mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 04:07:05 +00:00
e8763e2ac2
svn-id: r32122
558 lines
15 KiB
C++
558 lines
15 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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//#define SCRIPT_TEST
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//#define INTRO_TEST
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#include "m4/globals.h"
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#include "m4/burger_data.h"
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#include "m4/m4.h"
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#include "m4/resource.h"
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#include "m4/sprite.h"
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#include "m4/hotspot.h"
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#include "m4/font.h"
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#include "m4/rails.h"
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#include "m4/midi.h"
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#include "m4/events.h"
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#include "m4/graphics.h"
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#include "m4/viewmgr.h"
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#include "m4/gui.h"
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#include "m4/woodscript.h"
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#include "m4/actor.h"
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#include "m4/sound.h"
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#include "m4/rails.h"
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#include "m4/script.h"
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#include "m4/compression.h"
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#include "m4/animation.h"
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#include "m4/m4_menus.h"
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#include "m4/m4_views.h"
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#include "m4/mads_anim.h"
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#include "m4/mads_menus.h"
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#include "common/file.h"
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#include "common/events.h"
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#include "common/endian.h"
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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#include "sound/mididrv.h"
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namespace M4 {
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// FIXME: remove global
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M4Engine *_vm;
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void escapeHotkeyHandler(M4Engine *vm, View *view, uint32 key) {
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// For now, simply exit the game
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vm->_events->quitFlag = true;
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}
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// Temporary hotkey handler for use in testing the TextviewView class
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void textviewHotkeyHandler(M4Engine *vm, View *view, uint32 key) {
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// Deactivate the scene if it's currently active
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View *sceneView = vm->_viewManager->getView(VIEWID_SCENE);
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if (sceneView != NULL)
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vm->_viewManager->deleteView(sceneView);
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// Activate the textview view
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vm->_font->setFont(FONT_CONVERSATION_MADS);
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TextviewView *textView = new TextviewView(vm);
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vm->_viewManager->addView(textView);
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textView->setScript("quotes", NULL);
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}
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void saveGameHotkeyHandler(M4Engine *vm, View *view, uint32 key) {
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// TODO: See CreateF2SaveMenu - save menu should only be activated when
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// certain conditions are met, such as player_commands_allowed, and isInterfaceVisible
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vm->loadMenu(SAVE_MENU, true);
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}
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void loadGameHotkeyHandler(M4Engine *vm, View *view, uint32 key) {
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// TODO: See CreateF3LoadMenu - save menu should only be activated when
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// certain conditions are met, such as player_commands_allowed, and isInterfaceVisible
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vm->loadMenu(LOAD_MENU, true);
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}
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void gameMenuHotkeyHandler(M4Engine *vm, View *view, uint32 key) {
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vm->loadMenu(GAME_MENU);
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}
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M4Engine::M4Engine(OSystem *syst, const M4GameDescription *gameDesc) :
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Engine(syst), _gameDescription(gameDesc) {
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// FIXME
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_vm = this;
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Common::File::addDefaultDirectory(_gameDataPath);
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Common::File::addDefaultDirectory("goodstuf");
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Common::File::addDefaultDirectory("resource");
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Common::addSpecialDebugLevel(kDebugScript, "script", "Script debug level");
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Common::addSpecialDebugLevel(kDebugConversations, "conversations", "Conversations debugging");
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}
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M4Engine::~M4Engine() {
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delete _globals;
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delete _midi;
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delete _saveLoad;
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delete _kernel;
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delete _player;
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delete _mouse;
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delete _events;
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delete _font;
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delete _actor;
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// delete _scene; // deleted by the viewmanager
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delete _dialogs;
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delete _screen;
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delete _inventory;
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delete _viewManager;
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delete _rails;
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delete _converse;
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delete _script;
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delete _ws;
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delete _random;
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delete _animation;
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delete _palette;
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delete _resourceManager;
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}
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int M4Engine::init() {
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// Initialize backend
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_system->beginGFXTransaction();
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initCommonGFX(isM4());
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if (isM4())
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_system->initSize(640, 480);
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else
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_system->initSize(320, 200);
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_system->endGFXTransaction();
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_screen = new M4Surface(true); // Special form for creating screen reference
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int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI);
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bool native_mt32 = ((midiDriver == MD_MT32) || ConfMan.getBool("native_mt32"));
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MidiDriver *driver = MidiDriver::createMidi(midiDriver);
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if (native_mt32)
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driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
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_midi = new MidiPlayer(this, driver);
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_midi->setGM(true);
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_midi->setNativeMT32(native_mt32);
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_globals = new Globals(this);
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if (isM4())
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_resourceManager = new M4ResourceManager(this);
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else
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_resourceManager = new MADSResourceManager(this);
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_saveLoad = new SaveLoad(this);
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_palette = new Palette(this);
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_mouse = new Mouse(this);
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_events = new Events(this);
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_kernel = new Kernel(this);
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_player = new Player(this);
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_font = new Font(this);
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if (getGameType() == GType_Burger) {
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_actor = new Actor(this);
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_interfaceView = new GameInterfaceView(this);
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_conversationView = new ConversationView(this);
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} else {
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_actor = NULL;
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}
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_rails = new Rails(); // needs to be initialized before _scene
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_scene = new Scene(this);
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_dialogs = new Dialogs();
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_viewManager = new ViewManager(this);
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_inventory = new Inventory(this);
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_sound = new Sound(this, _mixer, 255);
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_converse = new Converse(this);
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_script = new ScriptInterpreter(this);
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_ws = new WoodScript(this);
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_animation = new Animation(this);
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//_callbacks = new Callbacks(this);
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_random = new Common::RandomSource();
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g_system->getEventManager()->registerRandomSource(*_random, "m4");
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return 0;
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}
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void M4Engine::eventHandler() {
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M4EventType event;
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uint32 keycode = 0;
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if ((event = _events->handleEvents()) != MEVENT_NO_EVENT) {
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if (_viewManager->viewCount() > 0)
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_viewManager->handleMouseEvents(event);
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}
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if (_events->kbdCheck(keycode))
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_viewManager->handleKeyboardEvents(keycode);
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}
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bool M4Engine::delay(int duration, bool keyAborts, bool clickAborts) {
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uint32 endTime = g_system->getMillis() + duration;
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M4EventType event;
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uint32 keycode = 0;
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while (!_events->quitFlag && (g_system->getMillis() < endTime)) {
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event = _events->handleEvents();
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if (clickAborts && (event == MEVENT_LEFT_RELEASE) || (event == MEVENT_RIGHT_RELEASE))
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return true;
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if (_events->kbdCheck(keycode)) {
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if (keyAborts)
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return true;
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}
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g_system->delayMillis(10);
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}
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return false;
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}
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void M4Engine::loadMenu(MenuType menuType, bool loadSaveFromHotkey, bool calledFromMainMenu) {
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if (isM4() && (menuType != MAIN_MENU)) {
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bool menuActive = _viewManager->getView(VIEWID_MENU) != NULL;
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if (!menuActive)
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_palette->fadeToGreen(M4_DIALOG_FADE_STEPS, M4_DIALOG_FADE_DELAY);
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}
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View *view;
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switch (menuType) {
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case MAIN_MENU:
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if (getGameType() == GType_RexNebular)
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view = new RexMainMenuView(this);
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else if (getGameType() == GType_DragonSphere)
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view = new DragonMainMenuView(this);
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else
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view = new MadsMainMenuView(this);
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break;
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case GAME_MENU:
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view = new OrionMenuView(this, 200, 100, GAME_MENU, calledFromMainMenu, loadSaveFromHotkey);
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break;
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case OPTIONS_MENU:
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view = new OrionMenuView(this, 172, 160, OPTIONS_MENU, calledFromMainMenu, loadSaveFromHotkey);
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break;
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case LOAD_MENU:
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case SAVE_MENU:
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view = new OrionMenuView(this, 145, 10, menuType, calledFromMainMenu, loadSaveFromHotkey);
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break;
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default:
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error("Unknown menu type");
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break;
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}
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_viewManager->addView(view);
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_viewManager->moveToFront(view);
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}
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int M4Engine::go() {
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if (isM4())
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return goM4();
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else
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return goMADS();
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}
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int M4Engine::goMADS() {
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_palette->setMadsSystemPalette();
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_mouse->init("cursor.ss", NULL);
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_mouse->setCursorNum(0);
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// Load MADS data files
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_globals->loadMadsVocab(); // vocab.dat
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_globals->loadMadsQuotes(); // quotes.dat
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_globals->loadMadsMessagesInfo(); // messages.dat
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// TODO: objects.dat
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// TODO: hoganus.dat (what is it used for?)
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// Test code to dump all messages to the console
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//for (int i = 0; i < _globals->getMessagesSize(); i++)
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//printf("%s\n----------\n", _globals->loadMessage(i));
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if ((getGameType() == GType_RexNebular) || (getGameType() == GType_DragonSphere)) {
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loadMenu(MAIN_MENU);
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} else {
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if (getGameType() == GType_DragonSphere) {
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_scene->loadScene(FIRST_SCENE);
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} else if (getGameType() == GType_Phantom) {
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//_scene->loadScene(FIRST_SCENE);
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_scene->loadScene(106); // a more interesting scene
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}
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_viewManager->addView(_scene);
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_font->setFont(FONT_MAIN_MADS);
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_font->setColors(2, 1, 3);
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_font->writeString(_scene->getBackgroundSurface(), "Testing the M4/MADS ScummVM engine", 5, 160, 310, 2);
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_font->writeString(_scene->getBackgroundSurface(), "ABCDEFGHIJKLMNOPQRSTUVWXYZ", 5, 180, 310, 2);
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if (getGameType() == GType_DragonSphere) {
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//_scene->showMADSV2TextBox("Test", 10, 10, NULL);
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}
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_mouse->cursorOn();
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}
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_viewManager->systemHotkeys().add(Common::KEYCODE_ESCAPE, &escapeHotkeyHandler);
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_viewManager->systemHotkeys().add(Common::KEYCODE_KP_MULTIPLY, &textviewHotkeyHandler);
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// Load the general game SFX/voices
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if (getGameType() == GType_RexNebular) {
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_sound->loadDSRFile("rex009.dsr");
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} else if (getGameType() == GType_Phantom) {
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_sound->loadDSRFile("phan009.dsr");
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} else if (getGameType() == GType_DragonSphere) {
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_sound->loadDSRFile("drag009.dsr");
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}
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uint32 nextFrame = g_system->getMillis();
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while (!_events->quitFlag) {
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eventHandler();
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_animation->updateAnim();
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// Call the updateState method of all views
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_viewManager->updateState();
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if (g_system->getMillis() >= nextFrame) {
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_viewManager->refreshAll();
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nextFrame = g_system->getMillis();// + GAME_FRAME_DELAY;
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}
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g_system->delayMillis(10);
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}
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return 0;
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}
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int M4Engine::goM4() {
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_script->open("m4.dat");
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#ifdef SCRIPT_TEST
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#if 0
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ScriptFunction *func = _script->loadFunction("room_parser_142");
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_script->runFunction(func);
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#endif
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#if 1
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ScriptFunction *func = _script->loadFunction("room_daemon_951");
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for (int i = 1; i < 58; i++) {
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_vm->_kernel->trigger = i;
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_script->runFunction(func);
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printf("=================================\n");
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fflush(stdout);
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}
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#endif
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return 0;
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#endif
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// Set up the inventory
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// Set up the game interface view
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//_interfaceView->inventoryAdd("Money", "", 55); // Sample item
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if (getGameType() == GType_Burger) {
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for (int i = 0; i < ARRAYSIZE(burger_inventory); i++) {
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char* itemName = strdup(burger_inventory[i].name);
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_inventory->registerObject(itemName, burger_inventory[i].scene,
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burger_inventory[i].icon);
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_inventory->addToBackpack(i); // debug: this adds ALL objects to the player's backpack
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}
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_viewManager->addView(_interfaceView);
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}
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// Show intro
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if (getGameType() == GType_Burger) {
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_kernel->newRoom = TITLE_SCENE_BURGER;
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} else {
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_scene->getBackgroundSurface()->loadBackgroundRiddle("main menu");
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_ws->setBackgroundSurface(_scene->getBackgroundSurface());
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}
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_viewManager->addView(_scene);
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// Setup game wide hotkeys. Note that Orion Burger used F2/F3 for Save/Restore,
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// but for standardisation with most other games, F5/F7 are also mapped
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_viewManager->systemHotkeys().add(Common::KEYCODE_ESCAPE, &escapeHotkeyHandler);
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_viewManager->systemHotkeys().add(Common::KEYCODE_F2, &saveGameHotkeyHandler);
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_viewManager->systemHotkeys().add(Common::KEYCODE_F3, &loadGameHotkeyHandler);
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_viewManager->systemHotkeys().add(Common::KEYCODE_F5, &saveGameHotkeyHandler);
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_viewManager->systemHotkeys().add(Common::KEYCODE_F7, &loadGameHotkeyHandler);
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_viewManager->systemHotkeys().add(Common::KEYCODE_F9, &gameMenuHotkeyHandler);
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// Start playing Orion Burger intro music
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//_midi->playMusic("999intro", 255, false, -1, -1);
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// TODO: start playing intro animations
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// TODO: Master Lu
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// Test for mouse
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_mouse->init("cursor", NULL);
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_mouse->setCursorNum(0);
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_mouse->cursorOn();
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_ws->assets()->loadAsset("SHOW SCRIPT", NULL);
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_ws->assets()->loadAsset("STREAM SCRIPT", NULL);
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#ifdef INTRO_TEST
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int curPart = 0;
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Machine *mach = NULL;
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#endif
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_ws->setSurfaceView(_scene);
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uint32 nextFrame = g_system->getMillis();
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while (!_events->quitFlag) {
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// This should probably be moved to either Scene or Kernel
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if (_kernel->currentRoom != _kernel->newRoom) {
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_ws->clear();
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_kernel->currentSection = _kernel->newRoom / 100;
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_kernel->currentRoom = _kernel->newRoom;
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_scene->loadScene(_kernel->currentRoom);
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_ws->setBackgroundSurface(_scene->getBackgroundSurface());
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_ws->setInverseColorTable(_scene->getInverseColorTable());
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_kernel->loadSectionScriptFunctions();
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_kernel->loadRoomScriptFunctions();
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_kernel->roomInit();
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#ifdef INTRO_TEST
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if (_kernel->currentRoom == 951) {
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curPart = 0;
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mach = _ws->streamSeries("PLANET X HILLTOP A", 1, 0x1000, 0);
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}
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#endif
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}
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eventHandler();
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// Call the updateState method of all views
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_viewManager->updateState();
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// Handle frame updates
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if (g_system->getMillis() >= nextFrame) {
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#ifdef INTRO_TEST
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// Orion Burger intro test (scene 951)
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// This is ugly and bad, machine is not deleted so there's a huge memory
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// leak too. But hey, we can see some of the intro!
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if (mach && mach->getState() == -1) {
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if (curPart == 0)
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mach = _ws->streamSeries("Planet X Low Ground Shot", 1, 0x1000, 0);
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else if (curPart == 1)
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mach = _ws->streamSeries("Planet X Hilltop B", 1, 0x1000, 0);
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else if (curPart == 2)
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mach = _ws->streamSeries("Space Station Panorama A", 1, 0x1000, 0);
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else if (curPart == 3)
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mach = _ws->streamSeries("Cargo Transfer Area A", 1, 0x1000, 0);
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else if (curPart == 4)
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mach = _ws->streamSeries("VP's Office A", 1, 0x1000, 0);
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else if (curPart == 5)
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mach = _ws->streamSeries("Hologram", 1, 0x1000, 0);
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else if (curPart == 6)
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mach = _ws->streamSeries("VP's Office B", 1, 0x1000, 0);
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else if (curPart == 7)
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mach = _ws->streamSeries("Cargo Transfer Area B", 1, 0x1000, 0);
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else if (curPart == 8)
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mach = _ws->streamSeries("Cargo Transfer Controls", 1, 0x1000, 0);
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else if (curPart == 9)
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mach = _ws->streamSeries("Space Station Panorama B", 1, 0x1000, 0);
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// This last scene is from the rolling demo
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//else if (curPart == 10)
|
|
// mach = _ws->streamSeries("Call To Action", 1, 0x1000, 0);
|
|
curPart++;
|
|
}
|
|
#endif
|
|
_ws->update();
|
|
_viewManager->refreshAll();
|
|
nextFrame = g_system->getMillis();// + GAME_FRAME_DELAY;
|
|
|
|
// TEST STUFF ONLY
|
|
if (_player->commandReady) {
|
|
_kernel->roomParser();
|
|
_player->commandReady = false;
|
|
}
|
|
|
|
}
|
|
|
|
g_system->delayMillis(10);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void M4Engine::dumpFile(const char* filename, bool uncompress) {
|
|
Common::SeekableReadStream *fileS = res()->get(filename);
|
|
byte buffer[256];
|
|
FILE *destFile = fopen(filename, "wb");
|
|
int bytesRead = 0;
|
|
printf("Dumping %s, size: %i\n", filename, fileS->size());
|
|
|
|
if (!uncompress) {
|
|
while(!fileS->eos()) {
|
|
bytesRead = fileS->read(buffer, 256);
|
|
fwrite(buffer, bytesRead, 1, destFile);
|
|
}
|
|
} else {
|
|
MadsPack packData(fileS);
|
|
Common::MemoryReadStream *sourceUnc;
|
|
for (int i = 0; i < packData.getCount(); i++) {
|
|
sourceUnc = packData.getItemStream(i);
|
|
printf("Dumping compressed chunk %i of %i, size is %i\n", i + 1, packData.getCount(), sourceUnc->size());
|
|
while(!sourceUnc->eos()) {
|
|
bytesRead = sourceUnc->read(buffer, 256);
|
|
fwrite(buffer, bytesRead, 1, destFile);
|
|
}
|
|
delete sourceUnc;
|
|
}
|
|
}
|
|
|
|
fclose(destFile);
|
|
res()->toss(filename);
|
|
res()->purge();
|
|
}
|
|
|
|
} // End of namespace M4
|