scummvm/engines/draci/draci.cpp
Johannes Schickel 0d995c5920 Rename all "Adlib" uses to "AdLib" to match the real name of the sound card / company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)

This commit does not touch "adlib" and "ADLIB" uses!

Also it does not update all the SCUMM detection entries, which still use "Adlib".

svn-id: r47279
2010-01-12 21:07:56 +00:00

435 lines
13 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 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 "common/scummsys.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "common/EventRecorder.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "draci/draci.h"
#include "draci/animation.h"
#include "draci/barchive.h"
#include "draci/font.h"
#include "draci/game.h"
#include "draci/mouse.h"
#include "draci/music.h"
#include "draci/saveload.h"
#include "draci/screen.h"
#include "draci/script.h"
#include "draci/sound.h"
#include "draci/sprite.h"
namespace Draci {
// Data file paths
const char *objectsPath = "OBJEKTY.DFW";
const char *palettePath = "PALETY.DFW";
const char *spritesPath = "OBR_AN.DFW";
const char *overlaysPath = "OBR_MAS.DFW";
const char *roomsPath = "MIST.DFW";
const char *animationsPath = "ANIM.DFW";
const char *iconsPath = "HRA.DFW";
const char *walkingMapsPath = "MAPY.DFW";
const char *itemsPath = "IKONY.DFW";
const char *itemImagesPath = "OBR_IK.DFW";
const char *initPath = "INIT.DFW";
const char *stringsPath = "RETEZCE.DFW";
const char *soundsPath = "CD2.SAM";
const char *dubbingPath = "CD.SAM";
const char *musicPathMask = "HUDBA%d.MID";
const uint kSoundsFrequency = 13000;
const uint kDubbingFrequency = 22000;
DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from init().
// Do not initialize graphics here
// However this is the place to specify all default directories
//Common::File::addDefaultDirectory(_gameDataPath + "sound/");
// Here is the right place to set up the engine specific debug levels
Common::addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
Common::addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
Common::addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
Common::addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
Common::addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
Common::addDebugChannel(kDraciSoundDebugLevel, "sound", "Sound debug info");
Common::addDebugChannel(kDraciWalkingDebugLevel, "walking", "Walking debug info");
// Don't forget to register your random source
g_eventRec.registerRandomSource(_rnd, "draci");
}
bool DraciEngine::hasFeature(EngineFeature f) const {
return (f == kSupportsSubtitleOptions) ||
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
int DraciEngine::init() {
// Initialize graphics using following:
initGraphics(kScreenWidth, kScreenHeight, false);
// Open game's archives
_initArchive = new BArchive(initPath);
_objectsArchive = new BArchive(objectsPath);
_spritesArchive = new BArchive(spritesPath);
_paletteArchive = new BArchive(palettePath);
_roomsArchive = new BArchive(roomsPath);
_overlaysArchive = new BArchive(overlaysPath);
_animationsArchive = new BArchive(animationsPath);
_iconsArchive = new BArchive(iconsPath);
_walkingMapsArchive = new BArchive(walkingMapsPath);
_itemsArchive = new BArchive(itemsPath);
_itemImagesArchive = new BArchive(itemImagesPath);
_stringsArchive = new BArchive(stringsPath);
_soundsArchive = new SoundArchive(soundsPath, kSoundsFrequency);
_dubbingArchive = new SoundArchive(dubbingPath, kDubbingFrequency);
_sound = new Sound(_mixer);
MidiDriverType midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI);
bool native_mt32 = ((midiDriver == MD_MT32) || ConfMan.getBool("native_mt32"));
//bool adlib = (midiDriver == MD_ADLIB);
_midiDriver = MidiDriver::createMidi(midiDriver);
if (native_mt32)
_midiDriver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_music = new MusicPlayer(_midiDriver, musicPathMask);
_music->setNativeMT32(native_mt32);
//_music->setAdLib(adlib);
// Load the game's fonts
_smallFont = new Font(kFontSmall);
_bigFont = new Font(kFontBig);
_screen = new Screen(this);
_anims = new AnimationManager(this);
_mouse = new Mouse(this);
_script = new Script(this);
_game = new Game(this);
if (!_objectsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
return Common::kUnknownError;
}
if (!_spritesArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
return Common::kUnknownError;
}
if (!_paletteArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
return Common::kUnknownError;
}
if (!_roomsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening rooms archive failed");
return Common::kUnknownError;
}
if (!_overlaysArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening overlays archive failed");
return Common::kUnknownError;
}
if (!_animationsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening animations archive failed");
return Common::kUnknownError;
}
if (!_iconsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening icons archive failed");
return Common::kUnknownError;
}
if (!_walkingMapsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening walking maps archive failed");
return Common::kUnknownError;
}
if (!_soundsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sounds archive failed");
return Common::kUnknownError;
}
if (!_dubbingArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "WARNING - Opening dubbing archive failed");
}
_showWalkingMap = false;
// Basic archive test
debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
Common::String path("INIT.DFW");
BArchive ar(path);
const BAFile *f;
debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
if (ar.isOpen()) {
f = ar.getFile(0);
} else {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
return Common::kUnknownError;
}
debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
for (uint i = 0; i < 10; ++i) {
debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
}
return Common::kNoError;
}
void DraciEngine::handleEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RIGHT:
if (gDebugLevel >= 0) {
_game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
}
break;
case Common::KEYCODE_LEFT:
if (gDebugLevel >= 0) {
_game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
}
break;
case Common::KEYCODE_ESCAPE: {
if (_game->getLoopStatus() == kStatusInventory &&
_game->getLoopSubstatus() == kOuterLoop) {
_game->inventoryDone();
break;
}
const int escRoom = _game->getRoomNum() != _game->getMapRoom()
? _game->getEscRoom() : _game->getPreviousRoomNum();
// Check if there is an escape room defined for the current room
if (escRoom >= 0) {
// Schedule room change
// TODO: gate 0 (always present) is not
// always best for returning from the
// map, e.g. in the starting location.
// also, after loading the game, we
// shouldn't run any gate program, but
// rather restore the state of all
// objects.
_game->scheduleEnteringRoomUsingGate(escRoom, 0);
// Immediately cancel any running animation or dubbing.
_game->setExitLoop(true);
// End any currently running GPL programs
_script->endCurrentProgram(true);
}
break;
}
case Common::KEYCODE_m:
if (_game->getLoopStatus() == kStatusOrdinary) {
const int new_room = _game->getRoomNum() != _game->getMapRoom()
? _game->getMapRoom() : _game->getPreviousRoomNum();
_game->scheduleEnteringRoomUsingGate(new_room, 0);
}
break;
case Common::KEYCODE_w:
// Show walking map toggle
_showWalkingMap = !_showWalkingMap;
_game->switchWalkingAnimations(_showWalkingMap);
break;
case Common::KEYCODE_q:
_game->setWantQuickHero(!_game->getWantQuickHero());
break;
case Common::KEYCODE_i:
if (_game->getRoomNum() == _game->getMapRoom() ||
_game->getLoopSubstatus() != kOuterLoop) {
break;
}
if (_game->getLoopStatus() == kStatusInventory) {
_game->inventoryDone();
} else if (_game->getLoopStatus() == kStatusOrdinary) {
_game->inventoryInit();
}
break;
case Common::KEYCODE_F5:
if (event.kbd.flags == 0) {
openMainMenuDialog();
}
break;
default:
break;
}
break;
default:
_mouse->handleEvent(event);
}
}
// Handle EVENT_QUIT and EVENT_RTL.
if (shouldQuit()) {
_game->setQuit(true);
_script->endCurrentProgram(true);
}
}
DraciEngine::~DraciEngine() {
// Dispose your resources here
// If the common library supported STL's scoped_ptr<>, then wrapping
// all the following pointers and many more would be appropriate. So
// far, there is only SharedPtr, which I feel being an overkill for
// easy deallocation.
delete _smallFont;
delete _bigFont;
delete _mouse;
delete _script;
delete _anims;
delete _game;
delete _screen;
delete _initArchive;
delete _paletteArchive;
delete _objectsArchive;
delete _spritesArchive;
delete _roomsArchive;
delete _overlaysArchive;
delete _animationsArchive;
delete _iconsArchive;
delete _walkingMapsArchive;
delete _itemsArchive;
delete _itemImagesArchive;
delete _stringsArchive;
delete _sound;
delete _music;
delete _midiDriver;
delete _soundsArchive;
delete _dubbingArchive;
// Remove all of our debug levels here
Common::clearAllDebugChannels();
}
Common::Error DraciEngine::run() {
init();
_engineStartTime = _system->getMillis() / 1000;
_game->init();
// Load game from specified slot, if any
if (ConfMan.hasKey("save_slot")) {
loadGameState(ConfMan.getInt("save_slot"));
}
_game->start();
return Common::kNoError;
}
void DraciEngine::pauseEngineIntern(bool pause) {
Engine::pauseEngineIntern(pause);
if (pause) {
// Record start of the pause, so that we can later
// adjust _engineStartTime accordingly.
_pauseStartTime = _system->getMillis();
_anims->pauseAnimations();
_sound->pauseSound();
_sound->pauseVoice();
_music->pause();
} else {
_anims->unpauseAnimations();
_sound->resumeSound();
_sound->resumeVoice();
_music->resume();
// Adjust engine start time
const int delta = _system->getMillis() - _pauseStartTime;
_engineStartTime += delta / 1000;
_game->shiftSpeechAndFadeTick(delta);
_pauseStartTime = 0;
}
}
void DraciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
_sound->setVolume();
_music->syncVolume();
}
const char *DraciEngine::getSavegameFile(int saveGameIdx) {
static char buffer[20];
sprintf(buffer, "draci.s%02d", saveGameIdx);
return buffer;
}
Common::Error DraciEngine::loadGameState(int slot) {
// When called from run() using save_slot, the next operation is the
// call to start() calling enterNewRoom().
// When called from handleEvents() in the middle of the game, the next
// operation after handleEvents() exits from loop(), and returns to
// start() to the same place as above.
// In both cases, we are safe to override the data structures right
// here are now, without waiting for any other code to finish, thanks
// to our constraint in canLoadGameStateCurrently() and to having
// enterNewRoom() called right after we exit from here.
return loadSavegameData(slot, this);
}
bool DraciEngine::canLoadGameStateCurrently() {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
Common::Error DraciEngine::saveGameState(int slot, const char *desc) {
return saveSavegameData(slot, desc, *this);
}
bool DraciEngine::canSaveGameStateCurrently() {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
} // End of namespace Draci