scummvm/engines/illusions/illusions.cpp

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/* 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 "illusions/illusions.h"
#include "illusions/actor.h"
#include "illusions/actorresource.h"
#include "illusions/backgroundresource.h"
#include "illusions/camera.h"
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#include "illusions/cursor.h"
#include "illusions/dictionary.h"
#include "illusions/fontresource.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
#include "illusions/resourcesystem.h"
#include "illusions/screen.h"
#include "illusions/scriptresource.h"
#include "illusions/scriptman.h"
#include "illusions/soundresource.h"
#include "illusions/talkresource.h"
#include "illusions/thread.h"
#include "illusions/time.h"
#include "illusions/updatefunctions.h"
#include "audio/audiostream.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/timer.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "graphics/fontman.h"
#include "graphics/palette.h"
#include "graphics/surface.h"
namespace Illusions {
IllusionsEngine::IllusionsEngine(OSystem *syst, const ADGameDescription *gd) :
Engine(syst), _gameDescription(gd) {
_random = new Common::RandomSource("illusions");
Engine::syncSoundSettings();
}
IllusionsEngine::~IllusionsEngine() {
delete _random;
}
Common::Error IllusionsEngine::run() {
// Init search paths
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "music");
SearchMan.addSubDirectoryMatching(gameDataDir, "resource");
SearchMan.addSubDirectoryMatching(gameDataDir, "resrem");
SearchMan.addSubDirectoryMatching(gameDataDir, "savegame");
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx");
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
SearchMan.addSubDirectoryMatching(gameDataDir, "voice");
Graphics::PixelFormat pixelFormat16(2, 5, 6, 5, 0, 11, 5, 0, 0);
initGraphics(640, 480, true, &pixelFormat16);
_dict = new Dictionary();
_resSys = new ResourceSystem();
_resSys->addResourceLoader(0x00060000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00080000, new SoundGroupResourceLoader(this));
_resSys->addResourceLoader(0x000D0000, new ScriptResourceLoader(this));
_resSys->addResourceLoader(0x000F0000, new TalkResourceLoader(this));
_resSys->addResourceLoader(0x00100000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00110000, new BackgroundResourceLoader(this));
_resSys->addResourceLoader(0x00120000, new FontResourceLoader(this));
_screen = new Screen(this);
_input = new Input();
_scriptMan = new ScriptMan(this);
_actorItems = new ActorItems(this);
_backgroundItems = new BackgroundItems(this);
_camera = new Camera(this);
_controls = new Controls(this);
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_cursor = new Cursor(this);
_talkItems = new TalkItems(this);
// TODO Move to own class
_resGetCtr = 0;
_unpauseControlActorFlag = false;
_lastUpdateTime = 0;
#if 0
// ActorResource test
_resSys->loadResource(0x00100006, 0, 0);
#endif
#if 0
// BackgroundResource test
_resSys->loadResource(0x00110007, 0, 0);
BackgroundItem *backgroundItem = _backgroundItems->debugFirst();
_system->copyRectToScreen((byte*)backgroundItem->_surfaces[0]->getBasePtr(0, 0), backgroundItem->_surfaces[0]->pitch, 0, 0, 640, 480);
_system->updateScreen();
_camera->panToPoint(Common::Point(800, 0), 500, 0);
while (!shouldQuit()) {
//debug("panPoints[0] = %d, %d", backgroundItem->_panPoints[0].x, backgroundItem->_panPoints[0].y);
uint32 t = getCurrentTime();
//debug("t = %d", t);
_camera->update(t);
_system->delayMillis(10);
_system->copyRectToScreen((byte*)backgroundItem->_surfaces[0]->getBasePtr(backgroundItem->_panPoints[0].x, 0),
backgroundItem->_surfaces[0]->pitch, 0, 0, 640, 480);
_system->updateScreen();
updateEvents();
}
#endif
#if 0
// ScriptResource test
_resSys->loadResource(0x000D0001, 0, 0);
_scriptMan->startScriptThread(0x00020004, 0, 0, 0, 0);
while (!shouldQuit()) {
updateEvents();
_scriptMan->_threads->updateThreads();
}
#endif
#if 1
// Actor/graphics/script test
/* TODO 0x0010000B LinkIndex 0x00060AAB 0x00060556
*/
_resSys->loadResource(0x000D0001, 0, 0);
#if 0
_resSys->loadResource(0x0011000B, 0, 0);
_resSys->loadResource(0x0010000B, 0, 0);
#if 0
_controls->placeActor(0x00050009, Common::Point(0, 0), 0x00060573, 0x00040001, 0);
Control *control = *_controls->_controls.begin();
control->setActorFrameIndex(1);
control->appearActor();
#endif
#endif
_scriptMan->startScriptThread(0x00020004, 0, 0, 0, 0);
//_camera->panToPoint(Common::Point(800, 0), 500, 0);
while (!shouldQuit()) {
_scriptMan->_threads->updateThreads();
updateActors();
updateSequences();
updateGraphics();
_screen->updateSprites();
_system->updateScreen();
updateEvents();
_system->delayMillis(10);
}
#endif
delete _talkItems;
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delete _cursor;
delete _controls;
delete _camera;
delete _backgroundItems;
delete _actorItems;
delete _scriptMan;
delete _input;
delete _screen;
delete _resSys;
delete _dict;
debug("Ok");
return Common::kNoError;
}
bool IllusionsEngine::hasFeature(EngineFeature f) const {
return
false;
/*
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
*/
}
void IllusionsEngine::updateEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
break;
case Common::EVENT_KEYUP:
break;
case Common::EVENT_MOUSEMOVE:
break;
case Common::EVENT_LBUTTONDOWN:
break;
case Common::EVENT_LBUTTONUP:
break;
case Common::EVENT_RBUTTONDOWN:
break;
case Common::EVENT_RBUTTONUP:
break;
case Common::EVENT_QUIT:
quitGame();
break;
default:
break;
}
}
}
Common::Point *IllusionsEngine::getObjectActorPositionPtr(uint32 objectId) {
// TODO Dummy, to be replaced later
return 0;
}
void IllusionsEngine::notifyThreadId(uint32 &threadId) {
if (threadId) {
uint32 tempThreadId = threadId;
threadId = 0;
_scriptMan->_threads->notifyId(tempThreadId);
}
}
uint32 IllusionsEngine::getElapsedUpdateTime() {
uint32 result = 0;
uint32 currTime = getCurrentTime();
if (_resGetCtr <= 0 ) {
if (_unpauseControlActorFlag) {
_unpauseControlActorFlag = false;
result = 0;
} else {
result = currTime - _lastUpdateTime;
}
_lastUpdateTime = currTime;
} else {
result = _resGetTime - _lastUpdateTime;
_lastUpdateTime = _resGetTime;
}
return result;
}
int IllusionsEngine::updateActors() {
// TODO Move to Controls class
uint32 deltaTime = getElapsedUpdateTime();
//debug("deltaTime: %d", deltaTime);
for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) {
Control *control = *it;
if (control->_pauseCtr == 0 && control->_actor && control->_actor->_controlRoutine)
control->_actor->runControlRoutine(control, deltaTime);
}
return 1;
}
int IllusionsEngine::updateSequences() {
// TODO Move to Controls class
for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) {
Control *control = *it;
if (control->_pauseCtr == 0 && control->_actor && control->_actor->_seqCodeIp)
control->sequenceActor();
}
return 1;
}
int IllusionsEngine::updateGraphics() {
Common::Point panPoint(0, 0);
uint32 currTime = getCurrentTime();
_camera->update(currTime);
// TODO Move to BackgroundItems class
BackgroundItem *backgroundItem = _backgroundItems->findActiveBackground();
if (backgroundItem) {
BackgroundResource *bgRes = backgroundItem->_bgRes;
for (uint i = 0; i < bgRes->_bgInfosCount; ++i) {
BgInfo *bgInfo = &bgRes->_bgInfos[i];
// TODO int16 priority = artcntrlGetPriorityFromBase(bgInfos[v7].priorityBase);
int16 priority = -1;
_screen->_drawQueue->insertSurface(backgroundItem->_surfaces[i],
bgInfo->_surfInfo._dimensions, backgroundItem->_panPoints[i], priority);
if (bgInfo->_flags & 1)
panPoint = backgroundItem->_panPoints[i];
}
}
// TODO Move to Controls class
for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) {
Control *control = *it;
Actor *actor = control->_actor;
if (control->_pauseCtr == 0 && actor && (actor->_flags & 1) && !(actor->_flags & 0x0200)) {
Common::Point drawPosition = control->calcPosition(panPoint);
if (actor->_flags & 0x2000) {
Frame *frame = &(*actor->_frames)[actor->_frameIndex - 1];
_screen->_decompressQueue->insert(&actor->_drawFlags, frame->_flags,
frame->_surfInfo._pixelSize, frame->_surfInfo._dimensions,
frame->_compressedPixels, actor->_surface);
actor->_flags &= ~0x2000;
}
/* Unused
if (actor->_flags & 0x4000) {
nullsub_1(&actor->drawFlags);
actor->flags &= ~0x4000;
}
*/
if (actor->_surfInfo._dimensions._width && actor->_surfInfo._dimensions._height) {
// TODO int16 priority = control->getPriority();
int16 priority = 2;
_screen->_drawQueue->insertSprite(&actor->_drawFlags, actor->_surface,
actor->_surfInfo._dimensions, drawPosition, control->_position,
priority, actor->_scale, actor->_spriteFlags);
}
}
}
#if 0 // TODO
if (_textInfo._surface) {
int16 priority = getPriorityFromBase(99);
_screen->_drawQueue->insertTextSurface(_textInfo._surface, _textInfo._dimensions,
_textInfo._position, priority);
}
#endif
return 1;
}
int IllusionsEngine::getRandom(int max) {
return _random->getRandomNumber(max - 1);
}
int IllusionsEngine::convertPanXCoord(int16 x) {
// TODO
return 0;
}
Common::Point IllusionsEngine::getNamedPointPosition(uint32 namedPointId) {
// TODO
return Common::Point(0, 0);
}
void IllusionsEngine::playVideo(uint32 videoId, uint32 objectId, uint32 priority, uint32 threadId) {
}
} // End of namespace Illusions