scummvm/engines/tony/tony.cpp
2012-05-14 08:53:09 +10:00

631 lines
14 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/algorithm.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/file.h"
#include "tony/tony.h"
#include "tony/custom.h"
#include "tony/game.h"
#include "tony/mpal/mpal.h"
namespace Tony {
TonyEngine *_vm;
TonyEngine::TonyEngine(OSystem *syst, const TonyGameDescription *gameDesc) : Engine(syst),
_gameDescription(gameDesc), _randomSource("tony") {
_vm = this;
DebugMan.addDebugChannel(kTonyDebugAnimations, "animations", "Animations debugging");
DebugMan.addDebugChannel(kTonyDebugActions, "actions", "Actions debugging");
DebugMan.addDebugChannel(kTonyDebugSound, "sound", "Sound debugging");
DebugMan.addDebugChannel(kTonyDebugMusic, "music", "Music debugging");
}
TonyEngine::~TonyEngine() {
// Close the voice database
CloseVoiceDatabase();
// Reset the coroutine scheduler
CoroScheduler.reset();
}
/**
* Run the game
*/
Common::Error TonyEngine::run() {
Common::ErrorCode result = Init();
if (result != Common::kNoError)
return result;
Play();
Close();
return Common::kNoError;
}
/**
* Initialise the game
*/
Common::ErrorCode TonyEngine::Init() {
m_hEndOfFrame = CoroScheduler.createEvent(false, false);
m_bPaused = false;
m_bDrawLocation = true;
m_startTime = g_system->getMillis();
// Init static class fields
RMText::InitStatics();
RMTony::InitStatics();
// Reset the scheduler
CoroScheduler.reset();
// Initialise the graphics window
_window.Init();
// Initialise the function list
Common::fill(FuncList, FuncList + 300, (LPCUSTOMFUNCTION)NULL);
InitCustomFunctionMap();
// Initializes MPAL system, passing the custom functions list
Common::File f;
if (!f.open("ROASTED.MPC"))
return Common::kReadingFailed;
f.close();
if (!mpalInit("ROASTED.MPC", "ROASTED.MPR", FuncList, FuncListStrings))
return Common::kUnknownError;
// Initialise the update resources
_resUpdate.Init("ROASTED.MPU");
// Initialise the music
InitMusic();
// Initialise the voices database
if (!OpenVoiceDatabase())
return Common::kReadingFailed;
// Initialise the boxes
_theBoxes.Init();
// Link to the custom graphics engine
_theEngine.InitCustomDll();
// Inizializza il gfxEngine
_theEngine.Init();
// Memoria per il thumbnail
m_curThumbnail = new uint16[160 * 120];
// Configurazione di default
GLOBALS.bCfgInvLocked = false;
GLOBALS.bCfgInvNoScroll = false;
GLOBALS.bCfgTimerizedText = true;
GLOBALS.bCfgInvUp = false;
GLOBALS.bCfgAnni30 = false;
GLOBALS.bCfgAntiAlias = false;
GLOBALS.bCfgTransparence = true;
GLOBALS.bCfgInterTips = true;
GLOBALS.bCfgSottotitoli = true;
GLOBALS.nCfgTonySpeed = 3;
GLOBALS.nCfgTextSpeed = 5;
GLOBALS.bCfgDubbing = true;
GLOBALS.bCfgMusic = true;
GLOBALS.bCfgSFX = true;
GLOBALS.nCfgDubbingVolume = 10;
GLOBALS.nCfgMusicVolume = 7;
GLOBALS.nCfgSFXVolume = 10;
m_bQuitNow = false;
return Common::kNoError;
}
void TonyEngine::InitCustomFunctionMap() {
INIT_CUSTOM_FUNCTION(FuncList, FuncListStrings);
}
/**
* Display an error message
*/
void TonyEngine::GUIError(const Common::String &msg) {
GUIErrorMessage(msg);
}
void TonyEngine::PlayMusic(int nChannel, const char *fn, int nFX, bool bLoop, int nSync) {
warning("TODO: TonyEngine::PlayMusic");
// g_system->lockMutex(csMusic);
if (nChannel < 4)
if (GLOBALS.flipflop)
nChannel = nChannel + 1;
switch (nFX) {
case 0:
case 1:
case 2:
m_stream[nChannel]->Stop();
m_stream[nChannel]->UnloadFile();
break;
case 22:
break;
}
#ifdef REFACTOR_ME
// Mette il path giusto
if (nChannel < 4)
GetDataDirectory(DD_MUSIC, path_buffer);
else
GetDataDirectory(DD_LAYER, path_buffer);
_splitpath(path_buffer,drive,dir,NULL,NULL);
_splitpath(fn,NULL,NULL,fname,ext);
_makepath(path_buffer,drive,dir,fname,ext);
_makepath(path_buffer,drive,dir,fname,ext);
if (nFX==22) // Sync a tempo
{
curChannel=nChannel;
strcpy(nextMusic, path_buffer);
nextLoop=bLoop;
nextSync=nSync;
if (flipflop)
nextChannel=nChannel-1;
else
nextChannel=nChannel+1;
DWORD id;
HANDLE hThread=CreateThread(NULL,10240,(LPTHREAD_START_ROUTINE)DoNextMusic,m_stream,0,&id);
SetThreadPriority(hThread,THREAD_PRIORITY_HIGHEST);
}
else if (nFX==44) // Cambia canale e lascia finire il primo
{
if (flipflop)
nextChannel=nChannel-1;
else
nextChannel=nChannel+1;
m_stream[nextChannel]->Stop();
m_stream[nextChannel]->UnloadFile();
if (!getIsDemo()) {
if (!m_stream[nextChannel]->LoadFile(path_buffer,FPCODEC_ADPCM,nSync))
theGame.Abort();
} else {
m_stream[nextChannel]->LoadFile(path_buffer,FPCODEC_ADPCM,nSync);
}
m_stream[nextChannel]->SetLoop(bLoop);
m_stream[nextChannel]->Play();
flipflop = 1-flipflop;
}
else
{
if (!getIsDemo()) {
if (!m_stream[nChannel]->LoadFile(path_buffer,FPCODEC_ADPCM,nSync))
theGame.Abort();
} else {
m_stream[nChannel]->LoadFile(path_buffer,FPCODEC_ADPCM,nSync);
}
m_stream[nChannel]->SetLoop(bLoop);
m_stream[nChannel]->Play();
}
#endif
// g_system->unlockMutex(csMusic);
}
void TonyEngine::PlaySFX(int nChannel, int nFX) {
if (m_sfx[nChannel] == NULL)
return;
switch (nFX) {
case 0:
m_sfx[nChannel]->SetLoop(false);
break;
case 1:
m_sfx[nChannel]->SetLoop(true);
break;
}
m_sfx[nChannel]->Play();
}
void TonyEngine::StopMusic(int nChannel) {
// g_system->lockMutex(csMusic);
if (nChannel < 4)
m_stream[nChannel + GLOBALS.flipflop]->Stop();
else
m_stream[nChannel]->Stop();
// g_system->unlockMutex(csMusic);
}
void TonyEngine::StopSFX(int nChannel) {
m_sfx[nChannel]->Stop();
}
void TonyEngine::PlayUtilSFX(int nChannel, int nFX) {
if (m_utilSfx[nChannel] == NULL)
return;
switch (nFX) {
case 0:
m_utilSfx[nChannel]->SetLoop(false);
break;
case 1:
m_utilSfx[nChannel]->SetLoop(true);
break;
}
m_utilSfx[nChannel]->SetVolume(52);
m_utilSfx[nChannel]->Play();
}
void TonyEngine::StopUtilSFX(int nChannel) {
m_utilSfx[nChannel]->Stop();
}
void TonyEngine::PreloadSFX(int nChannel, const char *fn) {
if (m_sfx[nChannel] != NULL) {
m_sfx[nChannel]->Stop();
m_sfx[nChannel]->Release();
m_sfx[nChannel] = NULL;
}
_theSound.CreateSfx(&m_sfx[nChannel]);
/*
// Mette il path giusto
GetDataDirectory(DD_UTILSFX, path_buffer);
_splitpath(path_buffer,drive,dir,NULL,NULL);
_splitpath(fn,NULL,NULL,fname,ext);
_makepath(path_buffer,drive,dir,fname,ext);
m_sfx[nChannel]->LoadFile(path_buffer, FPCODEC_ADPCM);
*/
m_sfx[nChannel]->LoadFile(fn, FPCODEC_ADPCM);
}
FPSFX *TonyEngine::CreateSFX(byte *buf) {
FPSFX *sfx;
_theSound.CreateSfx(&sfx);
sfx->LoadFile(buf,FPCODEC_WAV);
return sfx;
}
void TonyEngine::PreloadUtilSFX(int nChannel, const char *fn) {
warning("TonyEngine::PreloadUtilSFX");
}
void TonyEngine::UnloadAllSFX(void) {
warning("TonyEngine::UnloadAllSFX");
}
void TonyEngine::UnloadAllUtilSFX(void) {
warning("TonyEngine::UnloadAllUtilSFX");
}
void TonyEngine::InitMusic() {
int i;
_theSound.Init(/*_window*/);
_theSound.SetMasterVolume(63);
for (i = 0; i < 6; i++)
_theSound.CreateStream(&m_stream[i]);
for (i = 0; i < MAX_SFX_CHANNELS; i++) {
m_sfx[i] = m_utilSfx[i] = NULL;
}
// Crea la critical section per la musica
// csMusic = g_system->createMutex();
// Carica effetti sonori
// PreloadUtilSFX(0,"AccendiOpzione.ADP");
// PreloadUtilSFX(1,"ApriInterfaccia.ADP");
PreloadUtilSFX(0, "U01.ADP"); // invertiti!!
PreloadUtilSFX(1, "U02.ADP");
}
void TonyEngine::CloseMusic() {
for (int i = 0; i < 6; i++) {
m_stream[i]->Stop();
m_stream[i]->UnloadFile();
m_stream[i]->Release();
}
// g_system->deleteMutex(csMusic);
UnloadAllSFX();
UnloadAllUtilSFX();
}
void TonyEngine::PauseSound(bool bPause) {
}
void TonyEngine::SetMusicVolume(int nChannel, int volume) {
}
int TonyEngine::GetMusicVolume(int nChannel) {
return 255;
}
Common::String TonyEngine::GetSaveStateFileName(int n) {
return Common::String::format("tony.%03d", n);
}
void TonyEngine::AutoSave(CORO_PARAM) {
CORO_BEGIN_CONTEXT;
Common::String buf;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
GrabThumbnail();
CORO_INVOKE_0(MainWaitFrame);
CORO_INVOKE_0(MainWaitFrame);
MainFreeze();
_ctx->buf = GetSaveStateFileName(0);
_theEngine.SaveState(_ctx->buf.c_str(), (byte *)m_curThumbnail, "Autosave", true);
MainUnfreeze();
CORO_END_CODE;
}
void TonyEngine::SaveState(int n, const char *name) {
Common::String buf = GetSaveStateFileName(n);
_theEngine.SaveState(buf.c_str(), (byte *)m_curThumbnail, name);
}
void TonyEngine::LoadState(CORO_PARAM, int n) {
CORO_BEGIN_CONTEXT;
Common::String buf;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
_ctx->buf = GetSaveStateFileName(n);
CORO_INVOKE_1(_theEngine.LoadState, _ctx->buf.c_str());
CORO_END_CODE;
}
bool TonyEngine::OpenVoiceDatabase() {
char id[4];
uint32 numfiles;
// Add the voices folder to the search directory list
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "voices");
// Open the voices database
if (!_vdbFP.open("voices.vdb"))
return false;
_vdbFP.seek(-8, SEEK_END);
numfiles = _vdbFP.readUint32LE();
_vdbFP.read(id, 4);
if (id[0] != 'V' || id[1] != 'D' || id[2] != 'B' || id[3] != '1') {
_vdbFP.close();
return false;
}
// Read in the index
_vdbFP.seek(-8 - (numfiles * VOICE_HEADER_SIZE), SEEK_END);
for (uint32 i = 0; i < numfiles; ++i) {
VoiceHeader vh;
vh.offset = _vdbFP.readUint32LE();
vh.code = _vdbFP.readUint32LE();
vh.parts = _vdbFP.readUint32LE();
_voices.push_back(vh);
}
return true;
}
void TonyEngine::CloseVoiceDatabase() {
if (_vdbFP.isOpen())
_vdbFP.close();
if (_voices.size() > 0)
_voices.clear();
}
void TonyEngine::GrabThumbnail(void) {
_window.GrabThumbnail(m_curThumbnail);
}
void TonyEngine::OptionScreen(void) {
}
void TonyEngine::OpenInitLoadMenu(CORO_PARAM) {
_theEngine.OpenOptionScreen(coroParam, 1);
}
void TonyEngine::OpenInitOptions(CORO_PARAM) {
_theEngine.OpenOptionScreen(coroParam, 2);
}
void TonyEngine::Abort(void) {
m_bQuitNow = true;
}
/**
* Main process for playing the game.
*
* @remarks This needs to be in a separate process, since there are some things that can briefly
* block the execution of process. For now, all ScummVm event handling is dispatched to within the context of this
* process. If it ever proves a problem, we may have to look into whether it's feasible to have it still remain
* in the outer 'main' process.
*/
void TonyEngine::PlayProcess(CORO_PARAM, const void *param) {
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// CORO_INFINITE loop. We rely on the outer main process to detect if a shutdown is required,
// and kill the scheudler and all the processes, including this one
for (;;) {
// Se siamo in pausa, entra nel loop appropriato
if (_vm->m_bPaused)
_vm->PauseLoop();
// Wait for the next frame
CORO_INVOKE_1(CoroScheduler.sleep, 50);
// Call the engine to handle the next frame
CORO_INVOKE_1(_vm->_theEngine.DoFrame, _vm->m_bDrawLocation);
// Warns that a frame is finished
CoroScheduler.pulseEvent(_vm->m_hEndOfFrame);
// Handle drawing the frame
if (!_vm->m_bPaused) {
if (!_vm->_theEngine.m_bWiping)
_vm->_window.GetNewFrame(_vm->_theEngine, NULL);
else
_vm->_window.GetNewFrame(_vm->_theEngine, &_vm->_theEngine.m_rcWipeEllipse);
}
// Paint the frame onto the screen
_vm->_window.Repaint();
}
CORO_END_CODE;
}
/**
* Play the game
*/
void TonyEngine::Play(void) {
// Create the game player process
CoroScheduler.createProcess(PlayProcess, NULL);
// Loop through calling the scheduler until it's time for the game to quit
while (!shouldQuit() && !m_bQuitNow) {
// Delay for a brief amount
g_system->delayMillis(10);
// Call any scheduled processes
CoroScheduler.schedule();
}
}
void TonyEngine::Close(void) {
CloseMusic();
CoroScheduler.closeEvent(m_hEndOfFrame);
_theBoxes.Close();
_theEngine.Close();
_window.Close();
delete[] m_curThumbnail;
}
void TonyEngine::SwitchFullscreen(bool bFull) {
_window.SwitchFullscreen(bFull);
_theEngine.SwitchFullscreen(bFull);
}
void TonyEngine::GDIControl(bool bCon) {
_theEngine.GDIControl(bCon);
}
void TonyEngine::PauseLoop(void) {
warning("TODO: TonyEngine::PauseLoop");
#if 0
MSG msg;
int st,et;
st = GetTime();
while (m_bPaused && GetMessage(&msg,_window,0,0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
et = GetTime();
m_startTime += et - st;
#endif
}
void TonyEngine::Pause(bool bPause) {
// Se non e' cambiato lo stato di pausing, non fare nulla
if (m_bPaused == bPause)
return;
warning("TODO: TonyEninge::Pause");
/*
m_bPaused = bPause;
theEngine.GDIControl(m_bPaused);
if (m_bPaused) {
SetWindowText(_window, "Tony Tough and the night of Roasted Moths - PAUSED");
} else {
SetWindowText(_window, "Tony Tough and the night of Roasted Moths");
}
*/
}
void TonyEngine::FreezeTime(void) {
m_bTimeFreezed = true;
m_nTimeFreezed = GetTime() - m_startTime;
}
void TonyEngine::UnfreezeTime(void) {
m_bTimeFreezed = false;
}
/**
* Returns the millisecond timer
*/
uint32 TonyEngine::GetTime() {
return g_system->getMillis();
}
} // End of namespace Tony