scummvm/engines/icb/p4_pc.cpp
2021-12-26 21:19:38 +01:00

408 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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/>.
*
*/
#include "engines/icb/keyboard.h"
#include "engines/icb/mouse.h"
#include "engines/icb/debug.h"
#include "engines/icb/res_man.h"
#include "engines/icb/options_manager_pc.h"
#include "engines/icb/p4.h"
#include "engines/icb/global_vars.h"
#include "engines/icb/common/px_common.h"
#include "engines/icb/common/px_bitmap.h"
#include "engines/icb/stage_draw.h"
#include "engines/icb/mission.h"
#include "engines/icb/cluster_manager_pc.h"
#include "engines/icb/configfile.h"
#include "common/str.h"
#include "common/config-manager.h"
#include "common/system.h"
#include "common/events.h"
namespace ICB {
bool gRegainedFocus = false;
bool gotTheFocus = false;
char g_characters[] = "characters\\";
char gamelanguage[ENGINE_STRING_LEN] = "english";
bool8 camera_hack;
uint32 BACKGROUND_BUFFER_SIZE;
uint32 ANIMATION_BUFFER_SIZE;
uint32 BITMAP_BUFFER_SIZE;
uint32 SONICS_BUFFER_SIZE;
// private session data (scripts+objects+walkgrids) : 200KB
#define PRIVATE_RESMAN_SIZE (400 * 1024)
// local prototypes
void Mission_and_console();
uint32 getConfigValueWithDefault(const ConfigFile &config, const Common::String &section, const Common::String &key, uint32 defaultValue) {
if (scumm_stricmp("MusicVolume", key.c_str()) == 0) {
return ConfMan.getInt("music_volume") / 2;
} else if (scumm_stricmp("SpeechVolume", key.c_str()) == 0) {
return ConfMan.getInt("speech_volume") / 2;
} else if (scumm_stricmp("SfxVolume", key.c_str()) == 0) {
return ConfMan.getInt("sfx_volume") / 2;
} else if (scumm_stricmp("Game Completed", key.c_str()) == 0) {
if (ConfMan.hasKey("game_completed"))
return ConfMan.getBool("game_completed") ? 1 : 0;
else
return 0;
} else if (scumm_stricmp("Subtitles", key.c_str()) == 0) {
if (ConfMan.hasKey("subtitles"))
return (uint32)ConfMan.getBool("subtitles");
} else if (scumm_stricmp("Movie Library", section.c_str()) == 0) {
Common::String movie = Common::String("movie_") + key;
if (ConfMan.hasKey(movie))
return (uint32)ConfMan.getBool(movie);
else {
uint32 result = config.readIntSetting(section, key, defaultValue);
ConfMan.setBool(movie, result != 0);
}
} else if (scumm_stricmp("Controller Settings", section.c_str()) == 0 &&
scumm_stricmp("Method", key.c_str()) == 0) {
if (ConfMan.hasKey("actor_relative"))
return ConfMan.getBool("actor_relative") ? 0 : 1;
else {
uint32 result = config.readIntSetting(section, key, defaultValue);
ConfMan.setBool("actor_relative", result == 0);
}
}
return config.readIntSetting(section, key, defaultValue);
}
void ReadConfigFromIniFile() {
char configFile[1024];
uint32 temp;
sprintf(configFile, CONFIG_INI_FILENAME);
ConfigFile config;
pxString filename = configFile;
filename.ConvertPath();
config.readFile(filename.c_str());
// Music volume
SetMusicVolume(getConfigValueWithDefault(config, "Option Settings", "MusicVolume", 127));
// Speech volume
SetSpeechVolume(getConfigValueWithDefault(config, "Option Settings", "SpeechVolume", 127));
// Sfx volume
SetSfxVolume(getConfigValueWithDefault(config, "Option Settings", "SfxVolume", 127));
// Has the game been completed previously
temp = getConfigValueWithDefault(config, "Extras", "Game Completed", 0);
// HACK: Enable all extras for now
warning("Enabling all extras for development purposes");
temp = 1;
if (temp == 0)
g_px->game_completed = FALSE8;
else
g_px->game_completed = TRUE8;
// Subtitle switch
temp = getConfigValueWithDefault(config, "Video Settings", "Subtitles", 1);
if (temp == 0)
g_px->on_screen_text = FALSE8;
else
g_px->on_screen_text = TRUE8;
// Control method
temp = getConfigValueWithDefault(config, "Controller Settings", "Method", ACTOR_RELATIVE);
if ((__Actor_control_mode)temp == SCREEN_RELATIVE)
g_icb_session->player.Set_control_mode(SCREEN_RELATIVE);
else
g_icb_session->player.Set_control_mode(ACTOR_RELATIVE);
// Set the default keys first in case the ini file mappings are invalid somehow
SetDefaultKeys();
// Read the movie library settings
for (uint32 i = 0; i < TOTAL_NUMBER_OF_MOVIES; i++) {
temp = config.readIntSetting("Movie Library", pxVString("%X", HashString(g_movieLibrary[i].filename)), 0);
if (temp == 0)
g_movieLibrary[i].visible = FALSE8;
else
g_movieLibrary[i].visible = TRUE8;
}
}
void Save_config_file() {
ConfMan.setInt("music_volume", GetMusicVolume() * 2);
ConfMan.setInt("speech_volume", GetMusicVolume() * 2);
ConfMan.setInt("sfx_volume", GetMusicVolume() * 2);
ConfMan.setBool("subtitles", g_px->on_screen_text != 0);
ConfMan.setBool("game_completed", g_px->game_completed);
ConfMan.setBool("actor_relative", g_icb_session->player.Get_control_mode() == ACTOR_RELATIVE);
// Write the movie library settings
for (uint32 i = 0; i < TOTAL_NUMBER_OF_MOVIES; i++) {
// Only write a setting when it's been achieved
if (g_movieLibrary[i].visible) {
char temp[1024];
sprintf(temp, "%X", HashString(g_movieLibrary[i].filename));
Common::String movie = Common::String("movie_") + temp;
ConfMan.setBool(movie, true);
}
}
ConfMan.flushToDisk();
}
void InitEngine(const char *lpCmdLine) {
CreateGlobalObjects();
// Set the character root directory to be the same as the normal root directory
camera_hack = false; // defaults to off
// create the surface manaager
surface_manager = new _surface_manager;
// Init the low level direct draw object
surface_manager->Init_direct_draw();
// Init the sound engine
if (!Init_Sound_Engine()) {
Message_box("Sound device unavailable.");
Zdebug("Failed to start the sound engine");
noSoundEngine = TRUE8;
}
// See how much memory we have in this machine
Memory_stats();
// Animations
rs1 = new res_man(ANIMATION_BUFFER_SIZE);
rs1->Set_auto_timeframe_advance();
rs_anims = rs1;
// Icons, Fonts and Remora
rs3 = new res_man(BITMAP_BUFFER_SIZE);
rs3->Set_auto_timeframe_advance();
rs_icons = rs3;
rs_remora = rs3;
rs_font = rs3;
// Stage
rs2 = new res_man(BACKGROUND_BUFFER_SIZE);
rs2->Set_auto_timeframe_advance();
rs_bg = rs2;
// Privates
private_session_resman = new res_man(PRIVATE_RESMAN_SIZE);
// Initalize the Revolution Render Device
InitRevRenderDevice();
// we run a special check for a font file - otherwise, res-open will fail triggering a con-fatal-error - not good
sys_font_hash = HashString(SYS_FONT);
font_cluster_hash = HashString(FONT_CLUSTER_PATH);
// inti direct input
Init_direct_input();
// init global variables
Zdebug("Init_globals");
Init_globals();
g_globalScriptVariables->SetVariable("missionelapsedtime", 0);
g_globalScriptVariables->SetVariable("demo", 0);
Zdebug("~Init_globals");
// ok, see if the special gameScript is present
// if so set the stub mode to GameScript mode
if (gs.Init_game_script() && strstr(lpCmdLine, "mission") == nullptr) {
// GameScript mode
// unless there is a console.icb file we dont allow debugging
// set base mode of stub to gameScript processor
g_stub->Set_current_stub_mode(__game_script);
} else
g_stub->Set_current_stub_mode(__mission_and_console);
// Initialise the runtime cluster manager
g_theClusterManager->Initialise();
zdebug = FALSE8; // no console so switch off debugging (zoff)
ConfMan.setBool("actor_relative", true);
ConfMan.setBool("subtitles", true);
// Load settings from our ini file (must be called AFTER everything has been setup)
ReadConfigFromIniFile();
}
void quitEngine() {
Zdebug("\nap closed");
Zdebug("Be Vigilant!\n");
if (g_mission)
g_icb_mission->___delete_mission();
Close_Sound_Engine();
if (surface_manager)
delete surface_manager;
Save_config_file(); // write user options ini file
DestoryRevRenderDevice();
// Shutdown the runtime cluster manager
g_theClusterManager->Shutdown();
DestroyGlobalObjects();
}
bool mainLoopIteration() {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN: {
// FIXME: All branches execute effectively the same code
#if 0
// Pass ENTER and BACKSPACE KEYDOWN events to WriteKey() so the save menu in options_manager_pc.cpp can see them.
if (event.kbd.keycode == Common::KEYCODE_RETURN) {
WriteKey((char)event.kbd.keycode);
} else if (event.kbd.keycode == Common::KEYCODE_BACKSPACE) {
WriteKey((char)event.kbd.keycode);
} else {
#endif
WriteKey(event.kbd.keycode);
//}
setKeyState(event.kbd.keycode, true);
break;
}
case Common::EVENT_KEYUP: {
setKeyState(event.kbd.keycode, false);
break;
}
case Common::EVENT_MOUSEMOVE:
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_LBUTTONDOWN:
LogMouseEvent(RD_LEFTBUTTONDOWN);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_RBUTTONDOWN:
LogMouseEvent(RD_RIGHTBUTTONDOWN);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_LBUTTONUP:
LogMouseEvent(RD_LEFTBUTTONUP);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_RBUTTONUP:
LogMouseEvent(RD_RIGHTBUTTONUP);
mousex = event.mouse.x;
mousey = event.mouse.y;
break;
case Common::EVENT_QUIT:
quitEngine();
return false;
default:
break;
}
}
// Used to be triggered by else if(gotTheFocus).
g_stub->Process_stub();
g_system->delayMillis(1);
return true;
}
void Mission_and_console() {
// run the mission with console facility
// this mode will run forever
uint32 mission_ret;
gameCycle += 1; // tick up the game cycle flag
// logic
mission_ret = g_mission->Game_cycle();
if (mission_ret) {
// the mission has terminated of its own accord - as apposed to a user quit
// if the player died then we bring up a restart/continue menu here
c_game_object *ob = (c_game_object *)MS->objects->Fetch_item_by_number(MS->player.Fetch_player_id());
int32 ret = ob->GetVariable("state");
if (ob->GetIntegerVariable(ret)) {
// Return to avoid deleting the mission
g_stub->Push_stub_mode(__gameover_menu);
return;
}
g_icb_mission->___delete_mission();
if (!gs.Running_from_gamescript())
Fatal_error("Thank you for playing In Cold Blood");
else
g_stub->Pop_stub_mode(); // back to game script server
} else
g_mission->Create_display();
}
void Terminate_ap() {
// can be called from any service loop to exit the program and return to windows
Fatal_error("Terminate Ap");
}
void _stub::Fix_time() {
// wait until target time has elapsed
// presumably 1/12 second - pc==80ms
uint32 targetTime = (TARGET_TIME * 100) / cycle_speed;
do {
g_system->delayMillis(1);
} while ((g_system->getMillis() - stub_timer_time) < targetTime);
}
int32 WhichCD(const char * /* mission */) { return 1; }
bool HasMMXTechnology() { return true; }
void _mission::LoadPlatformSpecific(Common::SeekableReadStream * /* fh */) {
// No PC specific stuff in here (at the moment)
}
void _mission::SavePlatformSpecific(Common::WriteStream * /* fh */) {
// No PC specific stuff in here (at the moment)
}
} // End of namespace ICB