scummvm/engines/asylum/asylum.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 "asylum/asylum.h"
#include "asylum/resources/actor.h"
#include "asylum/resources/encounters.h"
#include "asylum/resources/reaction.h"
#include "asylum/resources/script.h"
#include "asylum/resources/special.h"
#include "asylum/resources/worldstats.h"
#include "asylum/puzzles/puzzles.h"
#include "asylum/system/cursor.h"
#include "asylum/system/savegame.h"
#include "asylum/system/screen.h"
#include "asylum/system/speech.h"
#include "asylum/system/text.h"
#include "asylum/views/scene.h"
#include "asylum/views/menu.h"
#include "asylum/views/video.h"
#include "asylum/respack.h"
#include "common/debug-channels.h"
#include "engines/util.h"
namespace Asylum {
AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engine(system), _gameDescription(gd),
_console(NULL), _cursor(NULL), _encounter(NULL), _menu(NULL), _reaction(NULL), _resource(NULL), _savegame(NULL),
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_scene(NULL), _screen(NULL), _script(NULL), _special(NULL), _speech(NULL), _sound(NULL), _text(NULL),
_video(NULL), _handler(NULL), _puzzles(NULL) {
// Init data
memset(&_gameFlags, 0, sizeof(_gameFlags));
memset(&_sinCosTables, 0, sizeof(_sinCosTables));
_introPlayed = false;
_tickOffset = 0;
screenUpdateCount = 0;
lastScreenUpdate = 0;
// Debug
_delayedSceneIndex = kResourcePackInvalid;
_delayedVideoIndex = -1;
_previousScene = NULL;
// Add default search directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "data");
SearchMan.addSubDirectoryMatching(gameDataDir, "data/vids");
SearchMan.addSubDirectoryMatching(gameDataDir, "data/music");
// Initialize custom debug levels
DebugMan.addDebugChannel(kDebugLevelMain, "Main", "Generic debug level");
DebugMan.addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging");
DebugMan.addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging");
DebugMan.addDebugChannel(kDebugLevelInput, "Input", "Input events debugging");
DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging");
DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging");
DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
DebugMan.addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");
DebugMan.addDebugChannel(kDebugLevelScene, "Scene", "Scene process and draw debugging");
DebugMan.addDebugChannel(kDebugLevelObjects, "Objects", "Debug Object objects");
DebugMan.addDebugChannel(kDebugLevelActor, "Actor", "Debug Actor");
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DebugMan.addDebugChannel(kDebugLevelEncounter, "Encounter", "Debug Encounter");
DebugMan.addDebugChannel(kDebugLevelVideo, "Video", "Debug Video");
// Initialize random number source
_rnd = new Common::RandomSource("asylum");
}
AsylumEngine::~AsylumEngine() {
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_handler = NULL;
delete _cursor;
delete _scene;
delete _encounter;
delete _puzzles;
delete _reaction;
delete _savegame;
delete _screen;
delete _script;
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delete _special;
delete _speech;
delete _sound;
delete _text;
delete _video;
delete _menu;
delete _resource;
delete _console;
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_previousScene = NULL;
delete _rnd;
// Zero passed pointers
_gameDescription = NULL;
}
Common::Error AsylumEngine::run() {
// Initialize the graphics
initGraphics(640, 480);
// Create debugger. It requires GFX to be initialized
_console = new Console(this);
// Create resource manager
_resource = new ResourceManager();
_resource->setCdNumber(1);
// Create all game classes
_encounter = new Encounter(this);
_cursor = new Cursor(this);
_puzzles = new Puzzles(this);
_reaction = new Reaction(this);
_savegame = new Savegame(this);
_screen = new Screen(this);
_script = new ScriptManager(this);
_sound = new Sound(this, _mixer);
_special = new Special(this);
_speech = new Speech(this);
_text = new Text(this);
_video = new VideoPlayer(this, _mixer);
// Init tables
initSinCosTables(80.0, 40, 40);
// Create main menu
_menu = new Menu(this);
_handler = _menu;
// Load config
Config.read();
// Setup mixer
syncSoundSettings();
// Send init event to our default event handler
AsylumEvent initEvt(EVENT_ASYLUM_INIT);
if (_handler)
_handler->handleEvent(initEvt);
// Start running event loop
while (!shouldQuit()) {
handleEvents();
_system->delayMillis(10);
_system->updateScreen();
}
return Common::kNoError;
}
void AsylumEngine::startGame(ResourcePackId sceneId, StartGameType type) {
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if (!_cursor || !_screen || !_savegame)
error("[AsylumEngine::startGame] Subsystems not initialized properly!");
// Load the default mouse cursor
_cursor->set(MAKE_RESOURCE(kResourcePackSound, 14), 0, kCursorAnimationNone);
_cursor->hide();
// Clear the graphic list
_screen->clearGraphicsInQueue();
// Reset scene (this ensures the current resource pack is closed as in the original)
delete _scene;
_scene = new Scene(this);
_handler = _scene;
// Original checks for the current cd (we have all data files on disc, so this is not needed)
switch (type) {
default:
error("[AsylumEngine::startGame] Invalid start game type!");
case kStartGamePlayIntro:
_scene->enter(sceneId);
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#ifndef DEBUG
playIntro();
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#endif
break;
case kStartGameLoad:
if (_savegame->load()) {
_scene->enterLoad();
updateReverseStereo();
switchEventHandler(_scene);
}
break;
case kStartGameScene:
_scene->enter(sceneId);
break;
}
_cursor->show();
}
void AsylumEngine::restart() {
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if (!_cursor || !_script)
error("[AsylumEngine::restart] Subsystems not initialized properly!");
_cursor->hide();
// Cleanup
memset(&_gameFlags, 0, sizeof(_gameFlags));
delete _scene;
_scene = NULL;
delete _encounter;
_encounter = new Encounter(this);
_script->resetQueue();
_data.setGlobalPoint(Common::Point(-1, -1));
reset();
_introPlayed = false;
_screen->clear();
_sound->playMusic(kResourceNone, 0);
startGame(kResourcePackTowerCells, kStartGamePlayIntro);
}
void AsylumEngine::reset() {
if (!_menu || !_special || !_puzzles)
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error("[AsylumEngine::reset] Subsystems not initialized properly!");
// Set game as started
_menu->setGameStarted();
// Reset puzzles
_puzzles->reset();
// Reset shared data
_data.reset();
// Reset special palette info
_special->reset(true);
}
void AsylumEngine::playIntro() {
if (!_video || !_screen)
error("[AsylumEngine::playIntro] Subsystems not initialized properly!");
updateReverseStereo();
if (!_introPlayed) {
_cursor->hide();
_cursor->setForceHide(true);
if (!Config.showIntro) {
if (_scene->worldstats()->chapter == kChapter1)
_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
} else {
_sound->playMusic(kResourceNone, 0);
_video->play(1, _menu);
if (_scene->worldstats()->musicCurrentResourceIndex != kMusicStopped)
_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
_screen->clear();
setGameFlag(kGameFlag4);
setGameFlag(kGameFlag12);
// Play the intro speech: it is played after the intro video over a black background,
// and the game is "locked" until the speech is completed.
ResourceId introSpeech = MAKE_RESOURCE(kResourcePackSound, 7);
_sound->playSound(introSpeech);
do {
// Poll events (this ensures we don't freeze the screen)
Common::Event ev;
_eventMan->pollEvent(ev);
_system->delayMillis(100);
} while (_sound->isPlaying(introSpeech));
}
_cursor->setForceHide(false);
_introPlayed = true;
}
_cursor->show();
_savegame->loadMoviesViewed();
// Switch to scene event handling
switchEventHandler(_scene);
}
void AsylumEngine::handleEvents() {
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if (!_console || !_video || !_screen || !_sound || !_menu || !_cursor)
error("[AsylumEngine::handleEvents] Subsystems not initialized properly!");
// Show the debugger if required
_console->onFrame();
AsylumEvent ev;
while (_eventMan->pollEvent(ev)) {
switch (ev.type) {
default:
break;
case Common::EVENT_KEYDOWN:
if ((ev.kbd.flags & Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d) {
_console->attach();
break;
}
// Handle key events
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_KEYUP:
// Handle key events
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_MOUSEMOVE:
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MBUTTONUP:
case Common::EVENT_MBUTTONDOWN:
// Handle mouse events
_cursor->setState(ev);
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_QUIT:
quitGame();
break;
// TODO handle cases where we receive a midi or music event
}
}
// Animate cursor
_cursor->animate();
// Send update event to our event handler
AsylumEvent updateEvt = AsylumEvent(EVENT_ASYLUM_UPDATE);
if (_handler)
_handler->handleEvent(updateEvt);
// Handle debug events
processDelayedEvents();
}
void AsylumEngine::processDelayedEvents() {
if (!_video || !_sound || !_menu || !_script || !_screen)
error("[AsylumEngine::processDelayedEvents] Subsystems not initialized properly!");
// check for a delayed scene change
if (_delayedSceneIndex != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) {
ResourcePackId sceneIndex = _delayedSceneIndex;
_delayedSceneIndex = kResourcePackInvalid;
// Reset actor and script queue
_script->resetQueue();
_script->reset();
if (_scene)
_scene->getActor(0)->updateStatus(kActorStatusDisabled);
// Fade screen to black
_screen->paletteFade(0, 75, 8);
_screen->clear();
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
// Switch the scene
switchScene(sceneIndex);
}
// Check for delayed video
if (_delayedVideoIndex != -1 && isGameFlagNotSet(kGameFlagScriptProcessing)) {
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uint32 index = (uint32)_delayedVideoIndex;
_delayedVideoIndex = -1;
_video->play(index, _handler);
}
}
//////////////////////////////////////////////////////////////////////////
// Message handlers
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::switchEventHandler(EventHandler *handler) {
if (handler == NULL)
warning("[AsylumEngine::switchMessageHandler] NULL handler parameter (shouldn't happen outside of debug commands)!");
// De-init previous handler
if (_handler != NULL) {
AsylumEvent deinit(EVENT_ASYLUM_DEINIT);
_handler->handleEvent(deinit);
}
//////////////////////////////////////////////////////////////////////////
// DEBUG - If a previous scene is found, replace the current scene by this one
if (handler == _scene) {
if (_previousScene) {
delete _scene;
_scene = _previousScene;
handler = _scene;
_previousScene = NULL;
}
}
//////////////////////////////////////////////////////////////////////////
// replace message handler
_handler = handler;
// Init new handler
AsylumEvent init(EVENT_ASYLUM_INIT);
if (_handler)
_handler->handleEvent(init);
}
void AsylumEngine::notify(AsylumEventType type, int32 param1, int32 param2) {
if (_handler == NULL)
error("[AsylumEngine::notify] Invalid handler parameter (cannot be NULL)!");
AsylumEvent evt(type, param1, param2);
_handler->handleEvent(evt);
}
void AsylumEngine::initSinCosTables(double a2, int32 a3, int32 a4) {
uint32 offset = 0;
uint32 baseStep = 1;
do {
if (baseStep >= 1) {
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uint32 baseAngle = 90;
int32 step = baseStep;
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int16 *val = &_sinCosTables[2 * offset];
do {
double angle = (double)(baseAngle % 360) * 3.141592653589 * 0.005555555555555556;
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*val = (int16)(cos(angle) * a2 - (a3 / 2.0));
*(val + 1) = (int16)(sin(angle) * a2 - (a4 / 2.0));
baseAngle += 360 / baseStep;
val += 2;
--step;
} while (step);
offset += baseStep;
}
++baseStep;
} while (baseStep <= 8);
}
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int32 AsylumEngine::computeSinCosOffset(int32 val) const {
int32 offset = 0;
for (int32 i = val; i > 0; --i)
offset += i;
return offset - val;
}
Common::Point AsylumEngine::getSinCosValues(int32 index1, int32 index2) {
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if (!_scene)
error("[AsylumEngine::getSinCosValues] Subsystems not initialized properly!");
Common::Point values;
if (_scene->worldstats()->chapter == kChapter11) {
int32 offset = computeSinCosOffset(8) + index2 + 3;
values.x = _sinCosTables[2 * offset];
values.y = _sinCosTables[1];
} else {
int32 offset = computeSinCosOffset(index1) + index2;
values.x = _sinCosTables[2 * offset];
values.y = _sinCosTables[2 * offset + 1];
}
return values;
}
void AsylumEngine::updateReverseStereo() {
if (_scene && _scene->worldstats())
_scene->worldstats()->reverseStereo = Config.reverseStereo;
}
void AsylumEngine::saveLoadWithSerializer(Common::Serializer &s) {
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if (!_script)
error("[AsylumEngine::saveLoadWithSerializer] Subsystems not initialized properly!");
// Game flags
for (uint32 i = 0; i < ARRAYSIZE(_gameFlags); i++)
s.syncAsSint32LE(_gameFlags[i]);
// The original has the script data in the middle of other shared data,
// so to be compatible with original savegames, we want to save it in
// the proper order
_data.saveLoadAmbientSoundData(s);
// Original skips two elements
// (original has one unused, one used for debugging screen update counts)
s.skip(8);
// Script queue
_script->saveQueue(s);
// Shared data (the rest of it)
_data.saveLoadWithSerializer(s);
}
//////////////////////////////////////////////////////////////////////////
// Game flags
//////////////////////////////////////////////////////////////////////////
#define FLAG_MASK 0xFFFFFFE0
void AsylumEngine::setGameFlag(GameFlag flag) {
_gameFlags[flag / 32] |= 1 << (flag % FLAG_MASK);
}
void AsylumEngine::clearGameFlag(GameFlag flag) {
_gameFlags[flag / 32] &= ~(1 << (uint32)(flag % FLAG_MASK));
}
void AsylumEngine::toggleGameFlag(GameFlag flag) {
_gameFlags[flag / 32] ^= 1 << (uint32)(flag % FLAG_MASK);
}
bool AsylumEngine::isGameFlagSet(GameFlag flag) const {
return ((1 << (flag % FLAG_MASK)) & (unsigned int)_gameFlags[flag / 32]) >> (flag % FLAG_MASK) != 0;
}
bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
return ((1 << (flag % FLAG_MASK)) & (unsigned int)_gameFlags[flag / 32]) >> (flag % FLAG_MASK) == 0;
}
} // namespace Asylum