mirror of
https://github.com/libretro/scummvm.git
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406 lines
12 KiB
C++
406 lines
12 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/stark/stark.h"
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#include "engines/stark/console.h"
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#include "engines/stark/debug.h"
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#include "engines/stark/resources/level.h"
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#include "engines/stark/resources/location.h"
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#include "engines/stark/scene.h"
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#include "engines/stark/services/userinterface.h"
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#include "engines/stark/services/archiveloader.h"
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#include "engines/stark/services/dialogplayer.h"
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#include "engines/stark/services/fontprovider.h"
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#include "engines/stark/services/gameinterface.h"
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#include "engines/stark/services/global.h"
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#include "engines/stark/services/resourceprovider.h"
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#include "engines/stark/services/services.h"
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#include "engines/stark/services/stateprovider.h"
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#include "engines/stark/services/staticprovider.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/gfx/framelimiter.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "audio/mixer.h"
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namespace Stark {
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StarkEngine::StarkEngine(OSystem *syst, const ADGameDescription *gameDesc) :
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Engine(syst),
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_gameDescription(gameDesc),
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_gfx(nullptr),
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_frameLimiter(nullptr),
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_scene(nullptr),
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_console(nullptr),
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_global(nullptr),
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_gameInterface(nullptr),
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_archiveLoader(nullptr),
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_stateProvider(nullptr),
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_staticProvider(nullptr),
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_resourceProvider(nullptr),
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_randomSource(nullptr),
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_dialogPlayer(nullptr),
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_userInterface(nullptr),
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_fontProvider(nullptr),
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_lastClickTime(0) {
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_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, 127);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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// Add the available debug channels
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DebugMan.addDebugChannel(kDebugArchive, "Archive", "Debug the archive loading");
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DebugMan.addDebugChannel(kDebugXMG, "XMG", "Debug the loading of XMG images");
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DebugMan.addDebugChannel(kDebugXRC, "XRC", "Debug the loading of XRC resource trees");
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DebugMan.addDebugChannel(kDebugUnknown, "Unknown", "Debug unknown values on the data");
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}
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StarkEngine::~StarkEngine() {
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delete _gameInterface;
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delete _dialogPlayer;
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delete _randomSource;
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delete _scene;
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delete _console;
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delete _gfx;
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delete _frameLimiter;
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delete _staticProvider;
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delete _resourceProvider;
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delete _global;
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delete _stateProvider;
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delete _archiveLoader;
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delete _userInterface;
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delete _fontProvider;
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StarkServices::destroy();
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}
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Common::Error StarkEngine::run() {
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_console = new Console();
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_gfx = Gfx::Driver::create();
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// Get the screen prepared
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_gfx->init();
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_frameLimiter = new Gfx::FrameLimiter(_system, 60);
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_archiveLoader = new ArchiveLoader();
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_stateProvider = new StateProvider();
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_global = new Global();
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_resourceProvider = new ResourceProvider(_archiveLoader, _stateProvider, _global);
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_staticProvider = new StaticProvider(_archiveLoader);
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_randomSource = new Common::RandomSource("stark");
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_fontProvider = new FontProvider();
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_scene = new Scene(_gfx);
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_dialogPlayer = new DialogPlayer();
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_gameInterface = new GameInterface();
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_userInterface = new UserInterface(_gfx);
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// Setup the public services
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StarkServices &services = StarkServices::instance();
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services.archiveLoader = _archiveLoader;
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services.dialogPlayer = _dialogPlayer;
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services.gfx = _gfx;
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services.global = _global;
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services.resourceProvider = _resourceProvider;
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services.randomSource = _randomSource;
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services.scene = _scene;
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services.staticProvider = _staticProvider;
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services.gameInterface = _gameInterface;
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services.userInterface = _userInterface;
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services.fontProvider = _fontProvider;
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// Load global resources
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_resourceProvider->initGlobal();
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_staticProvider->init();
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_fontProvider->initFonts();
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// Initialize the UI
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_userInterface->init();
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if (ConfMan.hasKey("save_slot")) {
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// Load game from specified slot, if any
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loadGameState(ConfMan.getInt("save_slot"));
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} else {
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// Otherwise, set the startup location, ie the House of All Worlds by default
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setStartupLocation();
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}
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// Start running
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mainLoop();
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_staticProvider->shutdown();
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_resourceProvider->shutdown();
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return Common::kNoError;
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}
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void StarkEngine::setStartupLocation() {
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if (ConfMan.hasKey("startup_chapter")) {
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_global->setCurrentChapter(ConfMan.getInt("startup_chapter"));
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} else {
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_global->setCurrentChapter(0);
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}
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if (ConfMan.hasKey("startup_level") && ConfMan.hasKey("startup_location")) {
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uint levelIndex = strtol(ConfMan.get("startup_level").c_str(), nullptr, 16);
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uint locationIndex = strtol(ConfMan.get("startup_location").c_str(), nullptr, 16);
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_resourceProvider->requestLocationChange(levelIndex, locationIndex);
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} else {
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if (isDemo()) {
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_resourceProvider->requestLocationChange(0x4f, 0x00);
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} else {
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// Start us up at the house of all worlds
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_resourceProvider->requestLocationChange(0x45, 0x00);
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}
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}
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}
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void StarkEngine::mainLoop() {
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while (!shouldQuit()) {
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_frameLimiter->startFrame();
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processEvents();
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if (_userInterface->shouldExit()) {
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quitGame();
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break;
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}
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if (_resourceProvider->hasLocationChangeRequest()) {
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_global->setNormalSpeed();
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_resourceProvider->performLocationChange();
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}
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updateDisplayScene();
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// Swap buffers
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_frameLimiter->delayBeforeSwap();
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_gfx->flipBuffer();
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}
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}
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void StarkEngine::processEvents() {
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Common::Event e;
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while (g_system->getEventManager()->pollEvent(e)) {
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// Handle any buttons, keys and joystick operations
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if (e.type == Common::EVENT_KEYDOWN) {
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if (e.kbd.keycode == Common::KEYCODE_d) {
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if (e.kbd.flags & Common::KBD_CTRL) {
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_console->attach();
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_console->onFrame();
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}
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} else if (e.kbd.keycode == Common::KEYCODE_ESCAPE) {
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// Quick-hack for now.
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bool skipped = _gameInterface->skipCurrentSpeeches();
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if (!skipped) {
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skipped = _userInterface->skipFMV();
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}
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if (!skipped) {
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_global->setFastForward();
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}
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}
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} else if (e.type == Common::EVENT_LBUTTONUP) {
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// Do nothing for now
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} else if (e.type == Common::EVENT_MOUSEMOVE) {
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_userInterface->handleMouseMove(e.mouse);
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} else if (e.type == Common::EVENT_LBUTTONDOWN) {
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_userInterface->handleClick();
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if (_system->getMillis() - _lastClickTime < _doubleClickDelay) {
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_userInterface->handleDoubleClick();
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}
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_lastClickTime = _system->getMillis();
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} else if (e.type == Common::EVENT_RBUTTONDOWN) {
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_userInterface->handleRightClick();
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}
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}
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}
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void StarkEngine::updateDisplayScene() {
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if (_global->isFastForward()) {
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// The original engine was frame limited to 30 fps.
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// Set the frame duration to 1000 / 30 ms so that fast forward
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// skips the same amount of simulated time as the original.
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_global->setMillisecondsPerGameloop(33);
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} else {
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_global->setMillisecondsPerGameloop(_frameLimiter->getLastFrameDuration());
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}
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// Clear the screen
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_gfx->clearScreen();
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// Only update the world resources when on the game screen
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if (_userInterface->isInGameScreen()) {
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int frames = 0;
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do {
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// Update the game resources
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_global->getLevel()->onGameLoop();
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_global->getCurrent()->getLevel()->onGameLoop();
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_global->getCurrent()->getLocation()->onGameLoop();
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frames++;
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// When the game is in fast forward mode, update
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// the game resources for multiple frames,
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// but render only once.
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} while (_global->isFastForward() && frames < 100);
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_global->setNormalSpeed();
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}
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// Render the current scene
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// Update the UI state before displaying the scene
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_userInterface->update();
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// Tell the UI to render, and update implicitly, if this leads to new mouse-over events.
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_userInterface->render();
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}
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bool StarkEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsArbitraryResolutions) ||
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(f == kSupportsRTL);
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}
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bool StarkEngine::canLoadGameStateCurrently() {
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return true;
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}
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Common::Error StarkEngine::loadGameState(int slot) {
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// Open the save file
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Common::String filename = formatSaveName(_targetName.c_str(), slot);
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Common::InSaveFile *save = _saveFileMan->openForLoading(filename);
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if (!save) {
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return _saveFileMan->getError();
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}
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// Reset the UI
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_userInterface->skipFMV();
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_userInterface->clearLocationDependentState();
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_userInterface->setInteractive(true);
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// Clear the previous world resources
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_resourceProvider->shutdown();
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StateReadStream *stream = new StateReadStream(save);
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// Read the header
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Common::String desc = stream->readString();
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Common::String level = stream->readString();
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uint levelIndex = strtol(level.c_str(), nullptr, 16);
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Common::String location = stream->readString();
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uint locationIndex = strtol(location.c_str(), nullptr, 16);
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Common::String version = stream->readString();
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//TODO: Check the version
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// Read the resource trees state
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_stateProvider->readStateFromStream(stream);
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//TODO: Read the rest of the state
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delete stream;
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// Initialize the world resources with the loaded state
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_resourceProvider->initGlobal();
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_resourceProvider->setShouldRestoreCurrentState();
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_resourceProvider->requestLocationChange(levelIndex, locationIndex);
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return Common::kNoError;
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}
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bool StarkEngine::canSaveGameStateCurrently() {
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return _userInterface->isInteractive();
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}
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Common::Error StarkEngine::saveGameState(int slot, const Common::String &desc) {
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// Ensure the state store is up to date
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_resourceProvider->commitActiveLocationsState();
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// Open the save file
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Common::String filename = formatSaveName(_targetName.c_str(), slot);
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Common::OutSaveFile *save = _saveFileMan->openForSaving(filename);
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if (!save) {
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return _saveFileMan->getError();
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}
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// 1. Write the header
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// Save description
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save->writeUint32LE(desc.size());
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save->writeString(desc);
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// Level
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Common::String level = _global->getCurrent()->getLevel()->getIndexAsString();
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save->writeUint32LE(level.size());
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save->writeString(level);
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// Location
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Common::String location = _global->getCurrent()->getLocation()->getIndexAsString();
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save->writeUint32LE(location.size());
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save->writeString(location);
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// Version
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Common::String version = "Version:\t06";
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save->writeUint32LE(version.size());
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save->writeString(version);
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// 2. Write the resource trees state
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_stateProvider->writeStateToStream(save);
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//TODO: Write the rest of the state
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//TODO: Write a screenshot
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delete save;
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return Common::kNoError;
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}
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bool StarkEngine::isDemo() {
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return _gameDescription->flags & ADGF_DEMO;
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}
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Common::String StarkEngine::formatSaveName(const char *target, int slot) {
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return Common::String::format("%s-%03d.tlj", target, slot);
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}
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void StarkEngine::pauseEngineIntern(bool pause) {
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Engine::pauseEngineIntern(pause);
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if (!_global || !_frameLimiter) {
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// This function may be called when an error occurs before the engine is fully initialized
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return;
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}
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_global->getLevel()->onEnginePause(pause);
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_global->getCurrent()->getLevel()->onEnginePause(pause);
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_global->getCurrent()->getLocation()->onEnginePause(pause);
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_frameLimiter->pause(pause);
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}
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} // End of namespace Stark
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