/* 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 "common/config-manager.h" #include "common/events.h" #include "common/system.h" #include "common/file.h" #include "asylum/asylum.h" #include "asylum/respack.h" namespace Asylum { AsylumEngine::AsylumEngine(OSystem *system, Common::Language language) : Engine(system) { Common::addDebugChannel(kDebugLevelMain, "Main", "Generic debug level"); Common::addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging"); Common::addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging"); Common::addDebugChannel(kDebugLevelInput, "Input", "Input events debugging"); Common::addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging"); Common::addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging"); Common::addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging"); Common::addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging"); Common::File::addDefaultDirectory(_gameDataDir.getChild("Data")); Common::File::addDefaultDirectory(_gameDataDir.getChild("Vids")); Common::File::addDefaultDirectory(_gameDataDir.getChild("Music")); _eventMan->registerRandomSource(_rnd, "asylum"); } AsylumEngine::~AsylumEngine() { //Common::clearAllDebugChannels(); delete _console; delete _scene; delete _mainMenu; delete _video; delete _sound; delete _screen; } Common::Error AsylumEngine::run() { Common::Error err; err = init(); if (err != Common::kNoError) return err; return go(); } // Will do the same as subroutine at address 0041A500 Common::Error AsylumEngine::init() { // initialize engine objects initGraphics(640, 480, true); _screen = new Screen(_system); _sound = new Sound(_mixer); _video = new Video(_mixer); _console = new Console(this); _mainMenu = 0; _scene = 0; return Common::kNoError; } Common::Error AsylumEngine::go() { // initializing game // TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing) // TODO: load startup configurations (address 0041A970) // TODO: init unknown game stuffs (address 0040F430) // TODO: if savegame exists on folder, than start NewGame() // Play intro movie // Disabled for quick testing //_video->playVideo(0, kSubtitlesOn); // Note: this video has no subtitles // Play first chapter movie (for testing) //_video->playVideo(1, kSubtitlesOn); // Set up the game's main scene _scene = new Scene(_screen, _sound, 5); // TODO Since the ScriptMan is a singleton, setScene assignments could // probably be rolled into the Scene constructor :D ScriptMan.setScene(_scene); // TODO This can probably also be rolled into the scene constructor. // Investigate if this will fuck up the execution sequence though :P ScriptMan.setScript(_scene->getActionList(_scene->getDefaultActionIndex())); // Set up main menu _mainMenu = new MainMenu(_screen, _sound, _scene); // Enter first scene _scene->enterScene(); while (!shouldQuit()) { checkForEvent(true); waitForTimer(55); } return Common::kNoError; } void AsylumEngine::waitForTimer(int msec_delay) { uint32 start_time = _system->getMillis(); while (_system->getMillis() < start_time + msec_delay) { checkForEvent(false); checkForDelayedVideo(); checkForDelayedSceneChange(); _system->updateScreen(); ScriptMan.processActionList(); } } void AsylumEngine::checkForEvent(bool doUpdate) { Common::Event ev; if (_system->getEventManager()->pollEvent(ev)) { if (ev.type == Common::EVENT_KEYDOWN) { if (ev.kbd.keycode == Common::KEYCODE_ESCAPE) { // Toggle menu if (_mainMenu->isActive()) { _mainMenu->closeMenu(); _scene->enterScene(); } else if (_scene->isActive()) { _mainMenu->openMenu(); } return; } if (ev.kbd.flags == Common::KBD_CTRL) { if (ev.kbd.keycode == Common::KEYCODE_d) _console->attach(); } } } if (doUpdate) { if (_mainMenu->isActive() || _scene->isActive()) { // Copy background image _screen->copyBackBufferToScreen(); } if (_console->isAttached()) _console->onFrame(); } if (_mainMenu->isActive()) { // Main menu active, pass events to it _mainMenu->handleEvent(&ev, doUpdate); } else if (_scene->isActive()) { // Pass events to the game _scene->handleEvent(&ev, doUpdate); } } void AsylumEngine::checkForDelayedVideo() { int videoIdx = ScriptMan.getDelayedVideoIndex(); if (videoIdx >= 0) { _sound->stopMusic(); _sound->stopSfx(); _video->playVideo(videoIdx, kSubtitlesOn); ScriptMan.setDelayedVideoIndex(-1); if (_mainMenu->isActive()) { _mainMenu->openMenu(); } else if (_scene->isActive()) { _scene->enterScene(); } } } void AsylumEngine::checkForDelayedSceneChange() { int sceneIdx = ScriptMan.getDelayedSceneIndex(); if (sceneIdx >=0 && !ScriptMan.isProcessing()) { _sound->stopMusic(); _sound->stopSfx(); if (_scene) delete _scene; _scene = new Scene(_screen, _sound, sceneIdx); ScriptMan.setScene(_scene); _scene->enterScene(); ScriptMan.setDelayedSceneIndex(-1); } } } // namespace Asylum