scummvm/engines/mortevielle/mortevielle.cpp

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