1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488
|
/* 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/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "draci/draci.h"
#include "draci/animation.h"
#include "draci/barchive.h"
#include "draci/font.h"
#include "draci/game.h"
#include "draci/mouse.h"
#include "draci/music.h"
#include "draci/saveload.h"
#include "draci/screen.h"
#include "draci/script.h"
#include "draci/sound.h"
#include "draci/sprite.h"
namespace Draci {
// Data file paths
const char *objectsPath = "OBJEKTY.DFW";
const char *palettePath = "PALETY.DFW";
const char *spritesPath = "OBR_AN.DFW";
const char *overlaysPath = "OBR_MAS.DFW";
const char *roomsPath = "MIST.DFW";
const char *animationsPath = "ANIM.DFW";
const char *iconsPath = "HRA.DFW";
const char *walkingMapsPath = "MAPY.DFW";
const char *itemsPath = "IKONY.DFW";
const char *itemImagesPath = "OBR_IK.DFW";
const char *initPath = "INIT.DFW";
const char *stringsPath = "RETEZCE.DFW";
const char *soundsPath = "CD2.SAM";
const char *dubbingPath = "CD.SAM";
const char *musicPathMask = "HUDBA%d.MID";
const uint kSoundsFrequency = 13000;
const uint kDubbingFrequency = 22050;
DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst), _rnd("draci") {
DebugMan.addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
DebugMan.addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
DebugMan.addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
DebugMan.addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
DebugMan.addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
DebugMan.addDebugChannel(kDraciSoundDebugLevel, "sound", "Sound debug info");
DebugMan.addDebugChannel(kDraciWalkingDebugLevel, "walking", "Walking debug info");
_console = new DraciConsole(this);
_screen = 0;
_mouse = 0;
_game = 0;
_script = 0;
_anims = 0;
_sound = 0;
_music = 0;
_smallFont = 0;
_bigFont = 0;
_iconsArchive = 0;
_objectsArchive = 0;
_spritesArchive = 0;
_paletteArchive = 0;
_roomsArchive = 0;
_overlaysArchive = 0;
_animationsArchive = 0;
_walkingMapsArchive = 0;
_itemsArchive = 0;
_itemImagesArchive = 0;
_initArchive = 0;
_stringsArchive = 0;
_soundsArchive = 0;
_dubbingArchive = 0;
_showWalkingMap = 0;
_pauseStartTime = 0;
}
bool DraciEngine::hasFeature(EngineFeature f) const {
return (f == kSupportsSubtitleOptions) ||
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
static SoundArchive* openAnyPossibleDubbing() {
debugC(1, kDraciGeneralDebugLevel, "Trying to find original dubbing");
LegacySoundArchive *legacy = new LegacySoundArchive(dubbingPath, kDubbingFrequency);
if (legacy->isOpen() && legacy->size()) {
debugC(1, kDraciGeneralDebugLevel, "Found original dubbing");
return legacy;
}
delete legacy;
// The original uncompressed dubbing cannot be found. Try to open the
// newer compressed version.
debugC(1, kDraciGeneralDebugLevel, "Trying to find compressed dubbing");
ZipSoundArchive *zip = new ZipSoundArchive();
zip->openArchive("dub-raw.zzz", "buf", RAW80, kDubbingFrequency);
if (zip->isOpen() && zip->size()) return zip;
#ifdef USE_FLAC
zip->openArchive("dub-flac.zzz", "flac", FLAC);
if (zip->isOpen() && zip->size()) return zip;
#endif
#ifdef USE_VORBIS
zip->openArchive("dub-ogg.zzz", "ogg", OGG);
if (zip->isOpen() && zip->size()) return zip;
#endif
#ifdef USE_MAD
zip->openArchive("dub-mp3.zzz", "mp3", MP3);
if (zip->isOpen() && zip->size()) return zip;
#endif
// Return an empty (but initialized) archive anyway.
return zip;
}
int DraciEngine::init() {
// Initialize graphics using following:
initGraphics(kScreenWidth, kScreenHeight);
// Open game's archives
_initArchive = new BArchive(initPath);
_objectsArchive = new BArchive(objectsPath);
_spritesArchive = new BArchive(spritesPath);
_paletteArchive = new BArchive(palettePath);
_roomsArchive = new BArchive(roomsPath);
_overlaysArchive = new BArchive(overlaysPath);
_animationsArchive = new BArchive(animationsPath);
_iconsArchive = new BArchive(iconsPath);
_walkingMapsArchive = new BArchive(walkingMapsPath);
_itemsArchive = new BArchive(itemsPath);
_itemImagesArchive = new BArchive(itemImagesPath);
_stringsArchive = new BArchive(stringsPath);
_soundsArchive = new LegacySoundArchive(soundsPath, kSoundsFrequency);
_dubbingArchive = openAnyPossibleDubbing();
_sound = new Sound(_mixer);
_music = new MusicPlayer(musicPathMask);
// Setup mixer
syncSoundSettings();
// Load the game's fonts
_smallFont = new Font(kFontSmall);
_bigFont = new Font(kFontBig);
_screen = new Screen(this);
_anims = new AnimationManager(this);
_mouse = new Mouse(this);
_script = new Script(this);
_game = new Game(this);
if (!_objectsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
return Common::kUnknownError;
}
if (!_spritesArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
return Common::kUnknownError;
}
if (!_paletteArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
return Common::kUnknownError;
}
if (!_roomsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening rooms archive failed");
return Common::kUnknownError;
}
if (!_overlaysArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening overlays archive failed");
return Common::kUnknownError;
}
if (!_animationsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening animations archive failed");
return Common::kUnknownError;
}
if (!_iconsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening icons archive failed");
return Common::kUnknownError;
}
if (!_walkingMapsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening walking maps archive failed");
return Common::kUnknownError;
}
if (!_soundsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sounds archive failed");
return Common::kUnknownError;
}
if (!_dubbingArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "WARNING - Opening dubbing archive failed");
}
_showWalkingMap = false;
// Basic archive test
debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
Common::String path("INIT.DFW");
BArchive ar(path);
const BAFile *f;
debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
if (ar.isOpen()) {
f = ar.getFile(0);
} else {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
return Common::kUnknownError;
}
debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
for (uint i = 0; i < 10; ++i) {
debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
}
return Common::kNoError;
}
void DraciEngine::handleEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RIGHT:
if (gDebugLevel >= 0) {
_game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
}
break;
case Common::KEYCODE_LEFT:
if (gDebugLevel >= 0) {
_game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
}
break;
case Common::KEYCODE_ESCAPE: {
if (_game->getLoopStatus() == kStatusInventory &&
_game->getLoopSubstatus() == kOuterLoop) {
_game->inventoryDone();
break;
}
const int escRoom = _game->getRoomNum() != _game->getMapRoom()
? _game->getEscRoom() : _game->getPreviousRoomNum();
// Check if there is an escape room defined for the current room
if (escRoom >= 0) {
// Schedule room change
// TODO: gate 0 (always present) is not always best for
// returning from the map, e.g. in the starting location.
// also, after loading the game, we shouldn't run any gate
// program, but rather restore the state of all objects.
_game->scheduleEnteringRoomUsingGate(escRoom, 0);
// Immediately cancel any running animation or dubbing and
// end any currently running GPL programs. In the intro it
// works as intended---skipping the rest of it.
//
// In the map, this causes that animation on newly
// discovered locations will be re-run next time and
// cut-scenes won't be played.
_game->setExitLoop(true);
_script->endCurrentProgram(true);
}
break;
}
case Common::KEYCODE_m:
if (_game->getLoopStatus() == kStatusOrdinary) {
const int new_room = _game->getRoomNum() != _game->getMapRoom()
? _game->getMapRoom() : _game->getPreviousRoomNum();
_game->scheduleEnteringRoomUsingGate(new_room, 0);
}
break;
case Common::KEYCODE_w:
// Show walking map toggle
_showWalkingMap = !_showWalkingMap;
_game->switchWalkingAnimations(_showWalkingMap);
break;
case Common::KEYCODE_q:
_game->setWantQuickHero(!_game->getWantQuickHero());
break;
case Common::KEYCODE_i:
if (_game->getRoomNum() == _game->getMapRoom() ||
_game->getLoopSubstatus() != kOuterLoop) {
break;
}
if (_game->getLoopStatus() == kStatusInventory) {
_game->inventoryDone();
} else if (_game->getLoopStatus() == kStatusOrdinary) {
_game->inventoryInit();
}
break;
case Common::KEYCODE_F5:
if (event.kbd.hasFlags(0)) {
openMainMenuDialog();
}
break;
case Common::KEYCODE_COMMA:
case Common::KEYCODE_PERIOD:
case Common::KEYCODE_SLASH:
if ((_game->getLoopStatus() == kStatusOrdinary ||
_game->getLoopStatus() == kStatusInventory) &&
_game->getLoopSubstatus() == kOuterLoop &&
_game->getRoomNum() != _game->getMapRoom()) {
_game->inventorySwitch(event.kbd.keycode);
}
break;
case Common::KEYCODE_d:
if (event.kbd.hasFlags(Common::KBD_CTRL)) {
this->getDebugger()->attach();
this->getDebugger()->onFrame();
}
break;
default:
break;
}
break;
default:
_mouse->handleEvent(event);
}
}
// Handle EVENT_QUIT and EVENT_RTL.
if (shouldQuit()) {
_game->setQuit(true);
_script->endCurrentProgram(true);
}
}
DraciEngine::~DraciEngine() {
// Dispose your resources here
// If the common library supported Boost's scoped_ptr<>, then wrapping
// all the following pointers and many more would be appropriate. So
// far, there is only SharedPtr, which I feel being an overkill for
// easy deallocation.
// TODO: We have ScopedPtr nowadays. Maybe should adapt this code then?
delete _smallFont;
delete _bigFont;
delete _mouse;
delete _script;
delete _anims;
delete _game;
delete _screen;
delete _initArchive;
delete _paletteArchive;
delete _objectsArchive;
delete _spritesArchive;
delete _roomsArchive;
delete _overlaysArchive;
delete _animationsArchive;
delete _iconsArchive;
delete _walkingMapsArchive;
delete _itemsArchive;
delete _itemImagesArchive;
delete _stringsArchive;
delete _sound;
delete _music;
delete _soundsArchive;
delete _dubbingArchive;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
delete _console;
}
Common::Error DraciEngine::run() {
init();
setTotalPlayTime(0);
_game->init();
// Load game from specified slot, if any
if (ConfMan.hasKey("save_slot")) {
loadGameState(ConfMan.getInt("save_slot"));
}
_game->start();
return Common::kNoError;
}
void DraciEngine::pauseEngineIntern(bool pause) {
Engine::pauseEngineIntern(pause);
if (pause) {
_pauseStartTime = _system->getMillis();
_anims->pauseAnimations();
_sound->pauseSound();
_sound->pauseVoice();
_music->pause();
} else {
_anims->unpauseAnimations();
_sound->resumeSound();
_sound->resumeVoice();
_music->resume();
// Adjust engine start time
const int delta = _system->getMillis() - _pauseStartTime;
_game->shiftSpeechAndFadeTick(delta);
_pauseStartTime = 0;
}
}
void DraciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
_sound->setVolume();
_music->syncVolume();
}
Common::String DraciEngine::getSavegameFile(int saveGameIdx) {
return Common::String::format("draci.s%02d", saveGameIdx);
}
Common::Error DraciEngine::loadGameState(int slot) {
// When called from run() using save_slot, the next operation is the
// call to start() calling enterNewRoom().
// When called from handleEvents() in the middle of the game, the next
// operation after handleEvents() exits from loop(), and returns to
// start() to the same place as above.
// In both cases, we are safe to override the data structures right
// here are now, without waiting for any other code to finish, thanks
// to our constraint in canLoadGameStateCurrently() and to having
// enterNewRoom() called right after we exit from here.
return loadSavegameData(slot, this);
}
bool DraciEngine::canLoadGameStateCurrently() {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
Common::Error DraciEngine::saveGameState(int slot, const Common::String &desc) {
return saveSavegameData(slot, desc, *this);
}
bool DraciEngine::canSaveGameStateCurrently() {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
} // End of namespace Draci
|