scummvm/engines/buried/buried.cpp
2023-12-24 13:19:25 +01:00

646 lines
19 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) 1995 Presto Studios, Inc.
*
* 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 "common/scummsys.h"
#include "common/config-manager.h"
#include "common/error.h"
#include "common/events.h"
#include "common/fs.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/formats/winexe_ne.h"
#include "common/formats/winexe_pe.h"
#include "engines/util.h"
#include "graphics/wincursor.h"
#include "gui/message.h"
#include "buried/agent_evaluation.h"
#include "buried/biochip_right.h"
#include "buried/buried.h"
#include "buried/console.h"
#include "buried/frame_window.h"
#include "buried/gameui.h"
#include "buried/graphics.h"
#include "buried/message.h"
#include "buried/resources.h"
#include "buried/scene_view.h"
#include "buried/sound.h"
#include "buried/video_window.h"
#include "buried/window.h"
namespace Buried {
BuriedEngine::BuriedEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
_gfx = nullptr;
_mainEXE = nullptr;
_library = nullptr;
_sound = nullptr;
_timerSeed = 0;
_mainWindow = nullptr;
_focusedWindow = nullptr;
_captureWindow = nullptr;
_pauseStartTime = 0;
_yielding = false;
_allowVideoSkip = true;
const Common::FSNode gameDataDir(ConfMan.getPath("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "WIN31/MANUAL", 0, 2); // v1.05 era
SearchMan.addSubDirectoryMatching(gameDataDir, "WIN95/MANUAL", 0, 2); // v1.10 era (Trilogy release)
// GOG.com release, plainly extracted files
SearchMan.addSubDirectoryMatching(gameDataDir, "data1", 0, 3);
SearchMan.addSubDirectoryMatching(gameDataDir, "data2", 0, 3);
SearchMan.addSubDirectoryMatching(gameDataDir, "data3", 0, 3);
}
BuriedEngine::~BuriedEngine() {
delete _mainWindow;
delete _gfx;
delete _mainEXE;
delete _library;
delete _sound;
// The queue should be empty since all windows destroy their messages
}
Common::Error BuriedEngine::run() {
setDebugger(new BuriedConsole(this));
ConfMan.registerDefault("skip_support", true);
_allowVideoSkip = ConfMan.getBool("skip_support");
if (isTrueColor()) {
initGraphics(640, 480, nullptr);
if (_system->getScreenFormat().bytesPerPixel == 1)
return Common::kUnsupportedColorMode;
} else {
initGraphics(640, 480);
}
if (isWin95()) {
_mainEXE = new Common::PEResources();
_library = new Common::PEResources();
} else {
_mainEXE = new Common::NEResources();
// Demo only uses the main EXE
if (!isDemo())
_library = new Common::NEResources();
}
if (isCompressed()) {
if (!_mainEXE->loadFromCompressedEXE(getEXEName()))
error("Failed to load main EXE '%s'", getEXEName().toString(Common::Path::kNativeSeparator).c_str());
if (_library && !_library->loadFromCompressedEXE(getLibraryName()))
error("Failed to load library DLL '%s'", getLibraryName().toString(Common::Path::kNativeSeparator).c_str());
} else {
if (!_mainEXE->loadFromEXE(getEXEName()))
error("Failed to load main EXE '%s'", getEXEName().toString(Common::Path::kNativeSeparator).c_str());
if (_library && !_library->loadFromEXE(getLibraryName()))
error("Failed to load library DLL '%s'", getLibraryName().toString(Common::Path::kNativeSeparator).c_str());
}
syncSoundSettings();
_gfx = new GraphicsManager(this);
_sound = new SoundManager(this);
_mainWindow = new FrameWindow(this);
_mainWindow->showWindow(Window::kWindowShow);
checkForOriginalSavedGames();
if (isDemo()) {
((FrameWindow *)_mainWindow)->showTitleSequence();
((FrameWindow *)_mainWindow)->showMainMenu();
} else {
bool doIntro = true;
if (ConfMan.hasKey("save_slot")) {
uint32 gameToLoad = ConfMan.getInt("save_slot");
doIntro = (loadGameState(gameToLoad).getCode() != Common::kNoError);
// If the trial version tries to load a game without a time
// zone that's part of the trial version, force the intro.
if (isTrial() && !((FrameWindow *)_mainWindow)->getMainChildWindow())
doIntro = true;
}
// Play the intro only if we're starting from scratch
if (doIntro)
((FrameWindow *)_mainWindow)->showClosingScreen();
}
while (!shouldQuit()) {
updateVideos();
pollForEvents();
sendAllMessages();
_gfx->updateScreen();
_system->delayMillis(10);
}
return Common::kNoError;
}
Common::String BuriedEngine::getString(uint32 stringID) {
bool continueReading = true;
Common::String result;
while (continueReading) {
Common::String string = _mainEXE->loadString(stringID);
if (string.empty())
return "";
if (string[0] == '!') {
string.deleteChar(0);
stringID++;
} else {
continueReading = false;
}
result += string;
}
// Change any \r to \n
for (uint32 i = 0; i < result.size(); i++)
if (result[i] == '\r')
result.setChar('\n', i);
return result;
}
Common::Path BuriedEngine::getFilePath(uint32 stringID) {
Common::String path = getString(stringID);
if (path.empty())
return Common::Path();
Common::String output;
uint i = 0;
// The non-demo paths have CD info followed by a backslash.
// We ignore this.
// In the demo, we remove the "BITDATA" prefix because the
// binaries are in the same directory.
// The North American demo also has paths that start with
// a backslash, while other demos don't.
if (isDemo()) {
if (path[0] == '\\')
i += 9;
else
i += 8;
} else {
i += 2;
}
for (; i < path.size(); i++) {
if (path[i] == '\\')
output += '/';
else
output += path[i];
}
return Common::Path(output, '/');
}
Graphics::WinCursorGroup *BuriedEngine::getCursorGroup(uint32 cursorGroupID) {
return Graphics::WinCursorGroup::createCursorGroup(_mainEXE, cursorGroupID);
}
Common::SeekableReadStream *BuriedEngine::getBitmapStream(uint32 bitmapID) {
// The demo's bitmaps are in the main EXE
if (isDemo())
return _mainEXE->getResource(Common::kWinBitmap, bitmapID);
// The rest in the database library
return _library->getResource(Common::kWinBitmap, bitmapID);
}
Common::SeekableReadStream *BuriedEngine::getNavData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("NAVDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getSndData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("SNDDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getAnimData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("ANIMDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getAIData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("AIDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getItemData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("ITEMDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getBookData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("BOOKDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getFileBCData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("FILEBCDATA"), resourceID);
}
Common::SeekableReadStream *BuriedEngine::getINNData(uint32 resourceID) {
return _mainEXE->getResource(Common::String("INNDATA"), resourceID);
}
uint BuriedEngine::createTimer(Window *window, uint period) {
uint timer = ++_timerSeed;
Timer timerInfo;
timerInfo.owner = window;
timerInfo.period = period;
timerInfo.nextTrigger = _system->getMillis() + period;
_timers[timer] = timerInfo;
return timer;
}
bool BuriedEngine::killTimer(uint timer) {
TimerMap::iterator it = _timers.find(timer);
if (it == _timers.end())
return false;
_timers.erase(it);
return true;
}
void BuriedEngine::removeAllTimers(Window *window) {
for (TimerMap::iterator it = _timers.begin(); it != _timers.end(); ++it) {
if (it->_value.owner == window)
_timers.erase(it);
}
}
void BuriedEngine::addVideo(VideoWindow *window) {
_videos.push_back(window);
}
void BuriedEngine::removeVideo(VideoWindow *window) {
_videos.remove(window);
}
void BuriedEngine::updateVideos() {
for (VideoList::iterator it = _videos.begin(); it != _videos.end(); ++it)
(*it)->updateVideo();
}
void BuriedEngine::postMessageToWindow(Window *dest, Message *message) {
MessageInfo msg;
msg.dest = dest;
msg.message = message;
_messageQueue.push_back(msg);
}
void BuriedEngine::processAudioVideoSkipMessages(VideoWindow *video, int soundId) {
assert(video || soundId >= 0);
for (MessageQueue::iterator it = _messageQueue.begin(); it != _messageQueue.end();) {
MessageType messageType = it->message->getMessageType();
if (messageType == kMessageTypeKeyUp) {
Common::KeyState keyState = ((KeyUpMessage *)it->message)->getKeyState();
// Send any skip keyup events to the audio/video players
if (keyState.keycode == Common::KEYCODE_ESCAPE) {
if (video)
video->onKeyUp(keyState, ((KeyUpMessage *)it->message)->getFlags());
if (soundId >= 0)
_sound->stopSound(soundId);
delete it->message;
it = _messageQueue.erase(it);
} else {
++it;
}
} else if (messageType == kMessageTypeKeyDown) {
Common::KeyState keyState = ((KeyDownMessage *)it->message)->getKeyState();
// Erase any skip video keydown events from the queue, to avoid
// interpreting them as game quit events after the video ends
if (keyState.keycode == Common::KEYCODE_ESCAPE) {
delete it->message;
it = _messageQueue.erase(it);
} else {
++it;
}
} else {
++it;
}
}
}
void BuriedEngine::sendAllMessages() {
while (!shouldQuit() && !_messageQueue.empty()) {
MessageInfo msg = _messageQueue.front();
_messageQueue.pop_front();
msg.dest->sendMessage(msg.message);
// Control of the pointer is passed to the destination
}
// Generate a timer messages while they exist and there are no messages
// in the queue.
while (!shouldQuit() && _messageQueue.empty()) {
// Generate a timer message
bool ranTimer = false;
for (TimerMap::iterator it = _timers.begin(); it != _timers.end(); ++it) {
uint32 time = g_system->getMillis();
if (time >= it->_value.nextTrigger) {
// Adjust the trigger to be what the next one would be, after
// all the current triggers would be called.
uint32 triggerCount = (time - it->_value.nextTrigger + it->_value.period) / it->_value.period;
it->_value.nextTrigger += triggerCount * it->_value.period;
it->_value.owner->sendMessage(new TimerMessage(it->_key));
ranTimer = true;
break;
}
}
// If no timers were run, there's nothing to keep looking for
if (!ranTimer)
break;
}
}
void BuriedEngine::removeMessages(Window *window, int messageBegin, int messageEnd) {
for (MessageQueue::iterator it = _messageQueue.begin(); it != _messageQueue.end();) {
if (it->dest == window && it->message->getMessageType() >= messageBegin && it->message->getMessageType() <= messageEnd) {
delete it->message;
it = _messageQueue.erase(it);
} else {
++it;
}
}
}
void BuriedEngine::removeKeyboardMessages(Window *window) {
removeMessages(window, kMessageTypeKeyBegin, kMessageTypeKeyEnd);
}
void BuriedEngine::removeMouseMessages(Window *window) {
removeMessages(window, kMessageTypeMouseBegin, kMessageTypeMouseEnd);
}
void BuriedEngine::removeAllMessages(Window *window) {
for (MessageQueue::iterator it = _messageQueue.begin(); it != _messageQueue.end();) {
if (it->dest == window) {
delete it->message;
it = _messageQueue.erase(it);
} else {
++it;
}
}
}
bool BuriedEngine::hasMessage(Window *window, int messageBegin, int messageEnd) const {
// Implementation note: This doesn't currently handle timers, but would on real Windows.
// Buried doesn't check for timer messages being present, so it's skipped.
for (MessageQueue::const_iterator it = _messageQueue.begin(); it != _messageQueue.end(); ++it)
if ((!window || it->dest == window) && it->message->getMessageType() >= messageBegin && it->message->getMessageType() <= messageEnd)
return true;
return false;
}
void BuriedEngine::yield(VideoWindow *video, int soundId) {
// A cut down version of the Win16 yield function. Win32 handles this
// asynchronously, which we don't want. Only needed for internal event loops.
// Mark us that we're yielding so we can't save or load in a synchronous sequence
_yielding = true;
updateVideos();
pollForEvents();
// We only send audio/video skipping messages from here. Otherwise, this is the same
// as our main loop.
if ((video || soundId >= 0) && _allowVideoSkip)
processAudioVideoSkipMessages(video, soundId);
_gfx->updateScreen();
_system->delayMillis(10);
_yielding = false;
}
void BuriedEngine::pollForEvents() {
// TODO: Key flags
// TODO: Mouse flags
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_MOUSEMOVE: {
_gfx->markMouseMoved();
Window *window = _captureWindow ? _captureWindow : _mainWindow->childWindowAtPoint(event.mouse);
window->postMessage(new MouseMoveMessage(window->convertPointToLocal(event.mouse), 0));
window->postMessage(new SetCursorMessage(kMessageTypeMouseMove));
break;
}
case Common::EVENT_KEYUP:
if (_focusedWindow)
_focusedWindow->postMessage(new KeyUpMessage(event.kbd, 0));
break;
case Common::EVENT_KEYDOWN:
if (_focusedWindow)
_focusedWindow->postMessage(new KeyDownMessage(event.kbd, 0));
break;
case Common::EVENT_LBUTTONDOWN: {
Window *window = _captureWindow ? _captureWindow : _mainWindow->childWindowAtPoint(event.mouse);
window->postMessage(new LButtonDownMessage(window->convertPointToLocal(event.mouse), 0));
break;
}
case Common::EVENT_LBUTTONUP: {
Window *window = _captureWindow ? _captureWindow : _mainWindow->childWindowAtPoint(event.mouse);
window->postMessage(new LButtonUpMessage(window->convertPointToLocal(event.mouse), 0));
break;
}
case Common::EVENT_MBUTTONUP: {
Window *window = _captureWindow ? _captureWindow : _mainWindow->childWindowAtPoint(event.mouse);
window->postMessage(new MButtonUpMessage(window->convertPointToLocal(event.mouse), 0));
break;
}
case Common::EVENT_RBUTTONDOWN: {
Window *window = _captureWindow ? _captureWindow : _mainWindow->childWindowAtPoint(event.mouse);
window->postMessage(new RButtonDownMessage(window->convertPointToLocal(event.mouse), 0));
break;
}
case Common::EVENT_RBUTTONUP: {
Window *window = _captureWindow ? _captureWindow : _mainWindow->childWindowAtPoint(event.mouse);
window->postMessage(new RButtonUpMessage(window->convertPointToLocal(event.mouse), 0));
break;
}
case Common::EVENT_MAINMENU: {
((FrameWindow *)_mainWindow)->_controlDown = false;
break;
}
default:
break;
}
}
}
int BuriedEngine::getTransitionSpeed() {
assert(_mainWindow);
return ((FrameWindow *)_mainWindow)->getTransitionSpeed();
}
void BuriedEngine::setTransitionSpeed(int newSpeed) {
assert(_mainWindow);
((FrameWindow *)_mainWindow)->setTransitionSpeed(newSpeed);
}
uint32 BuriedEngine::getVersion() {
if (isWin95()) {
// Not really needed, it should only be 1.1
return MAKEVERSION(1, 1, 0, 0);
}
Common::WinResources::VersionInfo *versionInfo = _mainEXE->getVersionResource(1);
uint32 result = MAKEVERSION(versionInfo->fileVersion[0], versionInfo->fileVersion[1], versionInfo->fileVersion[2], versionInfo->fileVersion[3]);
delete versionInfo;
return result;
}
Common::Path BuriedEngine::getFilePath(int timeZone, int environment, int fileOffset) {
return getFilePath(computeFileNameResourceID(timeZone, environment, fileOffset));
}
uint32 BuriedEngine::computeNavDBResourceID(int timeZone, int environment) {
return RESID_NAVDB_BASE + RESOFFSET_NAVDB_TIMEZONE * timeZone + environment;
}
uint32 BuriedEngine::computeAnimDBResourceID(int timeZone, int environment) {
return RESID_ANIMDB_BASE + RESOFFSET_ANIMDB_TIMEZONE * timeZone + environment;
}
uint32 BuriedEngine::computeAIDBResourceID(int timeZone, int environment) {
return RESID_AI_DB_BASE + RESOFFSET_AI_DB_TIMEZONE * timeZone + environment;
}
uint32 BuriedEngine::computeFileNameResourceID(int timeZone, int environment, int fileOffset) {
return RESID_FILENAMES_BASE + RESOFFSET_FILENAME_TIMEZONE * timeZone + RESOFFSET_FILENAME_ENVIRON * environment + fileOffset;
}
void BuriedEngine::pauseEngineIntern(bool pause) {
if (pause) {
_sound->pause(true);
for (VideoList::iterator it = _videos.begin(); it != _videos.end(); ++it)
(*it)->pauseVideo();
_pauseStartTime = g_system->getMillis();
} else {
_sound->pause(false);
for (VideoList::iterator it = _videos.begin(); it != _videos.end(); ++it)
(*it)->resumeVideo();
uint32 timeDiff = g_system->getMillis() - _pauseStartTime;
for (TimerMap::iterator it = _timers.begin(); it != _timers.end(); ++it)
it->_value.nextTrigger += timeDiff;
}
}
bool BuriedEngine::runQuitDialog() {
// TODO: Would be nice to load the text out of the EXE for this
// v1.04+: IDS_APP_MESSAGE_QUIT_TEXT (9024)
GUI::MessageDialog dialog(_("Are you sure you want to quit?"), _("Yes"), _("No"));
return dialog.runModal() == GUI::kMessageOK;
}
bool BuriedEngine::isControlDown() const {
return _mainWindow && ((FrameWindow *)_mainWindow)->_controlDown;
}
void BuriedEngine::pauseGame() {
// TODO: Would be nice to load the translated text from IDS_APP_MESSAGE_PAUSED_TEXT (9023)
GUI::MessageDialog dialog(_("Your game is now Paused. Click OK to continue."));
runDialog(dialog);
}
void BuriedEngine::showPoints() {
if (isDemo())
return;
FrameWindow *frameWindow = (FrameWindow *)_mainWindow;
SceneViewWindow *sceneView = ((GameUIWindow *)frameWindow->getMainChildWindow())->_sceneViewWindow;
AgentEvaluation *agentEvaluation = new AgentEvaluation(this, sceneView->getGlobalFlags(), -1);
GUI::MessageDialog dialog(
agentEvaluation->_scoringTextDescriptionsWithScores,
"OK",
Common::U32String(),
Graphics::kTextAlignLeft
);
runDialog(dialog);
delete agentEvaluation;
}
void BuriedEngine::handleSaveDialog() {
FrameWindow *frameWindow = (FrameWindow *)_mainWindow;
BioChipRightWindow *bioChipWindow = ((GameUIWindow *)frameWindow->getMainChildWindow())->_bioChipRightWindow;
if (isDemo())
return;
if (saveGameDialog())
bioChipWindow->destroyBioChipViewWindow();
}
void BuriedEngine::handleRestoreDialog() {
FrameWindow *frameWindow = (FrameWindow *)_mainWindow;
BioChipRightWindow *bioChipWindow = ((GameUIWindow *)frameWindow->getMainChildWindow())->_bioChipRightWindow;
if (isDemo())
return;
if (loadGameDialog())
bioChipWindow->destroyBioChipViewWindow();
}
} // End of namespace Buried