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.
*
* $URL$
* $Id$
*
*/
#include "asylum/asylum.h"
#include "asylum/resources/actionlist.h"
#include "asylum/resources/encounters.h"
#include "asylum/system/config.h"
#include "asylum/system/screen.h"
#include "asylum/system/sound.h"
#include "asylum/system/text.h"
#include "asylum/system/video.h"
#include "asylum/views/scene.h"
#include "asylum/views/menu.h"
#include "asylum/console.h"
#include "asylum/respack.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "engines/util.h"
namespace Asylum {
AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engine(system), _gameDescription(gd),
_console(NULL), _encounter(NULL), _resource(NULL), _mainMenu(NULL), _scene(NULL), _screen(NULL),
_sound(NULL), _text(NULL), _video(NULL) {
// Add default search directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "data");
SearchMan.addSubDirectoryMatching(gameDataDir, "vids");
SearchMan.addSubDirectoryMatching(gameDataDir, "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");
// Initialize random number source
g_eventRec.registerRandomSource(_rnd, "asylum");
}
AsylumEngine::~AsylumEngine() {
delete _console;
delete _encounter;
delete _resource;
delete _mainMenu;
delete _scene;
delete _screen;
delete _sound;
delete _text;
delete _video;
// Zero passed pointers
_gameDescription = NULL;
}
Common::Error AsylumEngine::run() {
// Initialize the graphics
initGraphics(640, 480, true);
// Create debugger. It requires GFX to be initialized
_console = new Console(this);
// Create all manager classes
_resource = new ResourceManager();
_screen = new Screen(this);
_sound = new Sound(this, _mixer);
_video = new Video(this, _mixer);
_text = new Text(this);
_scene = NULL;
_encounter = NULL;
_introPlaying = false;
memset(_gameFlags, 0, 1512);
// Start the game
g_system->showMouse(true);
// TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing) (address 00411CD0)
// load startup configurations (.text:0041A970)
Config.read();
// TODO: init unknown game stuffs (.text:0040F430)
if (Config.showIntro)
_video->playVideo(0, Config.showMovieSubtitles);
// Set up main menu
_mainMenu = new MainMenu(this);
// TODO: if savegame not exists on folder, than start game()
//if(0) { //SearchMan.hasArchive
startGame();
//} else {
// _mainMenu->openMenu();
//}
while (!shouldQuit()) {
handleEvents(true);
waitForTimer(55);
}
return Common::kNoError;
}
void AsylumEngine::waitForTimer(int msec_delay) {
uint32 start_time = _system->getMillis();
while (_system->getMillis() < start_time + msec_delay) {
handleEvents(false);
if (_scene) {
processDelayedEvents();
}
_system->updateScreen();
}
}
void AsylumEngine::startGame() {
// TODO: reset what need to be reset for a new game
if (_scene)
delete _scene;
_scene = new Scene(kResourcePackTowerCells, this);
if (Config.showIntro)
playIntro();
_scene->initialize();
// FIXME This is just here for testing purposes. It is also defined
// in the processActionList() method when the necessary action is fired.
// Once the blowup puzzle testing is removed from checkForEvent(), this
// can be removed as well.
//_scene->setBlowUpPuzzle(new BlowUpPuzzleVCR(_scene));
// XXX Testing
_encounter = new Encounter(_scene);
// Enter first scene
if(!_introPlaying)
{
setGameFlag(kGameFlag4);
setGameFlag(kGameFlag12);
_scene->enterScene();
}
}
void AsylumEngine::playIntro() {
_introPlaying = true;
g_system->showMouse(false);
_video->playVideo(1, Config.showMovieSubtitles);
/*if (_scene->worldstats()->musicCurrentResourceId != kResourceMusic_FFFFFD66)
_sound->playMusic(_scene->getResourcePack(), _scene->worldstats()->musicCurrentResourceId);*/
_screen->clearScreen();
setGameFlag(kGameFlag4);
setGameFlag(kGameFlag12);
// Play the intro sound sample (the screen is blacked out, you hear
// an alarm sounding and men talking about.
_sound->playSound(MAKE_RESOURCE(kResourcePackSound, 7));
}
void AsylumEngine::handleEvents(bool doUpdate) { // k_sub_40AE30 (0040AE30)
// Make sure the debugger is present
if (!_console)
error("AsylumEngine::handleEvents: called before the required subsystems have been initialized!");
// Show the debugger if required
_console->onFrame();
// NOTE
// In the original version of Sanitarium, the control loop for the sound
// effect that played after the intro video involved a while loop that
// executed until the sound handle was released.
// This caused the application to be locked until the while loop's execution
// completed successfully. Our implementation circumvents this issue
// by moving the logic to the event loop and checking whether a flag is
// set to determine if control should be returned to the engine.
if (_introPlaying) {
if (!_sound->isPlaying(MAKE_RESOURCE(kResourcePackSound, 7))) {
_introPlaying = false;
// TODO Since we've currently only got one sfx handle to play with in
// the sound class, entering the scene overwrites the "alarm" loop.
// This sound is technically supposed to play until the actor disables
// the alarm by flipping the switch. The sound class needs to be extended
// to be able to handle multiple handles.
// The currently active sound resources can probably also be buffered into
// the scene's soundResourceId[] array (seems that's the way the original worked,
// especially when you examine isSoundinList() or isSoundPlaying())
_scene->enterScene();
}
}
Common::Event ev;
if (_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();
if (ev.kbd.keycode == Common::KEYCODE_ESCAPE) {
// Toggle menu
if (_mainMenu->isActive()) {
if (_scene) {
_mainMenu->closeMenu();
_scene->enterScene();
}
} else if (_scene && _scene->isActive()) {
_mainMenu->openMenu();
}
/* FIXME
} else if (_scene && _scene->getBlowUpPuzzle()->isActive()) {
_scene->getBlowUpPuzzle()->closeBlowUp();
_scene->enterScene();
}
*/
return;
}
// XXX: TEST ONLY
/*
if (ev.kbd.keycode == Common::KEYCODE_b) {
if (_scene) {
_scene->getBlowUpPuzzle()->openBlowUp();
}
}
*/
break;
}
}
if (doUpdate) {
if (_mainMenu->isActive() ||
(_scene && _scene->isActive())) //|| (_scene && _scene->getBlowUpPuzzle()->isActive()))
// Copy background image
_screen->copyBackBufferToScreen();
}
if (_mainMenu->isActive())
// Main menu active, pass events to it
_mainMenu->handleEvent(&ev, doUpdate);
else if (_scene && _scene->isActive())
// Pass events to the game
_scene->handleEvent(&ev, doUpdate);
/* FIXME reimplement
else if (_scene && _scene->getBlowUpPuzzle()->isActive())
// Pass events to BlowUp Puzzles
_scene->getBlowUpPuzzle()->handleEvent(&ev, doUpdate);
*/
}
void AsylumEngine::processDelayedEvents() {
// check for a delayed video
int videoIdx = _scene->actions()->getDelayedVideoIndex();
if (videoIdx >= 0) {
_sound->stopMusic();
_sound->stopAllSounds();
_video->playVideo(videoIdx, true);
_scene->actions()->setDelayedVideoIndex(-1);
if (_mainMenu->isActive())
_mainMenu->openMenu();
else if (_scene->isActive())
_scene->enterScene();
}
// check for a delayed scene change
ResourcePackId packId = _scene->actions()->getDelayedSceneIndex();
// XXX Flag 183 indicates whether the actionlist is currently
// processing
if (packId >= 0 && isGameFlagNotSet(kGameFlagScriptProcessing)) {
// Reset delayed scene
_scene->actions()->setDelayedSceneIndex(kResourcePackInvalid);
_sound->stopMusic();
_sound->stopAllSounds();
if (_scene)
delete _scene;
_scene = new Scene(packId, this);
_scene->initialize();
_scene->enterScene();
}
}
//////////////////////////////////////////////////////////////////////////
// Message handlers
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::switchMessageHandler(MessageHandler *handler) {
error("[AsylumEngine::switchMessageHandler] not implemented");
}
AsylumEngine::MessageHandler *AsylumEngine::getMessageHandler(uint32 index) {
error("[AsylumEngine::getMessageHandler] not implemented");
}
//////////////////////////////////////////////////////////////////////////
// Game flags
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::setGameFlag(GameFlag flag) {
_gameFlags[flag / 32] |= 1 << flag % -32;
}
void AsylumEngine::clearGameFlag(GameFlag flag) {
_gameFlags[flag / 32] &= ~(1 << flag % -32);
}
void AsylumEngine::toggleGameFlag(GameFlag flag) {
_gameFlags[flag / 32] ^= 1 << flag % -32;
}
bool AsylumEngine::isGameFlagSet(GameFlag flag) {
return ((1 << flag % -32) & (unsigned int)_gameFlags[flag / 32]) >> flag % -32 != 0;
}
bool AsylumEngine::isGameFlagNotSet(GameFlag flag) {
return ((1 << flag % -32) & (unsigned int)_gameFlags[flag / 32]) >> flag % -32 == 0;
}
void AsylumEngine::setFlag(FlagType flag, bool isSet) {
if (flag > ARRAYSIZE(_flags))
error("[AsylumEngine::setFlag] Invalid flag type (was: %d, max: %d", flag, ARRAYSIZE(_flags));
_flags[flag] = isSet;
}
} // namespace Asylum