scummvm/engines/asylum/asylum.cpp
2022-12-02 00:12:22 +01:00

714 lines
19 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/keymapper/keymapper.h"
#include "common/debug-channels.h"
#include "common/rect.h"
#include "common/translation.h"
#include "engines/achievements.h"
#include "engines/util.h"
#include "gui/message.h"
#include "asylum/asylum.h"
#include "asylum/resources/actor.h"
#include "asylum/resources/encounters.h"
#include "asylum/resources/script.h"
#include "asylum/resources/special.h"
#include "asylum/resources/worldstats.h"
#include "asylum/puzzles/puzzles.h"
#include "asylum/system/cursor.h"
#include "asylum/system/savegame.h"
#include "asylum/system/screen.h"
#include "asylum/system/speech.h"
#include "asylum/system/text.h"
#include "asylum/views/scene.h"
#include "asylum/views/menu.h"
#include "asylum/views/video.h"
#include "asylum/respack.h"
namespace Asylum {
AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engine(system), _gameDescription(gd),
_console(nullptr), _cursor(nullptr), _encounter(nullptr), _menu(nullptr), _resource(nullptr), _savegame(nullptr),
_scene(nullptr), _screen(nullptr), _script(nullptr), _special(nullptr), _speech(nullptr), _sound(nullptr), _text(nullptr),
_video(nullptr), _handler(nullptr), _puzzles(nullptr) {
// Init data
resetFlags();
_introPlayed = false;
_tickOffset = 0;
screenUpdateCount = 0;
lastScreenUpdate = 0;
// Debug
_delayedSceneIndex = kResourcePackInvalid;
_delayedVideoIndex = -1;
_previousScene = nullptr;
// Add default search directories
const Common::FSNode gamePath(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gamePath, "vids");
SearchMan.addSubDirectoryMatching(gamePath, "music");
// Initialize random number source
_rnd = new Common::RandomSource("asylum");
}
AsylumEngine::~AsylumEngine() {
_handler = nullptr;
delete _cursor;
delete _scene;
delete _encounter;
delete _puzzles;
delete _savegame;
delete _screen;
delete _script;
delete _special;
delete _speech;
delete _sound;
delete _text;
delete _video;
delete _menu;
delete _resource;
_previousScene = nullptr;
delete _rnd;
// Zero passed pointers
_gameDescription = nullptr;
}
Common::Error AsylumEngine::run() {
// Initialize the graphics
initGraphics(640, 480);
// Create debugger. It requires GFX to be initialized
_console = new Console(this);
setDebugger(_console);
// Create resource manager
_resource = new ResourceManager(this);
_resource->setCdNumber(1);
// Create all game classes
_encounter = new Encounter(this);
_cursor = new Cursor(this);
_puzzles = new Puzzles(this);
_savegame = new Savegame(this);
_screen = new Screen(this);
_script = new ScriptManager(this);
_sound = new Sound(this, _mixer);
_special = new Special(this);
_speech = new Speech(this);
_text = new Text(this);
_video = new VideoPlayer(this, _mixer);
// Create main menu
_menu = new Menu(this);
if (checkGameVersion("Demo")) {
if (!isAltDemo())
_video->play(0, nullptr);
restart();
} else {
int saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
bool noError = false;
if (saveSlot >= 0 && saveSlot < SAVEGAME_COUNT) {
if (loadGameState(saveSlot).getCode() != Common::kNoError)
warning("[AsylumEngine::run] Could not load savegame in slot %d", saveSlot);
else
noError = true;
}
if (!noError)
_handler = _menu;
else
menu()->setLoadingDuringStartup();
// Load config
Config.read();
}
// Setup mixer
syncSoundSettings();
// Set up achievements system
Common::String gameTarget = ConfMan.getActiveDomainName();
AchMan.setActiveDomain(getMetaEngine()->getAchievementsInfo(gameTarget));
// Send init event to our default event handler
AsylumEvent initEvt(EVENT_ASYLUM_INIT);
if (_handler)
_handler->handleEvent(initEvt);
// Start running event loop
while (!shouldQuit()) {
handleEvents();
_system->delayMillis(10);
screen()->processPaletteFadeQueue();
_system->updateScreen();
if (_scene)
checkAchievements();
}
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
return Common::kNoError;
}
bool AsylumEngine::startGame(ResourcePackId sceneId, StartGameType type) {
if (!_cursor || !_screen || !_savegame)
error("[AsylumEngine::startGame] Subsystems not initialized properly!");
if (type == kStartGameLoad && !_savegame->isCompatible()) {
// I18N: Warn user about loading potentially incompatible saved game
Common::U32String message = _("WARNING: Attempt to load saved game from a previous version: Version %s / Build %d");
GUI::MessageDialog dialog(Common::U32String::format(message, _savegame->getVersion(), _savegame->getBuild()), _("Load anyway"), _("Cancel"));
if (dialog.runModal() != GUI::kMessageOK) {
_menu->setDword455C80(false);
return false;
}
}
// Load the default mouse cursor
// Original sets the cursor to a rotating disc
_cursor->set(MAKE_RESOURCE(sceneId, 10));
_cursor->hide();
// Clear the graphic list
_screen->clearGraphicsInQueue();
// Reset scene (this ensures the current resource pack is closed as in the original)
delete _scene;
_scene = new Scene(this);
_handler = _scene;
// Set the current cd number (necessary for proper SharedSound resource pack initialization)
int32 cdNumber = _resource->getCdNumber();
switch (sceneId) {
default:
_resource->setCdNumber(-1);
break;
case kResourcePackTowerCells:
case kResourcePackInnocentAbandoned:
case kResourcePackCourtyardAndChapel:
_resource->setCdNumber(1);
break;
case kResourcePackCircusOfFools:
case kResourcePackCave:
case kResourcePackMansion:
case kResourcePackLaboratory:
case kResourcePackHive:
_resource->setCdNumber(2);
break;
case kResourcePackMorgueAndCemetery:
case kResourcePackLostVillage:
case kResourcePackMaze:
case kResourcePackGauntlet:
case kResourcePackMorgansLastGame:
_resource->setCdNumber(3);
break;
}
if (_resource->getCdNumber() != cdNumber)
_resource->clearSharedSoundCache();
_resource->clearMusicCache();
switch (type) {
default:
error("[AsylumEngine::startGame] Invalid start game type!");
case kStartGamePlayIntro:
_scene->enter(sceneId);
playIntro();
break;
case kStartGameLoad:
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
_savegame->load();
_scene->enterLoad();
updateReverseStereo();
break;
case kStartGameScene:
_scene->enter(sceneId);
break;
}
_cursor->show();
return true;
}
void AsylumEngine::restart() {
if (!_cursor || !_script)
error("[AsylumEngine::restart] Subsystems not initialized properly!");
_cursor->hide();
// Cleanup
resetFlags();
delete _scene;
_scene = nullptr;
delete _encounter;
_encounter = new Encounter(this);
_script->resetQueue();
_data.setGlobalPoint(Common::Point(-1, -1));
reset();
_introPlayed = false;
_screen->clear();
_sound->playMusic(kResourceNone, 0);
(void)startGame(kResourcePackTowerCells, kStartGamePlayIntro);
}
void AsylumEngine::reset() {
if (!_menu || !_special || !_puzzles)
error("[AsylumEngine::reset] Subsystems not initialized properly!");
// Set game as started
_menu->setGameStarted();
// Reset puzzles
_puzzles->reset();
// Reset shared data
_data.reset();
// Reset special palette info
_special->reset(true);
}
void AsylumEngine::playIntro() {
if (!_video || !_screen)
error("[AsylumEngine::playIntro] Subsystems not initialized properly!");
updateReverseStereo();
if (!_introPlayed) {
_cursor->hide();
_cursor->setForceHide(true);
if (!Config.showIntro && !checkGameVersion("Demo")) {
if (_scene->worldstats()->chapter == kChapter1)
_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
} else {
_sound->playMusic(kResourceNone, 0);
_video->play(1, checkGameVersion("Demo") ? nullptr : _menu);
if (_scene->worldstats()->musicCurrentResourceIndex != kMusicStopped)
_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
_screen->clear();
setGameFlag(kGameFlag4);
setGameFlag(kGameFlag12);
// Play the intro speech: it is played after the intro video over a black background,
// and the game is "locked" until the speech is completed.
ResourceId introSpeech = MAKE_RESOURCE(checkGameVersion("Demo") ? kResourcePackShared : kResourcePackSound, 7);
_sound->playSound(introSpeech);
bool skip = false;
do {
// Poll events (this ensures we don't freeze the screen)
Common::Event ev;
while (_eventMan->pollEvent(ev)) {
switch (ev.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_KEYDOWN:
skip = true;
break;
default:
break;
}
}
_system->updateScreen();
_system->delayMillis(100);
} while (_sound->isPlaying(introSpeech) && !skip);
if (_sound->isPlaying(introSpeech)) {
_sound->stop(introSpeech);
}
}
_cursor->setForceHide(false);
_introPlayed = true;
}
_cursor->show();
_savegame->loadMoviesViewed();
// Switch to scene event handling
switchEventHandler(_scene);
}
void AsylumEngine::handleEvents() {
if (!_console || !_video || !_screen || !_sound || !_menu || !_cursor)
error("[AsylumEngine::handleEvents] Subsystems not initialized properly!");
// Show the debugger if required
_console->onFrame();
AsylumEvent ev;
Common::Keymapper *const keymapper = _eventMan->getKeymapper();
while (_eventMan->pollEvent(ev)) {
keymapper->setEnabled(_handler != _menu || (!_menu->isEditingSavegameName() && !_menu->isConfiguringKeyboard()));
switch (ev.type) {
default:
break;
case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
// Handle custom actions
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_KEYDOWN:
if ((ev.kbd.flags & Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d) {
_console->attach();
break;
}
// Handle key events
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_KEYUP:
// Handle key events
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_MOUSEMOVE:
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MBUTTONUP:
case Common::EVENT_MBUTTONDOWN:
// Handle mouse events
_cursor->setState(ev);
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_QUIT:
quitGame();
break;
// TODO handle cases where we receive a midi or music event
}
}
// Animate cursor
_cursor->animate();
// Send update event to our event handler
AsylumEvent updateEvt = AsylumEvent(EVENT_ASYLUM_UPDATE);
if (_handler)
_handler->handleEvent(updateEvt);
// Handle debug events
processDelayedEvents();
}
void AsylumEngine::processDelayedEvents() {
if (!_video || !_sound || !_menu || !_script || !_screen)
error("[AsylumEngine::processDelayedEvents] Subsystems not initialized properly!");
// check for a delayed scene change
if (_delayedSceneIndex != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) {
ResourcePackId sceneIndex = _delayedSceneIndex;
_delayedSceneIndex = kResourcePackInvalid;
// Reset actor and script queue
_script->resetQueue();
_script->reset();
if (_scene)
_scene->getActor(0)->changeStatus(kActorStatusDisabled);
// Fade screen to black
_screen->paletteFade(0, 75, 8);
_screen->clear();
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
resetFlags();
// Switch the scene
switchScene(sceneIndex);
}
// Check for delayed video
if (_delayedVideoIndex != -1 && isGameFlagNotSet(kGameFlagScriptProcessing)) {
uint32 index = (uint32)_delayedVideoIndex;
_delayedVideoIndex = -1;
_video->play(index, _handler);
}
}
//////////////////////////////////////////////////////////////////////////
// Message handlers
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::switchEventHandler(EventHandler *handler) {
if (handler == nullptr && !checkGameVersion("Demo"))
warning("[AsylumEngine::switchMessageHandler] NULL handler parameter (shouldn't happen outside of debug commands)!");
// De-init previous handler
if (_handler != nullptr) {
AsylumEvent deinit(EVENT_ASYLUM_DEINIT);
_handler->handleEvent(deinit);
}
//////////////////////////////////////////////////////////////////////////
// DEBUG - If a previous scene is found, replace the current scene by this one
if (handler == _scene) {
if (_previousScene) {
delete _scene;
_scene = _previousScene;
handler = _scene;
_previousScene = nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
// replace message handler
_handler = handler;
// Init new handler
AsylumEvent init(EVENT_ASYLUM_INIT);
if (_handler)
_handler->handleEvent(init);
}
void AsylumEngine::notify(AsylumEventType type, int32 param1, int32 param2) {
if (_handler == nullptr)
error("[AsylumEngine::notify] Invalid handler parameter (cannot be NULL)!");
AsylumEvent evt(type, param1, param2);
_handler->handleEvent(evt);
}
void AsylumEngine::updateReverseStereo() {
if (_scene && _scene->worldstats())
_scene->worldstats()->reverseStereo = Config.reverseStereo;
}
void AsylumEngine::saveLoadWithSerializer(Common::Serializer &s) {
if (!_script)
error("[AsylumEngine::saveLoadWithSerializer] Subsystems not initialized properly!");
// Game flags
for (uint32 i = 0; i < ARRAYSIZE(_gameFlags); i++)
s.syncAsUint32LE(_gameFlags[i]);
// The original has the script data in the middle of other shared data,
// so to be compatible with original savegames, we want to save it in
// the proper order
_data.saveLoadAmbientSoundData(s);
// Original skips two elements
// (original has one unused, one used for debugging screen update counts)
s.skip(8);
// Script queue
_script->saveQueue(s);
// Shared data (the rest of it)
_data.saveLoadWithSerializer(s);
}
//////////////////////////////////////////////////////////////////////////
// Game flags
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::setGameFlag(GameFlag flag) {
_gameFlags[flag / 32] |= 1 << (flag % 32);
}
void AsylumEngine::clearGameFlag(GameFlag flag) {
_gameFlags[flag / 32] &= ~(1 << (flag % 32));
}
void AsylumEngine::toggleGameFlag(GameFlag flag) {
_gameFlags[flag / 32] ^= 1 << (flag % 32);
}
bool AsylumEngine::isGameFlagSet(GameFlag flag) const {
return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) != 0;
}
bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) == 0;
}
bool AsylumEngine::areGameFlagsSet(uint from, uint to) const {
while (from <= to)
if (isGameFlagNotSet((GameFlag)from++))
return false;
return true;
}
//////////////////////////////////////////////////////////////////////////
// Steam achievements
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::unlockAchievement(const Common::String &id) {
AchMan.setAchievement(id);
}
void AsylumEngine::checkAchievements() {
switch (_scene->worldstats()->chapter) {
default:
return;
case kChapter2:
if (isGameFlagSet(kGameFlag128) && !isGameFlagSet(kGameFlag3189)) {
unlockAchievement("ASYLUM_HIDE_AND_SEEK");
setGameFlag(kGameFlag3189);
}
break;
case kChapter3:
if (isGameFlagSet(kGameFlag86) && !isGameFlagSet(kGameFlag3386))
setGameFlag(kGameFlag3386);
if (isGameFlagSet(kGameFlag87) && !isGameFlagSet(kGameFlag3387))
setGameFlag(kGameFlag3387);
if (isGameFlagSet(kGameFlag88) && !isGameFlagSet(kGameFlag3388))
setGameFlag(kGameFlag3388);
if (areGameFlagsSet(kGameFlag3386, kGameFlag3388) && !isGameFlagSet(kGameFlag3389)) {
unlockAchievement("ASYLUM_DANCE");
setGameFlag(kGameFlag3389);
}
break;
case kChapter5:
if (!isGameFlagSet(kGameFlag3351) && areGameFlagsSet(kGameFlag284, kGameFlag289)) {
unlockAchievement("ASYLUM_PASSWORD");
setGameFlag(kGameFlag3351);
}
break;
case kChapter6:
if (!isGameFlagSet(kGameFlag3754) && isGameFlagSet(kGameFlagSolveHiveMachine) && !isGameFlagSet(kGameFlag3755)) {
unlockAchievement("ASYLUM_MELODY");
setGameFlag(kGameFlag3755);
}
break;
case kChapter8:
if (!isGameFlagSet(kGameFlag3842) && areGameFlagsSet(kGameFlag3810, kGameFlag3823)) {
unlockAchievement("ASYLUM_SOCIAL");
setGameFlag(kGameFlag3842);
}
if (!isGameFlagSet(kGameFlag3843) && isGameFlagSet(kGameFlag899)) {
unlockAchievement("ASYLUM_SORT");
setGameFlag(kGameFlag3843);
}
break;
}
}
//////////////////////////////////////////////////////////////////////////
// Save/Load
//////////////////////////////////////////////////////////////////////////
bool AsylumEngine::canLoadGameStateCurrently() {
return (!checkGameVersion("Demo")
&& (_handler == _scene || _handler == _menu)
&& !speech()->getSoundResourceId());
}
bool AsylumEngine::canSaveGameStateCurrently() {
return (!checkGameVersion("Demo")
&& (_handler == _scene)
&& !speech()->getSoundResourceId());
}
bool AsylumEngine::canSaveAutosaveCurrently() {
return canSaveGameStateCurrently()
&& (scene()->getActor()->getStatus() == kActorStatusEnabled);
}
Common::Error AsylumEngine::loadGameState(int slot) {
savegame()->loadList();
savegame()->setIndex(slot);
if (savegame()->hasSavegame(slot))
return startGame(savegame()->getScenePack(), AsylumEngine::kStartGameLoad) ? Common::kNoError : Common::kReadingFailed;
else
return Common::kReadingFailed;
}
Common::Error AsylumEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
savegame()->loadList();
savegame()->setIndex(slot);
savegame()->setName(slot, desc);
savegame()->save();
return Common::kNoError;
}
//////////////////////////////////////////////////////////////////////////
// Misc
//////////////////////////////////////////////////////////////////////////
bool AsylumEngine::rectContains(const int16 (*rectPtr)[4], const Common::Point &p) const {
return ((*rectPtr)[0] <= p.x) && (p.x < (*rectPtr)[2]) && ((*rectPtr)[1] <= p.y) && (p.y < (*rectPtr)[3]);
}
} // namespace Asylum