/* 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/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/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), _sound(NULL), _text(NULL), _video(NULL), _handler(NULL) { // Init data memset(&_gameFlags, 0, sizeof(_gameFlags)); memset(&_puzzles, 0, sizeof(_puzzles)); // 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 _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); _sound = new Sound(this, _mixer); _text = new Text(this); _video = new Video(this, _mixer); initPuzzles(); // Create main menu _mainMenu = new MainMenu(this); _handler = _mainMenu; // Load config Config.read(); // Send init event to our default event handler AsylumEvent initEvt(EVENT_ASYLUM_INIT); _handler->handleEvent(initEvt); // Start running event loop while (!shouldQuit()) { handleEvents(); _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)); _cursor->hide(); // Clear the graphic list _screen->clearGraphicsInQueue(); // Reset scene delete _scene; _scene = new Scene(this); switch (type) { default: error("[AsylumEngine::startGame] Invalid start game type!"); case kStartGamePlayIntro: playIntro(); _scene->enter(sceneId); _cursor->show(); break; case kStartGameLoad: error("[AsylumEngine::startGame] kStartGameLoad not implemented!"); break; case kStartGameScene: _scene->enter(sceneId); _cursor->show(); break; } } void AsylumEngine::restart() { error("[AsylumEngine::restart] Not implemented!"); } void AsylumEngine::playIntro() { if (!_video || !_screen) error("[AsylumEngine::playIntro] Subsystems not initialized properly!"); _cursor->hide(); if (Config.showIntro) _video->playVideo(1); /*if (_scene->worldstats()->musicCurrentResourceId != kResourceMusic_FFFFFD66) _sound->playMusic(_scene->getResourcePack(), _scene->worldstats()->musicCurrentResourceId);*/ _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)); } 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_MOUSEMOVE: case Common::EVENT_LBUTTONDOWN: case Common::EVENT_LBUTTONUP: case Common::EVENT_RBUTTONDOWN: case Common::EVENT_RBUTTONUP: // Handle mouse events _handler->handleEvent(ev); break; case Common::EVENT_QUIT: quitGame(); break; // TODO handle cases where we receive a midi or music event } } // 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 = _scene->actions()->getDelayedVideoIndex(); if (videoIdx >= 0) { _sound->stopMusic(); _sound->stopAll(); _video->playVideo(videoIdx); _scene->actions()->setDelayedVideoIndex(-1); //if (_mainMenu->isActive()) // _mainMenu->openMenu(); if (_scene->isActive()) _scene->activate(); } // check for a delayed scene change ResourcePackId packId = _scene->actions()->getDelayedSceneIndex(); // XXX Flag 183 indicates whether the actionlist is currently // processing if (packId != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) { // Reset delayed scene _scene->actions()->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); } 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"); } ////////////////////////////////////////////////////////////////////////// // 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