mirror of
https://github.com/libretro/scummvm.git
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475 lines
14 KiB
C++
475 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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*/
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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 "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), _rnd("draci") {
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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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}
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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 Boost'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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// TODO: We have ScopedPtr nowadays. Maybe should adapt this code then?
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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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Common::String DraciEngine::getSavegameFile(int saveGameIdx) {
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return Common::String::format("draci.s%02d", saveGameIdx);
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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 Common::String &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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