mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
e70fd59b35
The regression affected AGOS and maybe some others; specifically, the real MidiDriver would have been deleted twice -- I previously missed that the Engine instances takes care of freeing the real MidiDriver, not the MidiPlayer wrapping it. This commit should clarify the ownership of the real MidiDriver for most pseudo MidiDrivers.
482 lines
14 KiB
C++
482 lines
14 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
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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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* 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, 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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* $URL$
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* $Id$
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*
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*/
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#include "common/scummsys.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/file.h"
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#include "common/keyboard.h"
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#include "common/EventRecorder.h"
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#include "engines/util.h"
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#include "graphics/cursorman.h"
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#include "graphics/font.h"
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#include "draci/draci.h"
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#include "draci/animation.h"
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#include "draci/barchive.h"
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#include "draci/font.h"
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#include "draci/game.h"
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#include "draci/mouse.h"
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#include "draci/music.h"
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#include "draci/saveload.h"
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#include "draci/screen.h"
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#include "draci/script.h"
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#include "draci/sound.h"
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#include "draci/sprite.h"
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namespace Draci {
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// Data file paths
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const char *objectsPath = "OBJEKTY.DFW";
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const char *palettePath = "PALETY.DFW";
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const char *spritesPath = "OBR_AN.DFW";
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const char *overlaysPath = "OBR_MAS.DFW";
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const char *roomsPath = "MIST.DFW";
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const char *animationsPath = "ANIM.DFW";
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const char *iconsPath = "HRA.DFW";
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const char *walkingMapsPath = "MAPY.DFW";
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const char *itemsPath = "IKONY.DFW";
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const char *itemImagesPath = "OBR_IK.DFW";
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const char *initPath = "INIT.DFW";
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const char *stringsPath = "RETEZCE.DFW";
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const char *soundsPath = "CD2.SAM";
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const char *dubbingPath = "CD.SAM";
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const char *musicPathMask = "HUDBA%d.MID";
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const uint kSoundsFrequency = 13000;
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const uint kDubbingFrequency = 22050;
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DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
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: Engine(syst) {
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// Put your engine in a sane state, but do nothing big yet;
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// in particular, do not load data from files; rather, if you
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// need to do such things, do them from init().
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// Do not initialize graphics here
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// However this is the place to specify all default directories
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//const Common::FSNode gameDataDir(ConfMan.get("path"));
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//SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
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// Here is the right place to set up the engine specific debug levels
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DebugMan.addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
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DebugMan.addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
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DebugMan.addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
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DebugMan.addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
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DebugMan.addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
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DebugMan.addDebugChannel(kDraciSoundDebugLevel, "sound", "Sound debug info");
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DebugMan.addDebugChannel(kDraciWalkingDebugLevel, "walking", "Walking debug info");
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_console = new DraciConsole(this);
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// Don't forget to register your random source
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g_eventRec.registerRandomSource(_rnd, "draci");
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}
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bool DraciEngine::hasFeature(EngineFeature f) const {
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return (f == kSupportsSubtitleOptions) ||
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(f == kSupportsRTL) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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static SoundArchive* openAnyPossibleDubbing() {
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debugC(1, kDraciGeneralDebugLevel, "Trying to find original dubbing");
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LegacySoundArchive *legacy = new LegacySoundArchive(dubbingPath, kDubbingFrequency);
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if (legacy->isOpen() && legacy->size()) {
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debugC(1, kDraciGeneralDebugLevel, "Found original dubbing");
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return legacy;
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}
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delete legacy;
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// The original uncompressed dubbing cannot be found. Try to open the
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// newer compressed version.
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debugC(1, kDraciGeneralDebugLevel, "Trying to find compressed dubbing");
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ZipSoundArchive *zip = new ZipSoundArchive();
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zip->openArchive("dub-raw.zzz", "buf", RAW80, kDubbingFrequency);
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if (zip->isOpen() && zip->size()) return zip;
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#ifdef USE_FLAC
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zip->openArchive("dub-flac.zzz", "flac", FLAC);
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if (zip->isOpen() && zip->size()) return zip;
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#endif
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#ifdef USE_VORBIS
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zip->openArchive("dub-ogg.zzz", "ogg", OGG);
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if (zip->isOpen() && zip->size()) return zip;
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#endif
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#ifdef USE_MAD
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zip->openArchive("dub-mp3.zzz", "mp3", MP3);
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if (zip->isOpen() && zip->size()) return zip;
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#endif
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// Return an empty (but initialized) archive anyway.
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return zip;
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}
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int DraciEngine::init() {
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// Initialize graphics using following:
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initGraphics(kScreenWidth, kScreenHeight, false);
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// Open game's archives
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_initArchive = new BArchive(initPath);
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_objectsArchive = new BArchive(objectsPath);
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_spritesArchive = new BArchive(spritesPath);
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_paletteArchive = new BArchive(palettePath);
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_roomsArchive = new BArchive(roomsPath);
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_overlaysArchive = new BArchive(overlaysPath);
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_animationsArchive = new BArchive(animationsPath);
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_iconsArchive = new BArchive(iconsPath);
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_walkingMapsArchive = new BArchive(walkingMapsPath);
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_itemsArchive = new BArchive(itemsPath);
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_itemImagesArchive = new BArchive(itemImagesPath);
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_stringsArchive = new BArchive(stringsPath);
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_soundsArchive = new LegacySoundArchive(soundsPath, kSoundsFrequency);
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_dubbingArchive = openAnyPossibleDubbing();
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_sound = new Sound(_mixer);
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_music = new MusicPlayer(musicPathMask);
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// Setup mixer
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syncSoundSettings();
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// Load the game's fonts
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_smallFont = new Font(kFontSmall);
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_bigFont = new Font(kFontBig);
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_screen = new Screen(this);
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_anims = new AnimationManager(this);
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_mouse = new Mouse(this);
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_script = new Script(this);
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_game = new Game(this);
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if (!_objectsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
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return Common::kUnknownError;
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}
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if (!_spritesArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
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return Common::kUnknownError;
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}
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if (!_paletteArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
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return Common::kUnknownError;
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}
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if (!_roomsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening rooms archive failed");
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return Common::kUnknownError;
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}
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if (!_overlaysArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening overlays archive failed");
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return Common::kUnknownError;
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}
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if (!_animationsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening animations archive failed");
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return Common::kUnknownError;
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}
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if (!_iconsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening icons archive failed");
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return Common::kUnknownError;
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}
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if (!_walkingMapsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening walking maps archive failed");
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return Common::kUnknownError;
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}
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if (!_soundsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sounds archive failed");
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return Common::kUnknownError;
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}
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if (!_dubbingArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "WARNING - Opening dubbing archive failed");
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}
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_showWalkingMap = false;
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// Basic archive test
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debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
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Common::String path("INIT.DFW");
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BArchive ar(path);
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const BAFile *f;
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debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
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if (ar.isOpen()) {
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f = ar.getFile(0);
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} else {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
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return Common::kUnknownError;
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}
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debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
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for (uint i = 0; i < 10; ++i) {
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debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
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}
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return Common::kNoError;
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}
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void DraciEngine::handleEvents() {
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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switch (event.kbd.keycode) {
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case Common::KEYCODE_RIGHT:
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if (gDebugLevel >= 0) {
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_game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
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}
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break;
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case Common::KEYCODE_LEFT:
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if (gDebugLevel >= 0) {
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_game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
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}
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break;
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case Common::KEYCODE_ESCAPE: {
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if (_game->getLoopStatus() == kStatusInventory &&
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_game->getLoopSubstatus() == kOuterLoop) {
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_game->inventoryDone();
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break;
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}
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const int escRoom = _game->getRoomNum() != _game->getMapRoom()
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? _game->getEscRoom() : _game->getPreviousRoomNum();
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// Check if there is an escape room defined for the current room
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if (escRoom >= 0) {
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// Schedule room change
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// TODO: gate 0 (always present) is not always best for
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// returning from the map, e.g. in the starting location.
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// also, after loading the game, we shouldn't run any gate
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// program, but rather restore the state of all objects.
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_game->scheduleEnteringRoomUsingGate(escRoom, 0);
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// Immediately cancel any running animation or dubbing and
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// end any currently running GPL programs. In the intro it
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// works as intended---skipping the rest of it.
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//
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// In the map, this causes that animation on newly
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// discovered locations will be re-run next time and
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// cut-scenes won't be played.
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_game->setExitLoop(true);
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_script->endCurrentProgram(true);
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}
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break;
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}
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case Common::KEYCODE_m:
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if (_game->getLoopStatus() == kStatusOrdinary) {
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const int new_room = _game->getRoomNum() != _game->getMapRoom()
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? _game->getMapRoom() : _game->getPreviousRoomNum();
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_game->scheduleEnteringRoomUsingGate(new_room, 0);
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}
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break;
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case Common::KEYCODE_w:
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// Show walking map toggle
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_showWalkingMap = !_showWalkingMap;
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_game->switchWalkingAnimations(_showWalkingMap);
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break;
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case Common::KEYCODE_q:
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_game->setWantQuickHero(!_game->getWantQuickHero());
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break;
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case Common::KEYCODE_i:
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if (_game->getRoomNum() == _game->getMapRoom() ||
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_game->getLoopSubstatus() != kOuterLoop) {
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break;
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}
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if (_game->getLoopStatus() == kStatusInventory) {
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_game->inventoryDone();
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} else if (_game->getLoopStatus() == kStatusOrdinary) {
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_game->inventoryInit();
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}
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break;
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case Common::KEYCODE_F5:
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if (event.kbd.hasFlags(0)) {
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openMainMenuDialog();
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}
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break;
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case Common::KEYCODE_COMMA:
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case Common::KEYCODE_PERIOD:
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case Common::KEYCODE_SLASH:
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if ((_game->getLoopStatus() == kStatusOrdinary ||
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_game->getLoopStatus() == kStatusInventory) &&
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_game->getLoopSubstatus() == kOuterLoop &&
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_game->getRoomNum() != _game->getMapRoom()) {
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_game->inventorySwitch(event.kbd.keycode);
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}
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break;
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case Common::KEYCODE_d:
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if (event.kbd.hasFlags(Common::KBD_CTRL)) {
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this->getDebugger()->attach();
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this->getDebugger()->onFrame();
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}
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break;
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default:
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break;
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}
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break;
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default:
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_mouse->handleEvent(event);
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}
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}
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// Handle EVENT_QUIT and EVENT_RTL.
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if (shouldQuit()) {
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_game->setQuit(true);
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_script->endCurrentProgram(true);
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}
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}
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DraciEngine::~DraciEngine() {
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// Dispose your resources here
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// If the common library supported STL's scoped_ptr<>, then wrapping
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// all the following pointers and many more would be appropriate. So
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// far, there is only SharedPtr, which I feel being an overkill for
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// easy deallocation.
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delete _smallFont;
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delete _bigFont;
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delete _mouse;
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delete _script;
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delete _anims;
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delete _game;
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delete _screen;
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delete _initArchive;
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delete _paletteArchive;
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delete _objectsArchive;
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delete _spritesArchive;
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delete _roomsArchive;
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delete _overlaysArchive;
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delete _animationsArchive;
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delete _iconsArchive;
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delete _walkingMapsArchive;
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delete _itemsArchive;
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delete _itemImagesArchive;
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delete _stringsArchive;
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delete _sound;
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delete _music;
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delete _soundsArchive;
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delete _dubbingArchive;
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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delete _console;
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}
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Common::Error DraciEngine::run() {
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init();
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setTotalPlayTime(0);
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_game->init();
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// Load game from specified slot, if any
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if (ConfMan.hasKey("save_slot")) {
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loadGameState(ConfMan.getInt("save_slot"));
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}
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_game->start();
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return Common::kNoError;
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}
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void DraciEngine::pauseEngineIntern(bool pause) {
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Engine::pauseEngineIntern(pause);
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if (pause) {
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_pauseStartTime = _system->getMillis();
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_anims->pauseAnimations();
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_sound->pauseSound();
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_sound->pauseVoice();
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_music->pause();
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} else {
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_anims->unpauseAnimations();
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_sound->resumeSound();
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_sound->resumeVoice();
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_music->resume();
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// Adjust engine start time
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const int delta = _system->getMillis() - _pauseStartTime;
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_game->shiftSpeechAndFadeTick(delta);
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_pauseStartTime = 0;
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}
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}
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void DraciEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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_sound->setVolume();
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_music->syncVolume();
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}
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const char *DraciEngine::getSavegameFile(int saveGameIdx) {
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static char buffer[20];
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sprintf(buffer, "draci.s%02d", saveGameIdx);
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return buffer;
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}
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Common::Error DraciEngine::loadGameState(int slot) {
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// When called from run() using save_slot, the next operation is the
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// call to start() calling enterNewRoom().
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// When called from handleEvents() in the middle of the game, the next
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// operation after handleEvents() exits from loop(), and returns to
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// start() to the same place as above.
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// In both cases, we are safe to override the data structures right
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// here are now, without waiting for any other code to finish, thanks
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// to our constraint in canLoadGameStateCurrently() and to having
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// enterNewRoom() called right after we exit from here.
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return loadSavegameData(slot, this);
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}
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bool DraciEngine::canLoadGameStateCurrently() {
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return (_game->getLoopStatus() == kStatusOrdinary) &&
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(_game->getLoopSubstatus() == kOuterLoop);
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}
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Common::Error DraciEngine::saveGameState(int slot, const char *desc) {
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return saveSavegameData(slot, desc, *this);
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}
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bool DraciEngine::canSaveGameStateCurrently() {
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return (_game->getLoopStatus() == kStatusOrdinary) &&
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(_game->getLoopSubstatus() == kOuterLoop);
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}
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} // End of namespace Draci
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