scummvm/engines/mads/game.cpp
2021-01-09 00:58:36 +02:00

685 lines
17 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.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/memstream.h"
#include "common/serializer.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
#include "mads/mads.h"
#include "mads/compression.h"
#include "mads/game.h"
#include "mads/game_data.h"
#include "mads/events.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/dragonsphere/game_dragonsphere.h"
#include "mads/nebular/game_nebular.h"
#include "mads/phantom/game_phantom.h"
namespace MADS {
Game *Game::init(MADSEngine *vm) {
switch (vm->getGameID()) {
case GType_RexNebular:
return new Nebular::GameNebular(vm);
#ifdef ENABLE_MADSV2
case GType_Dragonsphere:
return new Dragonsphere::GameDragonsphere(vm);
case GType_Phantom:
return new Phantom::GamePhantom(vm);
#endif
default:
error("Game: Unknown game");
}
return nullptr;
}
Game::Game(MADSEngine *vm)
: _vm(vm), _surface(nullptr), _objects(vm), _scene(vm), _screenObjects(vm), _player(vm), _camX(vm), _camY(vm) {
_sectionNumber = 1;
_priorSectionNumber = 0;
_loadGameSlot = -1;
_lastSave = -1;
_saveFile = nullptr;
_saveThumb = nullptr;
_statusFlag = 0;
_sectionHandler = nullptr;
_sectionNumber = 1;
_priorSectionNumber = 0;
_currentSectionNumber = -1;
_kernelMode = KERNEL_GAME_LOAD;
_quoteEmergency = false;
_vocabEmergency = false;
_aaName = "*I0.AA";
_priorFrameTimer = 0;
_anyEmergency = false;
_triggerMode = SEQUENCE_TRIGGER_PARSER;
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_trigger = 0;
_winStatus = 0;
_widepipeCtr = 0;
_fx = kTransitionNone;
_panningSpeed = 1; // Medium speed
// Load the inventory object list
_objects.load();
if (_objects._inventoryList.size() > 0)
// At least one item in default inventory, so select first item for display
_scene._userInterface._selectedInvIndex = 0;
// Load the quotes
loadQuotes();
}
Game::~Game() {
if (_saveThumb) {
_saveThumb->free();
delete _saveThumb;
}
delete _saveFile;
_surface->free();
delete _surface;
delete _sectionHandler;
}
void Game::run() {
// If requested, load a savegame instead of showing the intro
if (ConfMan.hasKey("save_slot")) {
int saveSlot = ConfMan.getInt("save_slot");
if (saveSlot >= 0 && saveSlot <= 999)
_loadGameSlot = saveSlot;
}
_statusFlag = true;
while (!_vm->shouldQuit()) {
if (_loadGameSlot == -1) {
startGame();
}
// Get the initial starting time for the first scene
_scene._frameStartTime = _vm->_events->getFrameCounter();
if (!_vm->shouldQuit())
gameLoop();
}
}
void Game::splitQuote(const Common::String &source, Common::String &line1, Common::String &line2) {
// Make the first line up the end of the word at the half-way point
const char *strP = source.c_str() + source.size() / 2;
while (*strP != ' ') ++strP;
line1 = Common::String(source.c_str(), strP);
// The rest of the string goes in the second line
while (*strP == ' ') ++strP;
line2 = Common::String(strP);
}
void Game::gameLoop() {
while (!_vm->shouldQuit() && _statusFlag && !_winStatus) {
if (_loadGameSlot != -1) {
loadGame(_loadGameSlot);
_loadGameSlot = -1;
}
setSectionHandler();
_sectionHandler->preLoadSection();
initSection(_sectionNumber);
_vm->_sound->init(_sectionNumber);
_sectionHandler->postLoadSection();
_scene._spriteSlots.reset();
if (_sectionNumber == _currentSectionNumber)
sectionLoop();
_player.releasePlayerSprites();
assert(_scene._sprites.size() == 0);
_vm->_palette->unlock();
_vm->_events->waitCursor();
_vm->_events->freeCursors();
_vm->_sound->closeDriver();
}
}
void Game::sectionLoop() {
while (!_vm->shouldQuit() && _statusFlag && !_winStatus &&
(_sectionNumber == _currentSectionNumber)) {
_kernelMode = KERNEL_ROOM_PRELOAD;
_player._spritesChanged = true;
_quoteEmergency = false;
_vocabEmergency = false;
_vm->_events->waitCursor();
_scene.clearVocab();
_scene._dynamicHotspots.clear();
_scene.loadSceneLogic();
_player._walkAnywhere = false;
_player._stepEnabled = true;
_player._visible = true;
_vm->_dialogs->_defaultPosition = Common::Point(-1, -1);
_visitedScenes.add(_scene._nextSceneId);
// Reset the user interface
_screenObjects._forceRescan = true;
_screenObjects._inputMode = kInputBuildingSentences;
_scene._userInterface._scrollbarActive = SCROLLBAR_NONE;
_player._loadsFirst = true;
_scene._sceneLogic->setup();
if (_player._spritesChanged || _player._loadsFirst) {
if (_player._spritesLoaded)
_player.releasePlayerSprites();
_vm->_palette->resetGamePalette(18, 10);
_scene._spriteSlots.reset();
} else {
_vm->_palette->initPalette();
}
// Set up scene palette usage
_scene._scenePaletteUsage.clear();
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF0));
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF1));
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF2));
_vm->_palette->_paletteUsage.load(&_scene._scenePaletteUsage);
if (!_player._spritesLoaded && _player._loadsFirst) {
if (_player.loadSprites(""))
_vm->quitGame();
_player._loadedFirst = true;
}
_scene.loadScene(_scene._nextSceneId, _aaName, 0);
camInitDefault();
camSetSpeed();
_vm->_sound->pauseNewCommands();
if (!_player._spritesLoaded) {
if (_player.loadSprites(""))
_vm->quitGame();
_player._loadedFirst = false;
}
_vm->_events->initVars();
_scene._userInterface._highlightedCommandIndex = -1;
_scene._userInterface._highlightedInvIndex = -1;
_scene._userInterface._highlightedItemVocabIndex = -1;
_scene._action.clear();
_player.setFinalFacing();
_player._facing = _player._turnToFacing;
_player.cancelCommand();
_kernelMode = KERNEL_ROOM_INIT;
switch (_vm->_screenFade) {
case SCREEN_FADE_SMOOTH:
_fx = kTransitionFadeOutIn;
break;
case SCREEN_FADE_FAST:
_fx = kNullPaletteCopy;
break;
default:
_fx = kTransitionNone;
break;
}
_trigger = 0;
_priorFrameTimer = _scene._frameStartTime;
// If in the middle of restoring a game, handle the rest of the loading
if (_saveFile != nullptr) {
Common::Serializer s(_saveFile, nullptr);
synchronize(s, false);
delete _saveFile;
_saveFile = nullptr;
}
// Call the scene logic for entering the given scene
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene._sceneLogic->enter();
// Set player data
_player._targetPos = _player._playerPos;
_player._turnToFacing = _player._facing;
_player._targetFacing = _player._facing;
_player.selectSeries();
_player.updateFrame();
_player._beenVisible = _player._visible;
_player._special = _scene.getDepthHighBits(_player._playerPos);
_player._priorTimer = _scene._frameStartTime - _player._ticksAmount;
_player.idle();
if (_scene._userInterface._selectedInvIndex >= 0) {
_scene._userInterface.loadInventoryAnim(
_objects._inventoryList[_scene._userInterface._selectedInvIndex]);
} else {
_scene._userInterface.noInventoryAnim();
}
_kernelMode = KERNEL_ACTIVE_CODE;
_scene._roomChanged = false;
if ((_quoteEmergency || _vocabEmergency) && !_anyEmergency) {
_scene._currentSceneId = _scene._priorSceneId;
_anyEmergency = true;
} else {
_anyEmergency = false;
_scene.loop();
}
_vm->_events->waitCursor();
_kernelMode = KERNEL_ROOM_PRELOAD;
for (int i = 0; i < 10; i++) {
delete _scene._animation[i];
_scene._animation[i] = nullptr;
}
_scene._reloadSceneFlag = false;
_scene._userInterface.noInventoryAnim();
_scene.removeSprites();
if (!_player._loadedFirst) {
_player._spritesLoaded = false;
_player._spritesChanged = true;
}
// Clear the scene
_scene.freeCurrentScene();
_sectionNumber = _scene._nextSceneId / 100;
// Check whether to show a dialog
checkShowDialog();
}
}
void Game::initSection(int sectionNumber) {
_priorSectionNumber = _currentSectionNumber;
_currentSectionNumber = sectionNumber;
_vm->_palette->resetGamePalette(18, 10);
_vm->_palette->setLowRange();
if (_scene._mode == SCREENMODE_VGA)
_vm->_palette->setPalette(_vm->_palette->_mainPalette, 0, 4);
_vm->_events->loadCursors("*CURSOR.SS");
assert(_vm->_events->_cursorSprites);
_vm->_events->setCursor2((_vm->_events->_cursorSprites->getCount() <= 1) ?
CURSOR_ARROW : CURSOR_WAIT);
}
void Game::loadQuotes() {
File f("*QUOTES.DAT");
Common::String msg;
while (true) {
uint8 b = f.readByte();
msg += b;
if (f.eos() || b == '\0') {
// end of string, add it to the strings list
_quotes.push_back(msg);
msg = "";
}
if (f.eos()) break;
}
f.close();
}
Common::StringArray Game::getMessage(uint32 id) {
File f("*MESSAGES.DAT");
int count = f.readUint16LE();
for (int idx = 0; idx < count; ++idx) {
uint32 itemId = f.readUint32LE();
uint32 offset = f.readUint32LE();
uint16 size = f.readUint16LE();
if (itemId == id) {
// Get the source buffer size
uint16 sizeIn;
if (idx == (count - 1)) {
sizeIn = f.size() - offset;
} else {
f.skip(4);
uint32 nextOffset = f.readUint32LE();
sizeIn = nextOffset - offset;
}
// Get the compressed data
f.seek(offset);
byte *bufferIn = new byte[sizeIn];
f.read(bufferIn, sizeIn);
// Decompress it
char *bufferOut = new char[size];
FabDecompressor fab;
fab.decompress(bufferIn, sizeIn, (byte *)bufferOut, size);
// Form the output string list
Common::StringArray result;
const char *p = bufferOut;
while (p < (bufferOut + size)) {
result.push_back(p);
p += strlen(p) + 1;
}
delete[] bufferIn;
delete[] bufferOut;
return result;
}
}
error("Invalid message Id specified");
}
static const char *const DEBUG_STRING = "WIDEPIPE";
void Game::handleKeypress(const Common::KeyState &kbd) {
if (kbd.flags & Common::KBD_CTRL) {
if (_widepipeCtr == 8) {
// Implement original game cheating keys here someday
} else {
if (kbd.keycode == (Common::KEYCODE_a +
(DEBUG_STRING[_widepipeCtr] - 'a'))) {
if (++_widepipeCtr == 8) {
MessageDialog *dlg = new MessageDialog(_vm, 2,
"CHEATING ENABLED", "(for your convenience).");
dlg->show();
delete dlg;
}
}
}
}
Scene &scene = _vm->_game->_scene;
switch (kbd.keycode) {
case Common::KEYCODE_F1:
_vm->_dialogs->_pendingDialog = DIALOG_GAME_MENU;
break;
case Common::KEYCODE_F5:
_vm->_dialogs->_pendingDialog = DIALOG_SAVE;
break;
case Common::KEYCODE_F7:
_vm->_dialogs->_pendingDialog = DIALOG_RESTORE;
break;
case Common::KEYCODE_PAGEUP:
scene._userInterface._scrollbarStrokeType = SCROLLBAR_UP;
scene._userInterface.changeScrollBar();
break;
case Common::KEYCODE_PAGEDOWN:
scene._userInterface._scrollbarStrokeType = SCROLLBAR_DOWN;
scene._userInterface.changeScrollBar();
break;
default:
break;
}
}
void Game::synchronize(Common::Serializer &s, bool phase1) {
if (phase1) {
s.syncAsSint16LE(_fx);
s.syncAsSint16LE(_trigger);
s.syncAsUint16LE(_triggerSetupMode);
s.syncAsUint16LE(_triggerMode);
s.syncString(_aaName);
s.syncAsSint16LE(_lastSave);
_scene.synchronize(s);
_objects.synchronize(s);
_visitedScenes.synchronize(s, _scene._nextSceneId);
_player.synchronize(s);
_screenObjects.synchronize(s);
} else {
// Load scene specific data for the loaded scene
_scene._sceneLogic->synchronize(s);
}
}
void Game::loadGame(int slotNumber) {
_saveFile = g_system->getSavefileManager()->openForLoading(
_vm->getSaveStateName(slotNumber));
Common::Serializer s(_saveFile, nullptr);
// Load the savaegame header
MADSSavegameHeader header;
if (!readSavegameHeader(_saveFile, header))
error("Invalid savegame");
// Load most of the savegame data with the exception of scene specific info
synchronize(s, true);
// Set up section/scene and other initial states for post-load
_currentSectionNumber = -2;
_scene._currentSceneId = -2;
_sectionNumber = _scene._nextSceneId / 100;
_scene._frameStartTime = _vm->_events->getFrameCounter();
_vm->_screen->_shakeCountdown = -1;
// Default the selected inventory item to the first one, if the player has any
_scene._userInterface._selectedInvIndex = _objects._inventoryList.size() > 0 ? 0 : -1;
// Set player sprites sets flags
_player._spritesLoaded = false;
_player._spritesChanged = true;
}
void Game::saveGame(int slotNumber, const Common::String &saveName) {
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
_vm->getSaveStateName(slotNumber));
MADSSavegameHeader header;
header._saveName = saveName;
writeSavegameHeader(out, header);
Common::Serializer s(nullptr, out);
synchronize(s, true);
synchronize(s, false);
out->finalize();
delete out;
}
const char *const SAVEGAME_STR = "MADS";
#define SAVEGAME_STR_SIZE 4
WARN_UNUSED_RESULT bool Game::readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header, bool skipThumbnail) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
// Validate the header Id
in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1);
if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE))
return false;
header._version = in->readByte();
if (header._version > MADS_SAVEGAME_VERSION)
return false;
// Read in the string
header._saveName.clear();
char ch;
while ((ch = (char)in->readByte()) != '\0') header._saveName += ch;
// Get the thumbnail
if (!Graphics::loadThumbnail(*in, header._thumbnail, skipThumbnail)) {
return false;
}
// Read in save date/time
header._year = in->readSint16LE();
header._month = in->readSint16LE();
header._day = in->readSint16LE();
header._hour = in->readSint16LE();
header._minute = in->readSint16LE();
header._totalFrames = in->readUint32LE();
return true;
}
void Game::writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
out->writeByte(MADS_SAVEGAME_VERSION);
// Write savegame name
out->write(header._saveName.c_str(), header._saveName.size());
out->writeByte('\0');
// Handle the thumbnail. If there's already one set by the game, create one
if (!_saveThumb)
createThumbnail();
Graphics::saveThumbnail(*out, *_saveThumb);
_saveThumb->free();
delete _saveThumb;
_saveThumb = nullptr;
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
out->writeSint16LE(td.tm_year + 1900);
out->writeSint16LE(td.tm_mon + 1);
out->writeSint16LE(td.tm_mday);
out->writeSint16LE(td.tm_hour);
out->writeSint16LE(td.tm_min);
out->writeUint32LE(_vm->_events->getFrameCounter());
}
void Game::createThumbnail() {
if (_saveThumb) {
_saveThumb->free();
delete _saveThumb;
}
uint8 thumbPalette[PALETTE_SIZE];
_vm->_palette->grabPalette(thumbPalette, 0, PALETTE_COUNT);
_saveThumb = new Graphics::Surface();
::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(),
MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT, thumbPalette);
}
void Game::syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId) {
uint32 syncTime = 0;
switch (masterType) {
case SYNC_SEQ:
syncTime = _scene._sequences[masterId]._timeout;
break;
case SYNC_ANIM:
syncTime = _scene._animation[masterId]->getNextFrameTimer();
break;
case SYNC_CLOCK:
syncTime = _scene._frameStartTime + masterId;
break;
case SYNC_PLAYER:
syncTime = _player._priorTimer;
break;
default:
break;
}
switch (slaveType) {
case SYNC_SEQ:
_scene._sequences[slaveId]._timeout = syncTime;
break;
case SYNC_PLAYER:
_player._priorTimer = syncTime;
break;
case SYNC_ANIM:
_scene._animation[slaveId]->setNextFrameTimer(syncTime);
break;
case SYNC_CLOCK:
error("syncTimer is trying to force _frameStartTime");
break;
default:
break;
}
}
void Game::camInitDefault() {
_camX.setDefaultPanX();
_camY.setDefaultPanY();
}
void Game::camSetSpeed() {
switch (_panningSpeed) {
case 1:
_camX._speed = 8;
_camY._speed = 4;
break;
case 2:
_camX._speed = 320;
_camY._speed = 160;
break;
default:
_camX._speed = 4;
_camY._speed = 2;
break;
}
}
void Game::camUpdate() {
bool any_pan = _camX.camPan(&_scene._posAdjust.x, &_player._playerPos.x, 320, _scene._sceneInfo->_width);
any_pan |= _camY.camPan(&_scene._posAdjust.y, &_player._playerPos.y, 156, _scene._sceneInfo->_height);
if (any_pan) {
_scene.setCamera(_scene._posAdjust);
_screenObjects._forceRescan = true;
}
}
} // End of namespace MADS