/* 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/actor.h" #include "asylum/resources/encounters.h" #include "asylum/resources/script.h" #include "asylum/resources/special.h" #include "asylum/resources/worldstats.h" #include "asylum/puzzles/vcr.h" #include "asylum/system/config.h" #include "asylum/system/cursor.h" #include "asylum/system/savegame.h" #include "asylum/system/screen.h" #include "asylum/system/sound.h" #include "asylum/system/speech.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), _cursor(NULL), _encounter(NULL), _mainMenu(NULL), _resource(NULL), _savegame(NULL), _scene(NULL), _screen(NULL), _script(NULL), _sound(NULL), _text(NULL), _video(NULL), _handler(NULL) { // Init data memset(&_gameFlags, 0, sizeof(_gameFlags)); memset(&_puzzles, 0, sizeof(_puzzles)); memset(&_sinCosTables, 0, sizeof(_sinCosTables)); _introPlayed = false; // 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 _cursor; delete _scene; delete _encounter; delete _savegame; delete _screen; delete _script; delete _sound; delete _text; delete _video; delete _mainMenu; delete _resource; delete _console; // Cleanup puzzles for (uint i = 0; i < ARRAYSIZE(_puzzles); i++) delete _puzzles[i]; // 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 resource manager _resource = new ResourceManager(); _resource->setCdNumber(1); // Create all game classes _encounter = new Encounter(this); _cursor = new Cursor(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 Video(this, _mixer); initPuzzles(); // Init tables initSinCosTables(80.0, 40, 40); // Create main menu _mainMenu = new MainMenu(this); _handler = _mainMenu; // Load config Config.read(); // Setup mixer syncSoundSettings(); // Send init event to our default event handler AsylumEvent initEvt(EVENT_ASYLUM_INIT); _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) { if (!_cursor || !_screen) 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); // 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); playIntro(); break; case kStartGameLoad: if (_savegame->load()) { _scene->enterLoad(); updateReverseStereo(); switchEventHandler(_scene); } break; case kStartGameScene: _scene->enter(sceneId); break; } _cursor->show(); } void AsylumEngine::restart() { _cursor->hide(); // Cleanup memset(&_gameFlags, 0, sizeof(_gameFlags)); delete _scene; _scene = NULL; _data.getPoint()->x = -1; _data.getPoint()->y = -1; // FIXME the original runs a list of "reset" functions (some can be moved to constructors, others need to be part of the global data) _introPlayed = false; _screen->clear(); _sound->playMusic(kResourceNone, 0); startGame(kResourcePackTowerCells, kStartGamePlayIntro); } void AsylumEngine::playIntro() { if (!_video || !_screen) error("[AsylumEngine::playIntro] Subsystems not initialized properly!"); updateReverseStereo(); if (!_introPlayed) { _cursor->hide(); if (!Config.showIntro) { if (_scene->worldstats()->chapter == kChapter1) _sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex)); } else { _sound->playMusic(kResourceNone, 0); // TODO convert to new event handling _video->playVideo(1); if (_scene->worldstats()->musicCurrentResourceIndex != kMusicStopped) _sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex)); _screen->clear(); 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)); } _introPlayed = true; } _cursor->show(); _savegame->loadViewedMovies(); // Switch to scene event handling switchEventHandler(_scene); } void AsylumEngine::handleEvents() { if (!_console || !_video || !_screen || !_sound || !_mainMenu) error("[AsylumEngine::handleEvents] Subsystems not initialized properly!"); // Show the debugger if required _console->onFrame(); AsylumEvent 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(); break; } // Handle key events _handler->handleEvent(ev); break; case Common::EVENT_KEYUP: // Handle key events _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); _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); _handler->handleEvent(updateEvt); } void AsylumEngine::processDelayedEvents() { if (!_video || !_sound || !_scene || !_mainMenu) error("[AsylumEngine::processDelayedEvents] Subsystems not initialized properly!"); // check for a delayed video int videoIdx = _script->getDelayedVideoIndex(); if (videoIdx >= 0) { _sound->stopMusic(); _sound->stopAll(); _video->playVideo(videoIdx); _script->setDelayedVideoIndex(-1); } // check for a delayed scene change ResourcePackId packId = _script->getDelayedSceneIndex(); if (packId != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) { // Reset delayed scene _script->setDelayedSceneIndex(kResourcePackInvalid); _sound->stopMusic(); _sound->stopAll(); if (_scene) delete _scene; _scene = new Scene(this); _scene->enter(packId); } } ////////////////////////////////////////////////////////////////////////// // Message handlers ////////////////////////////////////////////////////////////////////////// void AsylumEngine::switchEventHandler(EventHandler *handler) { if (handler == NULL) error("[AsylumEngine::switchMessageHandler] Invalid handler parameter (cannot be NULL)!"); // De-init previous handler if (_handler != NULL) { AsylumEvent deinit(EVENT_ASYLUM_DEINIT); _handler->handleEvent(deinit); } // replace message handler _handler = handler; // Init new handler AsylumEvent init(EVENT_ASYLUM_INIT); _handler->handleEvent(init); } void AsylumEngine::notify(AsylumEventType type) { if (_handler == NULL) error("[AsylumEngine::notify] Invalid handler parameter (cannot be NULL)!"); AsylumEvent evt(type); _handler->handleEvent(evt); } EventHandler *AsylumEngine::getPuzzle(uint32 index) { if (index >= ARRAYSIZE(_puzzles)) error("[AsylumEngine::getPuzzleEventHandler] Invalid index (was: %d - max: %d)", index, ARRAYSIZE(_puzzles)); if (_puzzles[index] == NULL) error("[AsylumEngine::getPuzzleEventHandler] This puzzle doesn't have an event handler! (index: %d)", index); _puzzles[index]->init(); return (EventHandler *)_puzzles[index]; } void AsylumEngine::initPuzzles() { _puzzles[0] = new BlowUpPuzzleVCR(this); _puzzles[1] = NULL; _puzzles[2] = NULL; _puzzles[3] = NULL; _puzzles[4] = NULL; _puzzles[5] = NULL; _puzzles[6] = NULL; _puzzles[7] = NULL; _puzzles[8] = NULL; _puzzles[9] = NULL; _puzzles[10] = NULL; _puzzles[11] = NULL; _puzzles[12] = NULL; _puzzles[13] = NULL; _puzzles[14] = NULL; _puzzles[15] = NULL; _puzzles[16] = NULL; warning("[AsylumEngine::initPuzzles] Add missing puzzles!"); } void AsylumEngine::initSinCosTables(double a2, int32 a3, int32 a4) { uint32 offset = 0; uint32 baseStep = 1; do { if (baseStep >= 1) { int32 baseAngle = 90; int32 step = baseStep; int32 *val = &_sinCosTables[2 * offset]; do { double angle = (double)(baseAngle % 360) * 3.141592653589 * 0.005555555555555556; *val = cos(angle) * a2 - (a3 / 2); *(val + 1) = sin(angle) * a2 - (a4 / 2); baseAngle += 360 / baseStep; val += 2; --step; } while (step); offset += baseStep; } ++baseStep; } while (baseStep <= 8); } int32 AsylumEngine::computeSinCosOffset(int32 val) { int32 offset = 0; for (int32 i = val; i > 0; --i) offset += i; return offset - val; } Common::Point AsylumEngine::getSinCosValues(int32 index1, int32 index2) { 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; } ////////////////////////////////////////////////////////////////////////// // Game flags ////////////////////////////////////////////////////////////////////////// #define FLAG_MASK 0xFFFFFFE0 void AsylumEngine::setGameFlagByIndex(int32 index) { _gameFlags[index] = 1; } int32 AsylumEngine::getGameFlagByIndex(int32 index) { return _gameFlags[index]; } 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; } void AsylumEngine::resetFlags() { memset(&_gameFlags[130], 0, 60); } } // namespace Asylum