scummvm/engine/engine.cpp

673 lines
18 KiB
C++

/* Residual - Virtual machine to run LucasArts' 3D adventure games
* Copyright (C) 2003-2006 The ScummVM-Residual Team (www.scummvm.org)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#include "stdafx.h"
#include "engine.h"
#include "scene.h"
#include "lua.h"
#include "colormap.h"
#include "actor.h"
#include "textobject.h"
#include "smush.h"
#include "driver.h"
#include "savegame.h"
#include "lipsynch.h"
#include "imuse/imuse.h"
#include <assert.h>
// CHAR_KEY tests to see whether a keycode is for
// a "character" handler or a "button" handler
#define CHAR_KEY(k) ((k >= 'a' && k <= 'z') || (k >= 'A' && k <= 'Z') || (k >= '0' && k <= '9') || k == ' ')
Engine *g_engine = NULL;
extern Imuse *g_imuse;
int g_imuseState = -1;
int g_flags = 0;
#ifdef _WIN32
WIN32_FIND_DATAA g_find_file_data;
HANDLE g_searchFile;
bool g_firstFind;
#else
char g_find_file_data[100];
DIR *g_searchFile;
#endif
// hack for access current upated actor to allow access position of actor to sound costume component
Actor *g_currentUpdatedActor = NULL;
Engine::Engine() :
_currScene(NULL), _selectedActor(NULL) {
int lastKey = g_driver->getNumControls();
_controlsEnabled = new bool[lastKey];
for (int i = 0; i < lastKey; i++)
_controlsEnabled[i] = false;
_speechMode = 3; // VOICE + TEXT
_textSpeed = 6;
_mode = _previousMode = ENGINE_MODE_IDLE;
_flipEnable = true;
_lastUpdateTime = 0;
_refreshDrawNeeded = true;
g_searchFile = NULL;
_savedState = NULL;
textObjectDefaults.x = 0;
textObjectDefaults.y = 200;
textObjectDefaults.width = 10;
textObjectDefaults.height = 0;
textObjectDefaults.fgColor._vals[0] = 255;
textObjectDefaults.fgColor._vals[1] = 255;
textObjectDefaults.fgColor._vals[2] = 255;
textObjectDefaults.font = NULL;
textObjectDefaults.justify = 2;
sayLineDefaults.x = 0;
sayLineDefaults.y = 100;
sayLineDefaults.width = 0;
sayLineDefaults.height = 0;
sayLineDefaults.fgColor._vals[0] = 255;
sayLineDefaults.fgColor._vals[1] = 255;
sayLineDefaults.fgColor._vals[2] = 255;
sayLineDefaults.font = NULL;
sayLineDefaults.justify = 1;
printLineDefaults.x = 0;
printLineDefaults.y = 100;
printLineDefaults.width = 0;
printLineDefaults.height = 0;
printLineDefaults.fgColor._vals[0] = 255;
printLineDefaults.fgColor._vals[1] = 255;
printLineDefaults.fgColor._vals[2] = 255;
printLineDefaults.font = NULL;
printLineDefaults.justify = 2;
}
Engine::~Engine() {
delete[] _controlsEnabled;
for (SceneListType::const_iterator i = _scenes.begin(); i != _scenes.end(); i++)
delete (*i);
for (ActorListType::const_iterator i = _actors.begin(); i != _actors.end(); i++)
delete (*i);
}
void Engine::handleButton(int operation, int key, int /*keyModifier*/, uint16 ascii) {
lua_Object handler, system_table, userPaintHandler;
// If we're not supposed to handle the key then don't
if (!_controlsEnabled[key])
return;
lua_beginblock();
system_table = lua_getglobal("system");
userPaintHandler = getTableValue(system_table, "userPaintHandler");
if (userPaintHandler != LUA_NOOBJECT && CHAR_KEY(ascii)) {
handler = getTableFunction(userPaintHandler, "characterHandler");
// Ignore EVENT_KEYUP so there are not duplicate keystrokes, but
// don't pass on to the normal buttonHandler since it doesn't
// recognize character codes
if (handler != LUA_NOOBJECT && operation == Driver::EVENT_KEYDOWN) {
char keychar[2];
lua_beginblock();
lua_pushobject(userPaintHandler);
keychar[0] = ascii;
keychar[1] = '\0';
lua_pushstring(keychar);
lua_pushnil();
lua_callfunction(handler);
lua_endblock();
}
} else {
// Only allow the "Q" safe-exit when in-game, otherwise
// it interferes with menu operation
if (ascii == 'q') {
lua_beginblock();
lua_Object handler = getEventHandler("exitHandler");
if (handler != LUA_NOOBJECT)
lua_callfunction(handler);
lua_endblock();
} else {
handler = getEventHandler("buttonHandler");
if (handler != LUA_NOOBJECT) {
lua_pushnumber(key);
if (operation == Driver::EVENT_KEYDOWN)
lua_pushnumber(1);
else
lua_pushnil();
lua_pushnil();
lua_callfunction(handler);
}
}
}
lua_endblock();
}
void Engine::handleDebugLoadResource() {
void *resource;
int c, i = 0;
char buf[512];
// Tool for debugging the loading of a particular resource without
// having to actually make it all the way to it in the game
fprintf(stderr, "Enter resource to load (extension specifies type): ");
while (i < 512 && (c = fgetc(stdin)) != EOF && c != '\n')
buf[i++] = c;
buf[i] = '\0';
if (strncmp(buf, "exp:", 4) == 0)
// Export a resource in order to view it directly
resource = (void *)g_resourceloader->exportResource(&buf[4]);
else if (strstr(buf, ".key"))
resource = (void *)g_resourceloader->loadKeyframe(buf);
else if (strstr(buf, ".zbm") || strstr(buf, ".bm"))
resource = (void *)g_resourceloader->loadBitmap(buf);
else if (strstr(buf, ".cmp"))
resource = (void *)g_resourceloader->loadColormap(buf);
else if (strstr(buf, ".cos"))
resource = (void *)g_resourceloader->loadCostume(buf, NULL);
else if (strstr(buf, ".lip"))
resource = (void *)g_resourceloader->loadLipSynch(buf);
else if (strstr(buf, ".snm"))
resource = (void *)g_smush->play(buf, 0, 0);
else if (strstr(buf, ".wav") || strstr(buf, ".imu")) {
g_imuse->startSfx(buf);
resource = (void *)1;
} else if (strstr(buf, ".mat")) {
CMap *cmap = g_resourceloader->loadColormap("item.cmp");
warning("Default colormap applied to resources loaded in this fashion!");
resource = (void *)g_resourceloader->loadMaterial(buf, *cmap);
} else {
warning("Resource type not understood!");
}
if (resource == NULL)
warning("Requested resouce (%s) not found!");
}
void Engine::drawPrimitives() {
// Draw Primitives
for (PrimitiveListType::iterator i = _primitiveObjects.begin(); i != _primitiveObjects.end(); i++) {
(*i)->draw();
}
// Draw text
for (TextListType::iterator i = _textObjects.begin(); i != _textObjects.end(); i++) {
(*i)->draw();
}
}
void Engine::luaUpdate() {
// Update timing information
unsigned newStart = g_driver->getMillis();
if (newStart < _frameStart) {
_frameStart = newStart;
return;
}
if (newStart - _frameStart < 30)
return;
_frameTime = newStart - _frameStart;
_frameStart = newStart;
_frameTimeCollection += _frameTime;
if (_frameTimeCollection > 10000) {
_frameTimeCollection = 0;
lua_collectgarbage(0);
}
lua_beginblock();
setFrameTime(_frameTime);
lua_endblock();
lua_beginblock();
setMovieTime(_movieTime);
lua_endblock();
// Run asynchronous tasks
lua_runtasks();
}
void Engine::updateDisplayScene() {
uint32 newTime = g_driver->getMillis();
if (newTime < _lastUpdateTime) {
_lastUpdateTime = newTime;
_doFlip = false;
}
if (newTime - _lastUpdateTime < 30) {
_doFlip = false;
return;
}
_lastUpdateTime = newTime;
_doFlip = true;
if (_mode == ENGINE_MODE_SMUSH) {
if (g_smush->isPlaying()) {
//_mode = ENGINE_MODE_NORMAL; ???
_movieTime = g_smush->getMovieTime();
if (g_smush->isUpdateNeeded()) {
g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr());
g_smush->clearUpdateNeeded();
}
int frame = g_smush->getFrame();
if (frame > 0) {
if (frame != _prevSmushFrame) {
_prevSmushFrame = g_smush->getFrame();
g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY());
if (SHOWFPS_GLOBAL)
g_driver->drawEmergString(550, 25, _fps, Color(255, 255, 255));
} else
_doFlip = false;
}
}
drawPrimitives();
} else if (_mode == ENGINE_MODE_NORMAL) {
if (_currScene == NULL)
return;
// Update actor costumes & sets
for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
Actor *a = *i;
// Update the actor's costumes & chores
g_currentUpdatedActor = *i;
// Note that the actor need not be visible to update chores, for example:
// when Manny has just brought Meche back he is offscreen several times
// when he needs to perform certain chores
if (a->inSet(_currScene->name()))
a->update();
}
g_currentUpdatedActor = NULL;
_prevSmushFrame = 0;
g_driver->clearScreen();
_currScene->drawBackground();
// Draw underlying scene components
// Background objects are drawn underneath everything except the background
// There are a bunch of these, especially in the tube-switcher room
_currScene->drawBitmaps(ObjectState::OBJSTATE_BACKGROUND);
// State objects are drawn on top of other things, such as the flag
// on Manny's message tube
_currScene->drawBitmaps(ObjectState::OBJSTATE_STATE);
// Play SMUSH Animations
// This should occur on top of all underlying scene objects,
// a good example is the tube switcher room where some state objects
// need to render underneath the animation or you can't see what's going on
// This should not occur on top of everything though or Manny gets covered
// up when he's next to Glottis's service room
if (g_smush->isPlaying()) {
_movieTime = g_smush->getMovieTime();
if (g_smush->isUpdateNeeded()) {
g_driver->prepareSmushFrame(g_smush->getWidth(), g_smush->getHeight(), g_smush->getDstPtr());
g_smush->clearUpdateNeeded();
}
if (g_smush->getFrame() > 0)
g_driver->drawSmushFrame(g_smush->getX(), g_smush->getY());
}
// Underlay objects are just above the background
_currScene->drawBitmaps(ObjectState::OBJSTATE_UNDERLAY);
_currScene->setupCamera();
g_driver->set3DMode();
_currScene->setupLights();
// Draw actors
for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
Actor *a = *i;
if (a->inSet(_currScene->name()) && a->visible())
a->draw();
a->undraw(a->inSet(_currScene->name()) && a->visible());
}
// Draw overlying scene components
// The overlay objects should be drawn on top of everything else,
// including 3D objects such as Manny and the message tube
_currScene->drawBitmaps(ObjectState::OBJSTATE_OVERLAY);
g_driver->storeDisplay();
drawPrimitives();
} else if (_mode == ENGINE_MODE_DRAW) {
if (_refreshDrawNeeded) {
lua_beginblock();
lua_Object drawHandler = getEventHandler("userPaintHandler");
if (drawHandler != LUA_NOOBJECT)
lua_callfunction(drawHandler);
lua_endblock();
g_driver->flipBuffer();
}
_refreshDrawNeeded = false;
return;
}
}
void Engine::doFlip() {
if (SHOWFPS_GLOBAL && _doFlip)
g_driver->drawEmergString(550, 25, _fps, Color(255, 255, 255));
if (_doFlip && _flipEnable)
g_driver->flipBuffer();
// don't kill CPU
g_driver->delayMillis(10);
if (SHOWFPS_GLOBAL && _doFlip) {
_frameCounter++;
_timeAccum += _frameTime;
if (_timeAccum > 1000) {
sprintf(_fps, "%7.2f", (double)(_frameCounter * 1000) / (double)_timeAccum );
_frameCounter = 0;
_timeAccum = 0;
}
}
}
void Engine::mainLoop() {
_movieTime = 0;
_frameTime = 0;
_frameStart = g_driver->getMillis();
_frameCounter = 0;
_timeAccum = 0;
_frameTimeCollection = 0;
_prevSmushFrame = 0;
_savegameLoadRequest = false;
_savegameSaveRequest = false;
_savegameFileName = NULL;
for (;;) {
if (_savegameLoadRequest) {
savegameRestore();
}
if (_savegameSaveRequest) {
savegameSave();
}
g_imuse->flushTracks();
g_imuse->refreshScripts();
if (_mode == ENGINE_MODE_IDLE)
continue;
// Process events
Driver::Event event;
while (g_driver->pollEvent(event)) {
// Handle any button operations
if (event.type == Driver::EVENT_KEYDOWN || event.type == Driver::EVENT_KEYUP)
handleButton(event.type, event.kbd.num, event.kbd.flags, event.kbd.ascii);
// Check for "Hard" quit"
if (event.type == Driver::EVENT_QUIT)
return;
if (event.type == Driver::EVENT_REFRESH)
_refreshDrawNeeded = true;
if (event.type == Driver::EVENT_KEYDOWN) {
if (event.kbd.ascii == 'z'
&& (event.kbd.flags & Driver::KBD_CTRL)) {
handleDebugLoadResource();
}
}
}
luaUpdate();
if (_mode != ENGINE_MODE_PAUSE) {
updateDisplayScene();
doFlip();
}
if (g_imuseState != -1) {
g_imuse->setMusicState(g_imuseState);
g_imuseState = -1;
}
}
}
void Engine::savegameRead(void *data, int size) {
g_engine->_savedState->read(data, size);
}
void Engine::savegameWrite(void *data, int size) {
g_engine->_savedState->write(data, size);
}
void Engine::savegameRestore() {
printf("Engine::savegameRestore() started.\n");
_savegameLoadRequest = false;
char filename[200];
if (_savegameFileName == NULL) {
strcpy(filename, "grim.sav");
} else {
strcpy(filename, _savegameFileName);
}
_savedState = new SaveGame(filename, false);
g_imuse->stopAllSounds();
g_imuse->resetState();
g_smush->stop();
g_imuse->pause(true);
g_smush->pause(true);
// free all resource
// lock resources
//Chore_Restore(_savedState);
//Resource_Restore(_savedState);
//Text_Restore(_savedState);
//Room_Restore(_savedState);
//Actor_Restore(_savedState);
//Render_Restore(_savedState);
//Primitive_Restore(_savedState);
//Smush_Restore(_savedState);
g_imuse->restoreState(_savedState);
_savedState->beginSection('LUAS');
lua_Restore(savegameRead);
_savedState->endSection();
// unlock resources
delete _savedState;
//bundle_dofile("patch05.bin");
g_imuse->pause(false);
g_smush->pause(false);
printf("Engine::savegameRestore() finished.\n");
}
void Engine::storeSaveGameImage(SaveGame *savedState) {
int width = 250, height = 188;
Bitmap *screenshot;
printf("Engine::StoreSaveGameImage() started.\n");
int mode = g_engine->getMode();
g_engine->setMode(ENGINE_MODE_NORMAL);
g_engine->updateDisplayScene();
screenshot = g_driver->getScreenshot(width, height);
g_engine->setMode(mode);
savedState->beginSection('SIMG');
if (screenshot) {
int size = screenshot->width() * screenshot->height() * sizeof(uint16);
screenshot->setNumber(0);
char *data = screenshot->getData();
savedState->write(data, size);
} else {
error("Unable to store screenshot!");
}
savedState->endSection();
printf("Engine::StoreSaveGameImage() finished.\n");
}
void Engine::savegameSave() {
printf("Engine::savegameSave() started.\n");
_savegameSaveRequest = false;
char filename[200];
if (_savegameFileName == NULL) {
strcpy(filename, "grim.sav");
} else {
strcpy(filename, _savegameFileName);
}
_savedState = new SaveGame(filename, true);
storeSaveGameImage(_savedState);
g_imuse->pause(true);
g_smush->pause(true);
savegameCallback();
//Chore_Save(_savedState);
//Resource_Save(_savedState);
//Text_Save(_savedState);
//Room_Save(_savedState);
//Actor_Save(_savedState);
//Render_Save(_savedState);
//Primitive_Save(_savedState);
//Smush_Save(_savedState);
g_imuse->saveState(_savedState);
_savedState->beginSection('LUAS');
lua_Save(savegameWrite);
_savedState->endSection();
delete _savedState;
g_imuse->pause(false);
g_smush->pause(false);
printf("Engine::savegameSave() finished.\n");
}
void Engine::savegameCallback() {
lua_Object funcParam1;
lua_Object funcParam2;
bool unk1 = false;
bool unk2 = false;
lua_beginblock();
lua_pushobject(lua_getglobal("system"));
lua_pushstring("saveGameCallback");
funcParam2 = lua_gettable();
if (lua_istable(funcParam2)) {
lua_pushobject(funcParam2);
lua_pushstring("saveGameCallback");
funcParam1 = lua_gettable();
if (lua_isfunction(funcParam1)) {
unk1 = true;
unk2 = true;
} else {
assert(false);
}
} else if (lua_isfunction(funcParam2)) {
funcParam1 = funcParam2;
unk1 = false;
unk2 = true;
} else if (!lua_isnil(funcParam2)) {
assert(false);
}
if (unk2) {
if (unk1) {
lua_pushobject(funcParam2);
}
lua_callfunction(funcParam1);
}
lua_endblock();
}
Scene *Engine::findScene(const char *name) {
// Find scene object
for (SceneListType::const_iterator i = scenesBegin(); i != scenesEnd(); i++) {
if(!strcmp((char *) (*i)->name(), (char *) name))
return *i;
}
return NULL;
}
void Engine::setSceneLock(const char *name, bool lockStatus) {
Scene *scene = findScene(name);
if (scene == NULL) {
if (debugLevel == DEBUG_WARN || debugLevel == DEBUG_ALL)
warning("Scene object '%s' not found in list!", name);
return;
}
// Change the locking status
scene->_locked = lockStatus;
}
void Engine::setScene(const char *name) {
Scene *scene = findScene(name);
Scene *lastScene = _currScene;
// If the scene already exists then use the existing data
if (scene != NULL) {
setScene(scene);
return;
}
Block *b = g_resourceloader->getFileBlock(name);
if (b == NULL)
warning("Could not find scene file %s\n", name);
_currScene = new Scene(name, b->data(), b->len());
registerScene(_currScene);
_currScene->setSoundParameters(20, 127);
// should delete the old scene after creating the new one
if (lastScene != NULL && !lastScene->_locked) {
removeScene(lastScene);
delete lastScene;
}
delete b;
}
void Engine::setScene(Scene *scene) {
Scene *lastScene = _currScene;
_currScene = scene;
_currScene->setSoundParameters(20, 127);
// should delete the old scene after setting the new one
if (lastScene != NULL && !lastScene->_locked) {
removeScene(lastScene);
delete lastScene;
}
}
void Engine::setTextSpeed(int speed) {
if (speed < 1)
_textSpeed = 1;
if (speed > 10)
_textSpeed = 10;
_textSpeed = speed;
}
void Engine::setShadowColor(Color c) {
_shadowColor = c;
}