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https://github.com/libretro/scummvm.git
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e632106169
* Added enum constant kNoEscRoom for rooms that have no escape room defined * Fixed crash when ESC is pressed in rooms which have no escape room defined * Renamed kNotFound (used as a return value for Game::getObjectWithAnimation) to kObjectNotFound for clarity. svn-id: r43072
273 lines
8.0 KiB
C++
273 lines
8.0 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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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/keyboard.h"
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#include "graphics/cursorman.h"
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#include "graphics/font.h"
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#include "draci/draci.h"
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#include "draci/barchive.h"
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#include "draci/script.h"
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#include "draci/font.h"
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#include "draci/sprite.h"
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#include "draci/screen.h"
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#include "draci/mouse.h"
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namespace Draci {
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// Data file paths
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const Common::String objectsPath("OBJEKTY.DFW");
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const Common::String palettePath("PALETY.DFW");
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const Common::String spritesPath("OBR_AN.DFW");
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const Common::String overlaysPath("OBR_MAS.DFW");
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const Common::String roomsPath("MIST.DFW");
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const Common::String animationsPath("ANIM.DFW");
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const Common::String iconsPath("HRA.DFW");
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const Common::String walkingMapsPath("MAPY.DFW");
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const Common::String itemsPath("IKONY.DFW");
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const Common::String itemImagesPath("OBR_IK.DFW");
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const Common::String initPath("INIT.DFW");
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const Common::String stringsPath("RETEZCE.DFW");
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DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
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: Engine(syst) {
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// Put your engine in a sane state, but do nothing big yet;
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// in particular, do not load data from files; rather, if you
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// need to do such things, do them from init().
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// Do not initialize graphics here
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// However this is the place to specify all default directories
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//Common::File::addDefaultDirectory(_gameDataPath + "sound/");
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// Here is the right place to set up the engine specific debug levels
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Common::addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
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Common::addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
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Common::addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
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Common::addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
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Common::addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
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// Don't forget to register your random source
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_eventMan->registerRandomSource(_rnd, "draci");
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}
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int DraciEngine::init() {
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// Initialize graphics using following:
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initGraphics(kScreenWidth, kScreenHeight, false);
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// Open game's archives
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_initArchive = new BArchive(initPath);
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_objectsArchive = new BArchive(objectsPath);
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_spritesArchive = new BArchive(spritesPath);
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_paletteArchive = new BArchive(palettePath);
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_roomsArchive = new BArchive(roomsPath);
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_overlaysArchive = new BArchive(overlaysPath);
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_animationsArchive = new BArchive(animationsPath);
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_iconsArchive = new BArchive(iconsPath);
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_walkingMapsArchive = new BArchive(walkingMapsPath);
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_itemsArchive = new BArchive(itemsPath);
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_itemImagesArchive = new BArchive(itemImagesPath);
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_stringsArchive = new BArchive(stringsPath);
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// Load the game's fonts
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_smallFont = new Font(kFontSmall);
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_bigFont = new Font(kFontBig);
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_screen = new Screen(this);
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_anims = new AnimationManager(this);
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_mouse = new Mouse(this);
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_script = new Script(this);
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_game = new Game(this);
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if(!_objectsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
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return Common::kUnknownError;
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}
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if(!_spritesArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
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return Common::kUnknownError;
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}
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if(!_paletteArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
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return Common::kUnknownError;
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}
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if(!_roomsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening rooms archive failed");
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return Common::kUnknownError;
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}
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if(!_overlaysArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening overlays archive failed");
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return Common::kUnknownError;
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}
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if(!_animationsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening animations archive failed");
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return Common::kUnknownError;
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}
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if(!_iconsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening icons archive failed");
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return Common::kUnknownError;
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}
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if(!_walkingMapsArchive->isOpen()) {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening walking maps archive failed");
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return Common::kUnknownError;
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}
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_showWalkingMap = false;
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// Basic archive test
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debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
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Common::String path("INIT.DFW");
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BArchive ar(path);
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BAFile *f;
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debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
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if(ar.isOpen()) {
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f = ar.getFile(0);
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} else {
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debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
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return Common::kUnknownError;
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}
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debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
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for (unsigned int i = 0; i < 10; ++i) {
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debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
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}
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return Common::kNoError;
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}
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int DraciEngine::go() {
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debugC(1, kDraciGeneralDebugLevel, "DraciEngine::go()");
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_game->init();
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_game->start();
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return Common::kNoError;
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}
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bool DraciEngine::handleEvents() {
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Common::Event event;
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bool quit = false;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_QUIT:
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_game->setQuit(true);
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break;
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case Common::EVENT_KEYDOWN:
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if (event.kbd.keycode == Common::KEYCODE_RIGHT) {
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_game->setRoomNum(_game->nextRoomNum());
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_game->setGateNum(0);
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_game->_roomChange = true;
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}
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else if (event.kbd.keycode == Common::KEYCODE_LEFT) {
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_game->setRoomNum(_game->prevRoomNum());
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_game->setGateNum(0);
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_game->_roomChange = true;
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}
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else if (event.kbd.keycode == Common::KEYCODE_ESCAPE) {
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int escRoom = _game->getEscRoom();
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// Check if there is an escape room defined for the current room
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if (escRoom != kNoEscRoom) {
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_game->setRoomNum(_game->getEscRoom());
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_game->setGateNum(0);
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_game->_roomChange = true;
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}
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}
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// Show walking map toggle
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else if (event.kbd.keycode == Common::KEYCODE_w) {
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_showWalkingMap = !_showWalkingMap;
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}
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break;
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default:
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_mouse->handleEvent(event);
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}
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}
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// Show walking map overlay
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// If the walking map overlay is already in the wanted state don't
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// start / stop it constantly
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if (_showWalkingMap && !_anims->getAnimation(kWalkingMapOverlay)->isPlaying()) {
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_anims->play(kWalkingMapOverlay);
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} else if (!_showWalkingMap && _anims->getAnimation(kWalkingMapOverlay)->isPlaying()) {
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_anims->stop(kWalkingMapOverlay);
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}
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return quit;
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}
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DraciEngine::~DraciEngine() {
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// Dispose your resources here
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// TODO: Investigate possibility of using sharedPtr or similar
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delete _smallFont;
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delete _bigFont;
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delete _mouse;
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delete _script;
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delete _anims;
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delete _game;
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delete _screen;
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delete _initArchive;
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delete _paletteArchive;
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delete _objectsArchive;
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delete _spritesArchive;
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delete _roomsArchive;
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delete _overlaysArchive;
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delete _animationsArchive;
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delete _iconsArchive;
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delete _walkingMapsArchive;
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delete _itemsArchive;
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delete _itemImagesArchive;
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delete _stringsArchive;
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// Remove all of our debug levels here
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Common::clearAllDebugChannels();
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}
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Common::Error DraciEngine::run() {
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init();
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go();
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return Common::kNoError;
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}
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} // End of namespace Draci
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