mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 04:28:37 +00:00
511 lines
12 KiB
C++
511 lines
12 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on original Mortville Manor DOS source code
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* Copyright (c) 1987-1989 Lankhor
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*/
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#include "mortevielle/mortevielle.h"
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#include "mortevielle/dialogs.h"
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#include "mortevielle/menu.h"
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#include "mortevielle/mouse.h"
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#include "mortevielle/outtext.h"
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#include "mortevielle/saveload.h"
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#include "mortevielle/outtext.h"
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#include "common/system.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/translation.h"
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#include "engines/util.h"
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#include "engines/engine.h"
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#include "graphics/pixelformat.h"
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namespace Mortevielle {
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MortevielleEngine *g_vm;
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MortevielleEngine::MortevielleEngine(OSystem *system, const MortevielleGameDescription *gameDesc):
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Engine(system), _gameDescription(gameDesc), _randomSource("mortevielle") {
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g_vm = this;
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setDebugger(new Debugger(this));
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_dialogManager = new DialogManager(this);
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_screenSurface = new ScreenSurface(this);
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_mouse = new MouseHandler(this);
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_text = new TextHandler(this);
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_soundManager = new SoundManager(this, _mixer);
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_savegameManager = new SavegameManager(this);
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_menu = new Menu(this);
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_lastGameFrame = 0;
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_mouseClick = false;
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_inMainGameLoop = false;
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_quitGame = false;
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_pauseStartTime = -1;
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_roomPresenceLuc = false;
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_roomPresenceIda = false;
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_purpleRoomPresenceLeo = false;
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_roomPresenceGuy = false;
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_roomPresenceEva = false;
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_roomPresenceMax = false;
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_roomPresenceBob = false;
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_roomPresencePat = false;
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_toiletsPresenceBobMax = false;
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_bathRoomPresenceBobMax = false;
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_juliaRoomPresenceLeo = false;
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_soundOff = false;
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_largestClearScreen = false;
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_hiddenHero = false;
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_heroSearching = false;
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_keyPressedEsc = false;
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_reloadCFIEC = false;
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_outsideOnlyFl = true;
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_col = false;
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_syn = false;
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_obpart = false;
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_destinationOk = false;
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_anyone = false;
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_uptodatePresence = false;
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_textColor = 0;
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_place = -1;
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_x26KeyCount = -1;
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_caff = -1;
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_day = 0;
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_curPict = nullptr;
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_curAnim = nullptr;
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_rightFramePict = nullptr;
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resetCoreVar();
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_maff = 0;
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_crep = 0;
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_minute = 0;
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_curSearchObjId = 0;
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_controlMenu = 0;
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_startTime = 0;
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_endTime = 0;
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_roomDoorId = OWN_ROOM;
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_openObjCount = 0;
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_takeObjCount = 0;
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_num = 0;
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_searchCount = 0;
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_introSpeechPlayed = false;
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_inGameHourDuration = 0;
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_x = 0;
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_y = 0;
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_currentHourCount = 0;
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_currentTime = 0;
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_cfiecBuffer = nullptr;
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_cfiecBufferSize = 0;
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for (int i = 0; i < 601; i++) {
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_dialogHintArray[i]._hintId = 0;
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_dialogHintArray[i]._point = 0;
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}
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_currMenu = OPCODE_NONE;
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_currAction = OPCODE_NONE;
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_menuOpcode = OPCODE_NONE;
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_addFix = 0;
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_currBitIndex = 0;
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_currDay = 0;
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_currHour = 10;
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_currHalfHour = 0;
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_hour = 10;
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_key = 0;
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_manorDistance = 0;
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_numpal = 0;
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_savedBitIndex = 0;
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_endGame = false;
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_loseGame = false;
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_txxFileFl = false;
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_is = 0;
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}
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MortevielleEngine::~MortevielleEngine() {
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delete _menu;
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delete _savegameManager;
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delete _soundManager;
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delete _text;
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delete _mouse;
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delete _screenSurface;
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delete _dialogManager;
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free(_curPict);
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free(_curAnim);
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free(_rightFramePict);
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}
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/**
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* Specifies whether the engine supports given features
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*/
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bool MortevielleEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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/**
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* Return true if a game can currently be loaded
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*/
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bool MortevielleEngine::canLoadGameStateCurrently(Common::U32String *msg) {
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// Saving is only allowed in the main game event loop
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return _inMainGameLoop;
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}
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/**
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* Return true if a game can currently be saved
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*/
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bool MortevielleEngine::canSaveGameStateCurrently(Common::U32String *msg) {
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// Loading is only allowed in the main game event loop
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return _inMainGameLoop;
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}
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/**
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* Load in a savegame at the specified slot number
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*/
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Common::Error MortevielleEngine::loadGameState(int slot) {
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return _savegameManager->loadGame(slot);
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}
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/**
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* Save the current game
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*/
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Common::Error MortevielleEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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if (slot == 0)
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return Common::kWritingFailed;
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return _savegameManager->saveGame(slot, desc);
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}
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/**
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* Support method that generates a savegame name
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* @param slot Slot number
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*/
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Common::String MortevielleEngine::generateSaveFilename(const Common::String &target, int slot) {
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if (slot == 0)
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// Initial game state loaded when the game starts
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return "sav0.mor";
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return Common::String::format("%s.%03d", target.c_str(), slot);
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}
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/**
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* Pause the game.
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*/
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void MortevielleEngine::pauseEngineIntern(bool pause) {
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Engine::pauseEngineIntern(pause);
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if (pause) {
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if (_pauseStartTime == -1)
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_pauseStartTime = readclock();
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} else {
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if (_pauseStartTime != -1) {
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int pauseEndTime = readclock();
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_currentTime += (pauseEndTime - _pauseStartTime);
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if (_uptodatePresence)
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_startTime += (pauseEndTime - _pauseStartTime);
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}
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_pauseStartTime = -1;
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}
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}
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/**
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* Initialize the game state
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*/
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Common::ErrorCode MortevielleEngine::initialize() {
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// Initialize graphics mode
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initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT);
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// Set up an intermediate screen surface
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_screenSurface->create(SCREEN_WIDTH, SCREEN_HEIGHT, Graphics::PixelFormat::createFormatCLUT8());
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_txxFileFl = false;
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// Load texts from TXX files
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loadTexts();
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// Load the mort.dat resource
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Common::ErrorCode result = loadMortDat();
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if (result != Common::kNoError) {
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_screenSurface->free();
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return result;
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}
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// Load some error messages (was previously in chartex())
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_hintPctMessage = getString(580); // You should have noticed %d hints
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// Set default EGA palette
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_paletteManager.setDefaultPalette();
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// Setup the mouse cursor
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initMouse();
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loadPalette();
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loadCFIPH();
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loadCFIEC();
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decodeNumber(&_cfiecBuffer[161 * 16], (_cfiecBufferSize - (161 * 16)) / 64);
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_x26KeyCount = 1;
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initMaxAnswer();
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initMouse();
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loadPlaces();
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_soundOff = false;
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_largestClearScreen = false;
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testKeyboard();
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showConfigScreen();
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testKeyboard();
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clearScreen();
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_soundManager->loadNoise();
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_soundManager->loadAmbiantSounds();
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return Common::kNoError;
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}
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/**
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* Loads the contents of the mort.dat data file
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*/
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Common::ErrorCode MortevielleEngine::loadMortDat() {
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Common::File f;
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// Open the mort.dat file
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if (!f.open(MORT_DAT)) {
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GUIErrorMessageFormat(_("Unable to locate the '%s' engine data file."), MORT_DAT);
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return Common::kReadingFailed;
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}
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// Validate the data file header
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char fileId[4];
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f.read(fileId, 4);
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if (strncmp(fileId, "MORT", 4) != 0) {
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GUIErrorMessageFormat(_("The '%s' engine data file is corrupt."), MORT_DAT);
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return Common::kReadingFailed;
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}
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// Check the version
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int majVer = f.readByte();
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int minVer = f.readByte();
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if (majVer < MORT_DAT_REQUIRED_VERSION) {
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GUIErrorMessageFormat(
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_("Incorrect version of the '%s' engine data file found. Expected %d.%d but got %d.%d."),
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MORT_DAT, MORT_DAT_REQUIRED_VERSION, 0, majVer, minVer);
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return Common::kReadingFailed;
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}
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// Loop to load resources from the data file
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while (f.pos() < f.size()) {
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// Get the Id and size of the next resource
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char dataType[4];
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int dataSize;
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f.read(dataType, 4);
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dataSize = f.readUint16LE();
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if (!strncmp(dataType, "FONT", 4)) {
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// Font resource
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_screenSurface->readFontData(f, dataSize);
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} else if (!strncmp(dataType, "SSTR", 4)) {
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readStaticStrings(f, dataSize, kStaticStrings);
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} else if ((!strncmp(dataType, "GSTR", 4)) && (!_txxFileFl)) {
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readStaticStrings(f, dataSize, kGameStrings);
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} else if (!strncmp(dataType, "VERB", 4)) {
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_menu->readVerbNums(f, dataSize);
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} else {
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// Unknown section
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f.skip(dataSize);
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}
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}
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// Close the file
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f.close();
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assert(_engineStrings.size() > 0);
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return Common::kNoError;
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}
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/**
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* Read in a static strings block, and if the language matches, load up the static strings
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*/
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void MortevielleEngine::readStaticStrings(Common::File &f, int dataSize, DataType dataType) {
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// Figure out what language Id is needed
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byte desiredLanguageId;
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switch(getLanguage()) {
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case Common::EN_ANY:
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desiredLanguageId = MORTDAT_LANG_ENGLISH;
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break;
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case Common::FR_FRA:
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desiredLanguageId = MORTDAT_LANG_FRENCH;
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break;
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case Common::DE_DEU:
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desiredLanguageId = MORTDAT_LANG_GERMAN;
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break;
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default:
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warning("Language not supported, switching to English");
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desiredLanguageId = MORTDAT_LANG_ENGLISH;
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break;
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}
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// Read in the language
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byte languageId = f.readByte();
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--dataSize;
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// If the language isn't correct, then skip the entire block
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if (languageId != desiredLanguageId) {
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f.skip(dataSize);
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return;
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}
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// Load in each of the strings
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while (dataSize > 0) {
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Common::String s;
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char ch;
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while ((ch = (char)f.readByte()) != '\0')
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s += ch;
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if (dataType == kStaticStrings)
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_engineStrings.push_back(s);
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else if (dataType == kGameStrings)
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_gameStrings.push_back(s);
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dataSize -= s.size() + 1;
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}
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assert(dataSize == 0);
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}
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/*-------------------------------------------------------------------------*/
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Common::Error MortevielleEngine::run() {
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// Initialize the game
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Common::ErrorCode err = initialize();
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if (err != Common::kNoError)
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return err;
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// Check for a savegame
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int loadSlot = 0;
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if (ConfMan.hasKey("save_slot")) {
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int gameToLoad = ConfMan.getInt("save_slot");
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if ((gameToLoad >= 1) && (gameToLoad <= 999))
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loadSlot = gameToLoad;
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}
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if (loadSlot == 0)
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// Show the game introduction
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showIntroduction();
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else {
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_caff = 51;
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_text->taffich();
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}
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// Either load the initial game state savegame, or the specified savegame number
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adzon();
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resetVariables();
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if (loadSlot != 0)
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_savegameManager->loadSavegame(getSaveStateName(loadSlot));
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// Run the main game loop
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mainGame();
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// Cleanup (allocated in initialize())
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_screenSurface->free();
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free(_soundManager->_cfiphBuffer);
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free(_cfiecBuffer);
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return Common::kNoError;
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}
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/**
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* Show the game introduction
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*/
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void MortevielleEngine::showIntroduction() {
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_dialogManager->displayIntroScreen(false);
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_dialogManager->checkForF8(142, false);
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if (shouldQuit())
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return;
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_dialogManager->displayIntroFrame2();
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_dialogManager->checkForF8(143, true);
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if (shouldQuit())
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return;
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showTitleScreen();
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music();
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_mixer->stopAll();
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}
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/**
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* Main game loop. Handles potentially playing the game multiple times, such as if the player
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* loses, and chooses to start playing the game again.
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*/
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void MortevielleEngine::mainGame() {
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if (_reloadCFIEC)
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loadCFIEC();
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for (_crep = 1; _crep <= _x26KeyCount; ++_crep)
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decodeNumber(&_cfiecBuffer[161 * 16], (_cfiecBufferSize - (161 * 16)) / 64);
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_menu->initMenu();
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charToHour();
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initGame();
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clearScreen();
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drawRightFrame();
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_mouse->showMouse();
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// Loop to play the game
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do {
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playGame();
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if (shouldQuit())
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return;
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} while (!_quitGame);
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}
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/**
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* This method handles playing a loaded game
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* @remarks Originally called tjouer
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*/
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void MortevielleEngine::playGame() {
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gameLoaded();
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// Loop handling actions until the game has to be quit, or show the lose or end sequence
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do {
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handleAction();
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if (shouldQuit())
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return;
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} while (!((_quitGame) || (_endGame) || (_loseGame)));
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if (_endGame)
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endGame();
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else if (_loseGame)
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askRestart();
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}
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} // End of namespace Mortevielle
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