GetTellActions();
break;
case GIVE:
case USE:
case EXAMINE:
case DRINK:
hasItems = (res.numInventoryItems() != 0);
if (!hasItems)
strcat(statusLine, stringList.getString(S_NOTHING));
statusLine += strlen(statusLine);
room.update();
screen.update();
mouse.waitForRelease();
if (hasItems) {
if (action != DRINK)
hotspot = res.getHotspot(room.hotspotId());
itemId = PopupMenu::ShowInventory();
breakFlag = (itemId != 0xffff);
if (breakFlag) {
fields.setField(USE_HOTSPOT_ID, itemId);
if ((action == GIVE) || (action == USE)) {
// Add in the "X to " or "X on " section of give/use action
useHotspot = res.getHotspot(itemId);
assert(useHotspot);
strings.getString(useHotspot->nameId, statusLine);
if (action == GIVE)
strcat(statusLine, stringList.getString(S_TO));
else
strcat(statusLine, stringList.getString(S_ON));
statusLine += strlen(statusLine);
}
else if ((action == DRINK) || (action == EXAMINE))
hotspot = res.getHotspot(itemId);
}
}
break;
default:
hotspot = res.getHotspot(room.hotspotId());
breakFlag = true;
break;
}
}
if (action != NONE) {
player->stopWalking();
if (hotspot == NULL) {
doAction(action, 0, itemId);
} else {
// Add the hotspot name to the status line and then go do the action
strings.getString(hotspot->nameId, statusLine);
doAction(action, hotspot->hotspotId, itemId);
}
} else {
// Clear the status line
strcpy(room.statusLine(), "");
}
}
void Game::handleLeftClick() {
Room &room = Room::getReference();
Mouse &mouse = Mouse::getReference();
Resources &res = Resources::getReference();
StringData &strings = StringData::getReference();
StringList &stringList = res.stringList();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
room.setCursorState(CS_NONE);
player->stopWalking();
player->setDestHotspot(0);
player->setActionCtr(0);
strcpy(room.statusLine(), "");
if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) {
// Handle look at hotspot
sprintf(room.statusLine(), "%s ", stringList.getString(LOOK_AT));
HotspotData *hotspot = res.getHotspot(room.hotspotId());
assert(hotspot);
strings.getString(hotspot->nameId, room.statusLine() + strlen(room.statusLine()));
doAction(LOOK_AT, room.hotspotId(), 0xffff);
} else if (room.destRoomNumber() != 0) {
// Walk to another room
RoomExitCoordinateData &exitData =
res.coordinateList().getEntry(room.roomNumber()).getData(room.destRoomNumber());
player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8),
room.hotspotId() == 0 ? 0xffff : room.hotspotId());
} else {
// Walking within room
player->walkTo(mouse.x(), mouse.y(), 0);
}
}
bool Game::GetTellActions() {
Resources &res = Resources::getReference();
Screen &screen = Screen::getReference();
Room &room = Room::getReference();
StringData &strings = StringData::getReference();
StringList &stringList = res.stringList();
char *statusLine = room.statusLine();
uint16 fullCommands[MAX_TELL_COMMANDS * 3 + 1];
uint16 *commands = &fullCommands[1];
char *statusLinePos[MAX_TELL_COMMANDS][4];
int commandIndex = 0;
int paramIndex = 0;
uint16 selectionId;
char selectionName[MAX_DESC_SIZE];
HotspotData *hotspot;
Action action;
const char *continueStrsList[2] = {stringList.getString(S_AND_THEN), stringList.getString(S_FINISH)};
// First word will be the destination character
fullCommands[0] = room.hotspotId();
// Loop for getting tell commands
while ((commandIndex >= 0) && (commandIndex < MAX_TELL_COMMANDS)) {
// Loop for each sub-part of commands: Action, up to two params, and
// a "and then" selection to allow for more commands
while ((paramIndex >= 0) && (paramIndex <= 4)) {
// Update status line
statusLine += strlen(statusLine);
statusLinePos[commandIndex][paramIndex] = statusLine;
room.update();
screen.update();
switch (paramIndex) {
case 0:
// Prompt for selection of action to perform
action = PopupMenu::Show(0x6A07FD);
if (action == NONE) {
// Move backwards to prior specified action
--commandIndex;
if (commandIndex < 0)
paramIndex = -1;
else
{
paramIndex = 3;
statusLine = statusLinePos[commandIndex][paramIndex];
*statusLine = '\0';
}
break;
}
// Add the action to the status line
sprintf(statusLine + strlen(statusLine), "%s ", stringList.getString(action));
// Handle any processing for the action
commands[commandIndex * 3] = (uint16) action;
commands[commandIndex * 3 + 1] = 0;
commands[commandIndex * 3 + 2] = 0;
++paramIndex;
break;
case 1:
// First parameter
action = (Action) commands[commandIndex * 3];
if (action != RETURN) {
// Prompt for selection
if ((action != USE) && (action != DRINK) && (action != GIVE))
selectionId = PopupMenu::ShowItems(action);
else
selectionId = PopupMenu::ShowItems(GET);
if ((selectionId == 0xffff) || (selectionId == 0xfffe)) {
// Move back to prompting for action
--paramIndex;
statusLine = statusLinePos[commandIndex][paramIndex];
*statusLine = '\0';
break;
}
if (selectionId < NOONE_ID) {
// Must be a room selection
strings.getString(selectionId, selectionName);
} else {
hotspot = res.getHotspot(selectionId);
assert(hotspot);
strings.getString(hotspot->nameId, selectionName);
}
// Store selected entry
commands[commandIndex * 3 + 1] = selectionId;
strcat(statusLine, selectionName);
}
++paramIndex;
break;
case 2:
// Second parameter
action = (Action) commands[commandIndex * 3];
if (action == ASK)
strcat(statusLine, " for ");
else if (action == GIVE)
strcat(statusLine, " to ");
else if (action == USE)
strcat(statusLine, " on ");
else {
// All other commads don't need a second parameter
++paramIndex;
break;
}
// Get the second parameter
selectionId = PopupMenu::ShowItems(GET);
if ((selectionId == 0xfffe) || (selectionId == 0xffff)) {
--paramIndex;
statusLine = statusLinePos[commandIndex][paramIndex];
*statusLine = '\0';
} else {
// Display the second parameter
hotspot = res.getHotspot(selectionId);
assert(hotspot);
strings.getString(hotspot->nameId, selectionName);
strcat(statusLine, selectionName);
commands[commandIndex * 3 + 2] = selectionId;
++paramIndex;
}
break;
case 3:
// Prompting for "and then" for more commands
if (commandIndex == MAX_TELL_COMMANDS - 1) {
// No more commands allowed
++commandIndex;
paramIndex = -1;
} else {
// Only prompt if less than 8 commands entered
selectionId = PopupMenu::Show(2, continueStrsList);
switch (selectionId) {
case 0:
// Get ready for next command
sprintf(statusLine + strlen(statusLine), " %s ", continueStrsList[0]);
++commandIndex;
paramIndex = 0;
break;
case 1:
// Increment for just selected command, and add a large amount
// to signal that the command sequence is complete
commandIndex += 1 + 0x100;
paramIndex = -1;
break;
default:
// Move to end of just completed command
action = (Action) commands[commandIndex * 3];
if (action == RETURN)
paramIndex = 0;
else if ((action == ASK) || (action == GIVE) || (action == USE))
paramIndex = 2;
else
paramIndex = 1;
statusLine = statusLinePos[commandIndex][paramIndex];
*statusLine = '\0';
}
}
}
}
}
bool result = (commandIndex != -1);
if (result) {
commandIndex &= 0xff;
assert((commandIndex > 0) && (commandIndex <= MAX_TELL_COMMANDS));
strcpy(statusLinePos[0][0], "..");
room.update();
screen.update();
CharacterScheduleEntry *playerRec = res.playerSupportRecord();
playerRec->setDetails2(TELL, commandIndex * 3 + 1, &fullCommands[0]);
}
return result;
}
void Game::doAction(Action action, uint16 hotspotId, uint16 usedId) {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
ValueTableData &fields = res.fieldList();
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
fields.setField(CHARACTER_HOTSPOT_ID, PLAYER_ID);
fields.setField(ACTIVE_HOTSPOT_ID, hotspotId);
res.setCurrentAction(action);
room.setCursorState(CS_ACTION);
// Set the action
CharacterScheduleEntry *rec = res.playerSupportRecord();
if (action != TELL)
rec->setDetails(action, hotspotId, usedId);
player->currentActions().addFront(DISPATCH_ACTION, rec, player->roomNumber());
}
void Game::doShowCredits() {
Events &events = Events::getReference();
Mouse &mouse = Mouse::getReference();
Screen &screen = Screen::getReference();
mouse.cursorOff();
Palette p(CREDITS_RESOURCE_ID - 1);
Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
screen.setPalette(&p);
s->copyToScreen(0, 0);
delete s;
events.waitForPress();
screen.resetPalette();
screen.update();
mouse.cursorOn();
}
void Game::doQuit() {
Mouse &mouse = Mouse::getReference();
Events &events = Events::getReference();
Screen &screen = Screen::getReference();
mouse.cursorOff();
Surface *s = Surface::newDialog(190, "Are you sure (y/n)?");
s->centerOnScreen();
delete s;
char key = '\0';
do {
if (events.pollEvent()) {
if (events.event().type == OSystem::EVENT_KEYDOWN) {
key = events.event().kbd.ascii;
if ((key >= 'A') && (key <= 'Z')) key += 'a' - 'A';
}
}
} while (((uint8) key != 27) && (key != 'y') && (key != 'n'));
events.quitFlag = key == 'y';
if (!events.quitFlag) {
screen.update();
mouse.cursorOn();
}
}
void Game::doTextSpeed() {
Menu &menu = Menu::getReference();
StringList &sl = Resources::getReference().stringList();
_slowSpeedFlag = !_slowSpeedFlag;
menu.getMenu(2).entries()[1] = sl.getString(_slowSpeedFlag ? S_SLOW_TEXT : S_FAST_TEXT);
}
void Game::doSound() {
Menu &menu = Menu::getReference();
StringList &sl = Resources::getReference().stringList();
_soundFlag = !_soundFlag;
menu.getMenu(2).entries()[2] = sl.getString(_soundFlag ? S_SOUND_ON : S_SOUND_OFF);
}
void Game::handleBootParam(int value) {
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
Room &room = Room::getReference();
Hotspot *h;
switch (value) {
case 0:
// No parameter - load the first room
room.setRoomNumber(1);
break;
case 1:
// Set player to be in rack room with a few items
// Setup Skorl in cell room
h = res.getActiveHotspot(SKORL_ID);
h->setRoomNumber(1);
h->setPosition(140, 120);
h->currentActions().top().setSupportData(0x1400);
fields.setField(11, 1);
// Set up player
h = res.getActiveHotspot(PLAYER_ID);
h->setRoomNumber(4);
h->setPosition(150, 110);
res.getHotspot(0x2710)->roomNumber = PLAYER_ID; // Bottle
res.getHotspot(0x2713)->roomNumber = PLAYER_ID; // Knife
room.setRoomNumber(4);
break;
case 2:
// Set the player up in the outer cell with a full bottle & knife
h = res.getActiveHotspot(PLAYER_ID);
h->setRoomNumber(2);
h->setPosition(100, 110);
res.getHotspot(0x2710)->roomNumber = PLAYER_ID; // Bottle
fields.setField(BOTTLE_FILLED, 1);
res.getHotspot(0x2713)->roomNumber = PLAYER_ID; // Knife
room.setRoomNumber(2);
break;
default:
room.setRoomNumber(value);
break;
}
}
} // end of namespace Lure