1203 lines
32 KiB
C++
1203 lines
32 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#define FORBIDDEN_SYMBOL_EXCEPTION_fprintf
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#define FORBIDDEN_SYMBOL_EXCEPTION_fgetc
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#define FORBIDDEN_SYMBOL_EXCEPTION_stderr
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#define FORBIDDEN_SYMBOL_EXCEPTION_stdin
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#include "common/archive.h"
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#include "common/debug-channels.h"
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#include "common/file.h"
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#include "common/foreach.h"
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#include "common/fs.h"
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#include "common/config-manager.h"
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#include "graphics/pixelbuffer.h"
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#include "gui/error.h"
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#include "gui/gui-manager.h"
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#include "engines/engine.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/lua.h"
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#include "engines/grim/lua_v1.h"
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#include "engines/grim/emi/lua_v2.h"
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#include "engines/grim/emi/poolsound.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/movie/movie.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/registry.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/localize.h"
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#include "engines/grim/gfx_base.h"
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#include "engines/grim/bitmap.h"
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#include "engines/grim/font.h"
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#include "engines/grim/primitives.h"
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#include "engines/grim/objectstate.h"
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#include "engines/grim/set.h"
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#include "engines/grim/sound.h"
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#include "engines/grim/stuffit.h"
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#include "engines/grim/debugger.h"
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#include "engines/grim/imuse/imuse.h"
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#include "engines/grim/lua/lua.h"
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namespace Grim {
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GrimEngine *g_grim = NULL;
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GfxBase *g_driver = NULL;
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int g_imuseState = -1;
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GrimEngine::GrimEngine(OSystem *syst, uint32 gameFlags, GrimGameType gameType, Common::Platform platform, Common::Language language) :
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Engine(syst), _currSet(NULL), _selectedActor(NULL) {
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g_grim = this;
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_debugger = new Debugger();
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_gameType = gameType;
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_gameFlags = gameFlags;
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_gamePlatform = platform;
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_gameLanguage = language;
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g_registry = new Registry();
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g_resourceloader = NULL;
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g_localizer = NULL;
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g_movie = NULL;
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g_imuse = NULL;
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_showFps = g_registry->getBool("show_fps");
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_softRenderer = true;
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_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, 192);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_currSet = NULL;
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_selectedActor = NULL;
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_controlsEnabled = new bool[KEYCODE_EXTRA_LAST];
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_controlsState = new bool[KEYCODE_EXTRA_LAST];
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for (int i = 0; i < KEYCODE_EXTRA_LAST; i++) {
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_controlsEnabled[i] = false;
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_controlsState[i] = false;
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}
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_speechMode = TextAndVoice;
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_textSpeed = 7;
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_mode = _previousMode = NormalMode;
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_flipEnable = true;
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int speed = g_registry->getInt("engine_speed");
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if (speed <= 0 || speed > 100)
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_speedLimitMs = 1000 / 60;
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else
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_speedLimitMs = 1000 / speed;
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char buf[20];
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sprintf(buf, "%d", 1000 / _speedLimitMs);
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g_registry->setString("engine_speed", buf);
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_refreshDrawNeeded = true;
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_listFilesIter = NULL;
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_savedState = NULL;
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_fps[0] = 0;
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_iris = new Iris();
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_buildActiveActorsList = false;
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Color c(0, 0, 0);
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_printLineDefaults.setX(0);
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_printLineDefaults.setY(100);
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_printLineDefaults.setWidth(0);
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_printLineDefaults.setHeight(0);
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_printLineDefaults.setFGColor(c);
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_printLineDefaults.setFont(NULL);
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_printLineDefaults.setJustify(TextObject::LJUSTIFY);
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_sayLineDefaults.setX(0);
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_sayLineDefaults.setY(100);
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_sayLineDefaults.setWidth(0);
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_sayLineDefaults.setHeight(0);
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_sayLineDefaults.setFGColor(c);
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_sayLineDefaults.setFont(NULL);
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_sayLineDefaults.setJustify(TextObject::CENTER);
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_blastTextDefaults.setX(0);
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_blastTextDefaults.setY(200);
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_blastTextDefaults.setWidth(0);
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_blastTextDefaults.setHeight(0);
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_blastTextDefaults.setFGColor(c);
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_blastTextDefaults.setFont(NULL);
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_blastTextDefaults.setJustify(TextObject::LJUSTIFY);
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // Add 'movies' subdirectory for the demo
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SearchMan.addSubDirectoryMatching(gameDataDir, "credits");
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Debug::registerDebugChannels();
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}
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GrimEngine::~GrimEngine() {
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delete[] _controlsEnabled;
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delete[] _controlsState;
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clearPools();
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delete LuaBase::instance();
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if (g_registry) {
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g_registry->save();
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delete g_registry;
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g_registry = NULL;
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}
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delete g_movie;
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g_movie = NULL;
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delete g_imuse;
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g_imuse = NULL;
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delete g_sound;
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g_sound = NULL;
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delete g_localizer;
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g_localizer = NULL;
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delete g_resourceloader;
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g_resourceloader = NULL;
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delete g_driver;
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g_driver = NULL;
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delete _iris;
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delete _debugger;
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DebugMan.clearAllDebugChannels();
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}
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void GrimEngine::clearPools() {
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Set::getPool().deleteObjects();
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Actor::getPool().deleteObjects();
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PrimitiveObject::getPool().deleteObjects();
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TextObject::getPool().deleteObjects();
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Bitmap::getPool().deleteObjects();
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Font::getPool().deleteObjects();
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ObjectState::getPool().deleteObjects();
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_currSet = NULL;
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}
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void GrimEngine::createRenderer() {
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#ifdef USE_OPENGL
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_softRenderer = g_registry->getBool("soft_renderer");
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#endif
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if (!_softRenderer && !g_system->hasFeature(OSystem::kFeatureOpenGL)){
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warning("gfx backend doesn't support hardware rendering");
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_softRenderer = true;
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}
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if (_softRenderer) {
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g_driver = CreateGfxTinyGL();
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#ifdef USE_OPENGL
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} else {
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g_driver = CreateGfxOpenGL();
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#endif
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}
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}
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Common::Error GrimEngine::run() {
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// Try to see if we have the EMI Mac installer present
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// Currently, this requires the data fork to be standalone
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if (getGameType() == GType_MONKEY4 && SearchMan.hasFile("Monkey Island 4 Installer")) {
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StuffItArchive *archive = new StuffItArchive();
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if (archive->open("Monkey Island 4 Installer"))
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SearchMan.add("Monkey Island 4 Installer", archive, 0, true);
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else
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delete archive;
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}
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g_resourceloader = new ResourceLoader();
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bool demo = getGameFlags() & ADGF_DEMO;
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if (getGameType() == GType_GRIM)
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g_movie = CreateSmushPlayer(demo);
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else if (getGameType() == GType_MONKEY4) {
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if (_gamePlatform == Common::kPlatformPS2)
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g_movie = CreateMpegPlayer();
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else
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g_movie = CreateBinkPlayer(demo);
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}
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g_imuse = new Imuse(20, demo);
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g_sound = new SoundPlayer();
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bool fullscreen = g_registry->getBool("fullscreen");
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createRenderer();
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g_driver->setupScreen(640, 480, fullscreen);
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if (getGameType() == GType_MONKEY4 && SearchMan.hasFile("AMWI.m4b")) {
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// TODO: Play EMI Mac Aspyr logo
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warning("TODO: Play Aspyr logo");
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}
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Bitmap *splash_bm = NULL;
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if (!(_gameFlags & ADGF_DEMO) && getGameType() == GType_GRIM)
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splash_bm = Bitmap::create("splash.bm");
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else if ((_gameFlags & ADGF_DEMO) && getGameType() == GType_MONKEY4)
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splash_bm = Bitmap::create("splash.til");
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else if (getGamePlatform() == Common::kPlatformPS2 && getGameType() == GType_MONKEY4)
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splash_bm = Bitmap::create("load.tga");
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g_driver->clearScreen();
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if (splash_bm != NULL)
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splash_bm->draw();
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// This flipBuffer() may make the OpenGL renderer show garbage instead of the splash,
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// while the TinyGL renderer needs it.
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if (_softRenderer)
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g_driver->flipBuffer();
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LuaBase *lua = NULL;
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if (getGameType() == GType_GRIM) {
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lua = new Lua_V1();
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} else {
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lua = new Lua_V2();
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}
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lua->registerOpcodes();
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lua->registerLua();
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lua->loadSystemScript();
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g_localizer = new Localizer();
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lua->boot();
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_savegameLoadRequest = false;
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_savegameSaveRequest = false;
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// Load game from specified slot, if any
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if (ConfMan.hasKey("save_slot")) {
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loadGameState(ConfMan.getInt("save_slot"));
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}
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g_grim->setMode(NormalMode);
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if (splash_bm)
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delete splash_bm;
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g_grim->mainLoop();
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return Common::kNoError;
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}
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Common::Error GrimEngine::loadGameState(int slot) {
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assert(slot >= 0);
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_savegameFileName = Common::String::format("grim%02d.gsv", slot);
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_savegameLoadRequest = true;
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return Common::kNoError;
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}
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void GrimEngine::handlePause() {
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if (!LuaBase::instance()->callback("pauseHandler")) {
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error("handlePause: invalid handler");
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}
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}
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void GrimEngine::handleExit() {
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if (!LuaBase::instance()->callback("exitHandler")) {
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error("handleExit: invalid handler");
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}
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}
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void GrimEngine::handleUserPaint() {
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if (!LuaBase::instance()->callback("userPaintHandler")) {
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error("handleUserPaint: invalid handler");
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}
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}
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void GrimEngine::cameraChangeHandle(int prev, int next) {
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LuaObjects objects;
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objects.add(prev);
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objects.add(next);
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LuaBase::instance()->callback("camChangeHandler", objects);
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}
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void GrimEngine::cameraPostChangeHandle(int num) {
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LuaObjects objects;
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objects.add(num);
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LuaBase::instance()->callback("postCamChangeHandler", objects);
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}
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void GrimEngine::savegameCallback() {
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if (!LuaBase::instance()->callback("saveGameCallback")) {
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error("GrimEngine::savegameCallback: invalid handler");
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}
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}
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void GrimEngine::handleDebugLoadResource() {
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void *resource = NULL;
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int c, i = 0;
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char buf[513];
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// Tool for debugging the loading of a particular resource without
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// having to actually make it all the way to it in the game
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fprintf(stderr, "Enter resource to load (extension specifies type): ");
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while (i < 512 && (c = fgetc(stdin)) != EOF && c != '\n')
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buf[i++] = c;
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buf[i] = '\0';
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if (strstr(buf, ".key"))
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resource = (void *)g_resourceloader->loadKeyframe(buf);
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else if (strstr(buf, ".zbm") || strstr(buf, ".bm"))
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resource = (void *)Bitmap::create(buf);
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else if (strstr(buf, ".cmp"))
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resource = (void *)g_resourceloader->loadColormap(buf);
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else if (strstr(buf, ".cos"))
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resource = (void *)g_resourceloader->loadCostume(buf, NULL);
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else if (strstr(buf, ".lip"))
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resource = (void *)g_resourceloader->loadLipSync(buf);
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else if (strstr(buf, ".snm"))
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resource = (void *)g_movie->play(buf, false, 0, 0);
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else if (strstr(buf, ".wav") || strstr(buf, ".imu")) {
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g_imuse->startSfx(buf);
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resource = (void *)1;
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} else if (strstr(buf, ".mat")) {
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CMap *cmap = g_resourceloader->loadColormap("item.cmp");
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warning("Default colormap applied to resources loaded in this fashion");
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resource = (void *)g_resourceloader->loadMaterial(buf, cmap);
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} else {
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warning("Resource type not understood");
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}
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if (!resource)
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warning("Requested resouce (%s) not found", buf);
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}
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void GrimEngine::drawPrimitives() {
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_iris->draw();
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// Draw text
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if (_mode == SmushMode) {
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if (_movieSubtitle) {
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_movieSubtitle->draw();
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}
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} else {
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foreach (TextObject *t, TextObject::getPool()) {
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t->draw();
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}
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}
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}
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void GrimEngine::playIrisAnimation(Iris::Direction dir, int x, int y, int time) {
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_iris->play(dir, x, y, time);
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}
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void GrimEngine::luaUpdate() {
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if (_savegameLoadRequest || _savegameSaveRequest || _changeHardwareState)
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return;
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// Update timing information
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unsigned newStart = g_system->getMillis();
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if (newStart < _frameStart) {
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_frameStart = newStart;
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return;
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}
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_frameTime = newStart - _frameStart;
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_frameStart = newStart;
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if (_mode == PauseMode || _shortFrame) {
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_frameTime = 0;
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}
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LuaBase::instance()->update(_frameTime, _movieTime);
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if (_currSet && (_mode == NormalMode || _mode == SmushMode)) {
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// call updateTalk() before calling update(), since it may modify costumes state, and
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// the costumes are updated in update().
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for (Common::List<Actor *>::iterator i = _talkingActors.begin(); i != _talkingActors.end(); ++i) {
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Actor *a = *i;
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if (!a->updateTalk(_frameTime)) {
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i = _talkingActors.reverse_erase(i);
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}
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}
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// Update the actors. Do it here so that we are sure to react asap to any change
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// in the actors state caused by lua.
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buildActiveActorsList();
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foreach (Actor *a, _activeActors) {
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// Note that the actor need not be visible to update chores, for example:
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// when Manny has just brought Meche back he is offscreen several times
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// when he needs to perform certain chores
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a->update(_frameTime);
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}
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_iris->update(_frameTime);
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foreach (TextObject *t, TextObject::getPool()) {
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t->update();
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}
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}
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}
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void GrimEngine::updateDisplayScene() {
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_doFlip = true;
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if (_mode == SmushMode) {
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if (g_movie->isPlaying()) {
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_movieTime = g_movie->getMovieTime();
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if (g_movie->isUpdateNeeded()) {
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g_driver->prepareMovieFrame(g_movie->getDstSurface());
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g_movie->clearUpdateNeeded();
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}
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int frame = g_movie->getFrame();
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if (frame >= 0) {
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if (frame != _prevSmushFrame) {
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_prevSmushFrame = g_movie->getFrame();
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g_driver->drawMovieFrame(g_movie->getX(), g_movie->getY());
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if (_showFps)
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g_driver->drawEmergString(550, 25, _fps, Color(255, 255, 255));
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} else
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_doFlip = false;
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} else
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g_driver->releaseMovieFrame();
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}
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// Draw Primitives
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foreach (PrimitiveObject *p, PrimitiveObject::getPool()) {
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p->draw();
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}
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drawPrimitives();
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} else if (_mode == NormalMode || _mode == OverworldMode) {
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if (!_currSet)
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return;
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g_driver->clearScreen();
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_prevSmushFrame = 0;
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_movieTime = 0;
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_currSet->drawBackground();
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// Draw underlying scene components
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// Background objects are drawn underneath everything except the background
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// There are a bunch of these, especially in the tube-switcher room
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_currSet->drawBitmaps(ObjectState::OBJSTATE_BACKGROUND);
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// State objects are drawn on top of other things, such as the flag
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// on Manny's message tube
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_currSet->drawBitmaps(ObjectState::OBJSTATE_STATE);
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// Play SMUSH Animations
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// This should occur on top of all underlying scene objects,
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// a good example is the tube switcher room where some state objects
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// need to render underneath the animation or you can't see what's going on
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// This should not occur on top of everything though or Manny gets covered
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// up when he's next to Glottis's service room
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if (g_movie->isPlaying() && _movieSetup == _currSet->getCurrSetup()->_name) {
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_movieTime = g_movie->getMovieTime();
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if (g_movie->isUpdateNeeded()) {
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g_driver->prepareMovieFrame(g_movie->getDstSurface());
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g_movie->clearUpdateNeeded();
|
|
}
|
|
if (g_movie->getFrame() >= 0)
|
|
g_driver->drawMovieFrame(g_movie->getX(), g_movie->getY());
|
|
else
|
|
g_driver->releaseMovieFrame();
|
|
}
|
|
|
|
// Underlay objects must be drawn on top of movies
|
|
// Otherwise the lighthouse door will always be open as the underlay for
|
|
// the closed door will be overdrawn by a movie used as background image.
|
|
_currSet->drawBitmaps(ObjectState::OBJSTATE_UNDERLAY);
|
|
|
|
// Draw Primitives
|
|
foreach (PrimitiveObject *p, PrimitiveObject::getPool()) {
|
|
p->draw();
|
|
}
|
|
|
|
_currSet->setupCamera();
|
|
|
|
g_driver->set3DMode();
|
|
|
|
if (_setupChanged) {
|
|
cameraPostChangeHandle(_currSet->getSetup());
|
|
_setupChanged = false;
|
|
}
|
|
|
|
// Draw actors
|
|
buildActiveActorsList();
|
|
if (g_grim->getGameType() == GType_GRIM) {
|
|
foreach (Actor *a, _activeActors) {
|
|
if (a->isVisible())
|
|
a->draw();
|
|
}
|
|
} else {
|
|
bool drewForeground = false;
|
|
foreach (Actor *a, _activeActors) {
|
|
if (a->getSortOrder() < 15 && !drewForeground) {
|
|
drewForeground = true;
|
|
_currSet->drawForeground();
|
|
}
|
|
if (a->isVisible() && a->getSortOrder() < 100)
|
|
a->draw();
|
|
}
|
|
}
|
|
|
|
|
|
flagRefreshShadowMask(false);
|
|
|
|
// 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
|
|
_currSet->drawBitmaps(ObjectState::OBJSTATE_OVERLAY);
|
|
|
|
g_driver->drawBuffers();
|
|
drawPrimitives();
|
|
} else if (_mode == DrawMode) {
|
|
_doFlip = false;
|
|
_prevSmushFrame = 0;
|
|
_movieTime = 0;
|
|
}
|
|
}
|
|
|
|
void GrimEngine::doFlip() {
|
|
_frameCounter++;
|
|
if (!_doFlip) {
|
|
return;
|
|
}
|
|
|
|
if (_showFps && _mode != DrawMode)
|
|
g_driver->drawEmergString(550, 25, _fps, Color(255, 255, 255));
|
|
|
|
if (_flipEnable)
|
|
g_driver->flipBuffer();
|
|
|
|
if (_showFps && _mode != DrawMode) {
|
|
unsigned int currentTime = g_system->getMillis();
|
|
unsigned int delta = currentTime - _lastFrameTime;
|
|
if (delta > 500) {
|
|
sprintf(_fps, "%7.2f", (double)(_frameCounter * 1000) / (double)delta );
|
|
_frameCounter = 0;
|
|
_lastFrameTime = currentTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GrimEngine::mainLoop() {
|
|
_movieTime = 0;
|
|
_frameTime = 0;
|
|
_frameStart = g_system->getMillis();
|
|
_frameCounter = 0;
|
|
_lastFrameTime = 0;
|
|
_prevSmushFrame = 0;
|
|
_refreshShadowMask = false;
|
|
_shortFrame = false;
|
|
bool resetShortFrame = false;
|
|
_changeHardwareState = false;
|
|
_changeFullscreenState = false;
|
|
_setupChanged = true;
|
|
|
|
for (;;) {
|
|
uint32 startTime = g_system->getMillis();
|
|
if (_shortFrame) {
|
|
if (resetShortFrame) {
|
|
_shortFrame = false;
|
|
}
|
|
resetShortFrame = !resetShortFrame;
|
|
}
|
|
|
|
if (shouldQuit())
|
|
return;
|
|
|
|
if (_savegameLoadRequest) {
|
|
savegameRestore();
|
|
}
|
|
if (_savegameSaveRequest) {
|
|
savegameSave();
|
|
}
|
|
|
|
if (_changeHardwareState || _changeFullscreenState) {
|
|
_changeHardwareState = false;
|
|
|
|
bool fullscreen = g_driver->isFullscreen();
|
|
if (_changeFullscreenState) {
|
|
fullscreen = !fullscreen;
|
|
}
|
|
g_system->setFeatureState(OSystem::kFeatureFullscreenMode, fullscreen);
|
|
g_registry->setBool("fullscreen", fullscreen);
|
|
|
|
uint screenWidth = g_driver->getScreenWidth();
|
|
uint screenHeight = g_driver->getScreenHeight();
|
|
|
|
EngineMode mode = getMode();
|
|
|
|
_savegameFileName = "";
|
|
savegameSave();
|
|
clearPools();
|
|
|
|
delete g_driver;
|
|
createRenderer();
|
|
g_driver->setupScreen(screenWidth, screenHeight, fullscreen);
|
|
savegameRestore();
|
|
|
|
if (mode == DrawMode) {
|
|
setMode(GrimEngine::NormalMode);
|
|
updateDisplayScene();
|
|
g_driver->storeDisplay();
|
|
g_driver->dimScreen();
|
|
}
|
|
setMode(mode);
|
|
_changeFullscreenState = false;
|
|
}
|
|
|
|
g_imuse->flushTracks();
|
|
g_imuse->refreshScripts();
|
|
|
|
_debugger->onFrame();
|
|
|
|
// Process events
|
|
Common::Event event;
|
|
while (g_system->getEventManager()->pollEvent(event)) {
|
|
// Handle any buttons, keys and joystick operations
|
|
Common::EventType type = event.type;
|
|
if (type == Common::EVENT_KEYDOWN || type == Common::EVENT_KEYUP) {
|
|
if (type == Common::EVENT_KEYDOWN) {
|
|
if (_mode != DrawMode && _mode != SmushMode && (event.kbd.ascii == 'q')) {
|
|
handleExit();
|
|
break;
|
|
} else if (_mode != DrawMode && (event.kbd.keycode == Common::KEYCODE_PAUSE)) {
|
|
handlePause();
|
|
break;
|
|
} else {
|
|
handleChars(type, event.kbd);
|
|
}
|
|
}
|
|
|
|
handleControls(type, event.kbd);
|
|
|
|
// Allow lua to react to the event.
|
|
// Without this lua_update switching the entries in the menu is slow because
|
|
// if the button is not kept pressed the KEYUP will arrive just after the KEYDOWN
|
|
// and it will break the lua scripts that checks for the state of the button
|
|
// with GetControlState()
|
|
luaUpdate();
|
|
}
|
|
if (type == Common::EVENT_SCREEN_CHANGED)
|
|
_refreshDrawNeeded = true;
|
|
}
|
|
|
|
if (_mode != PauseMode) {
|
|
// Draw the display scene before doing the luaUpdate.
|
|
// This give a large performance boost as OpenGL stores commands
|
|
// in a queue on the gpu to be rendered later. When doFlip is
|
|
// called the cpu must wait for the gpu to finish its queue.
|
|
// Now, it will queue all the OpenGL commands and draw them on the
|
|
// GPU while the CPU is busy updating the game world.
|
|
updateDisplayScene();
|
|
}
|
|
|
|
luaUpdate();
|
|
|
|
if (_mode != PauseMode) {
|
|
doFlip();
|
|
}
|
|
|
|
if (g_imuseState != -1) {
|
|
g_sound->setMusicState(g_imuseState);
|
|
g_imuseState = -1;
|
|
}
|
|
|
|
uint32 endTime = g_system->getMillis();
|
|
if (startTime > endTime)
|
|
continue;
|
|
uint32 diffTime = endTime - startTime;
|
|
if (_speedLimitMs == 0)
|
|
continue;
|
|
if (diffTime < _speedLimitMs) {
|
|
uint32 delayTime = _speedLimitMs - diffTime;
|
|
g_system->delayMillis(delayTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GrimEngine::changeHardwareState() {
|
|
_changeHardwareState = true;
|
|
}
|
|
|
|
void GrimEngine::saveGame(const Common::String &file) {
|
|
_savegameFileName = file;
|
|
_savegameSaveRequest = true;
|
|
}
|
|
|
|
void GrimEngine::loadGame(const Common::String &file) {
|
|
_savegameFileName = file;
|
|
_savegameLoadRequest = true;
|
|
}
|
|
|
|
void GrimEngine::savegameRestore() {
|
|
debug("GrimEngine::savegameRestore() started.");
|
|
_savegameLoadRequest = false;
|
|
Common::String filename;
|
|
if (_savegameFileName.size() == 0) {
|
|
filename = "grim.sav";
|
|
} else {
|
|
filename = _savegameFileName;
|
|
}
|
|
_savedState = SaveGame::openForLoading(filename);
|
|
if (!_savedState || !_savedState->isCompatible())
|
|
return;
|
|
g_imuse->stopAllSounds();
|
|
g_imuse->resetState();
|
|
g_movie->stop();
|
|
g_imuse->pause(true);
|
|
g_movie->pause(true);
|
|
g_registry->save();
|
|
|
|
_selectedActor = NULL;
|
|
delete _currSet;
|
|
_currSet = NULL;
|
|
|
|
Bitmap::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Bitmaps restored successfully.");
|
|
|
|
Font::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Fonts restored successfully.");
|
|
|
|
ObjectState::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "ObjectStates restored successfully.");
|
|
|
|
Set::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Sets restored successfully.");
|
|
|
|
TextObject::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "TextObjects restored successfully.");
|
|
|
|
PrimitiveObject::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "PrimitiveObjects restored successfully.");
|
|
|
|
Actor::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Actors restored successfully.");
|
|
|
|
if (getGameType() == GType_MONKEY4) {
|
|
PoolSound::getPool().restoreObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Pool sounds saved successfully.");
|
|
}
|
|
|
|
restoreGRIM();
|
|
Debug::debug(Debug::Engine, "Engine restored successfully.");
|
|
|
|
g_driver->restoreState(_savedState);
|
|
Debug::debug(Debug::Engine, "Renderer restored successfully.");
|
|
|
|
g_imuse->restoreState(_savedState);
|
|
Debug::debug(Debug::Engine, "iMuse restored successfully.");
|
|
|
|
g_movie->restoreState(_savedState);
|
|
Debug::debug(Debug::Engine, "Movie restored successfully.");
|
|
|
|
_iris->restoreState(_savedState);
|
|
Debug::debug(Debug::Engine, "Iris restored successfully.");
|
|
|
|
lua_Restore(_savedState);
|
|
Debug::debug(Debug::Engine, "Lua restored successfully.");
|
|
|
|
delete _savedState;
|
|
|
|
//Re-read the values, since we may have been in some state that changed them when loading the savegame,
|
|
//e.g. running a cutscene, which sets the sfx volume to 0.
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
|
|
|
|
LuaBase::instance()->postRestoreHandle();
|
|
g_imuse->pause(false);
|
|
g_movie->pause(false);
|
|
debug("GrimEngine::savegameRestore() finished.");
|
|
|
|
_shortFrame = true;
|
|
clearEventQueue();
|
|
invalidateActiveActorsList();
|
|
buildActiveActorsList();
|
|
|
|
g_driver->refreshBuffers();
|
|
_currSet->setupCamera();
|
|
g_driver->set3DMode();
|
|
foreach (Actor *a, Actor::getPool()) {
|
|
a->restoreCleanBuffer();
|
|
}
|
|
}
|
|
|
|
void GrimEngine::restoreGRIM() {
|
|
_savedState->beginSection('GRIM');
|
|
|
|
_mode = (EngineMode)_savedState->readLEUint32();
|
|
_previousMode = (EngineMode)_savedState->readLEUint32();
|
|
|
|
// Actor stuff
|
|
int32 id = _savedState->readLESint32();
|
|
if (id != 0) {
|
|
_selectedActor = Actor::getPool().getObject(id);
|
|
}
|
|
|
|
//TextObject stuff
|
|
_sayLineDefaults.setFGColor(_savedState->readColor());
|
|
_sayLineDefaults.setFont(Font::getPool().getObject(_savedState->readLESint32()));
|
|
_sayLineDefaults.setHeight(_savedState->readLESint32());
|
|
_sayLineDefaults.setJustify(_savedState->readLESint32());
|
|
_sayLineDefaults.setWidth(_savedState->readLESint32());
|
|
_sayLineDefaults.setX(_savedState->readLESint32());
|
|
_sayLineDefaults.setY(_savedState->readLESint32());
|
|
_sayLineDefaults.setDuration(_savedState->readLESint32());
|
|
if (_savedState->saveMinorVersion() > 5) {
|
|
_movieSubtitle = TextObject::getPool().getObject(_savedState->readLESint32());
|
|
}
|
|
|
|
// Set stuff
|
|
_currSet = Set::getPool().getObject(_savedState->readLESint32());
|
|
if (_savedState->saveMinorVersion() > 4) {
|
|
_movieSetup = _savedState->readString();
|
|
} else {
|
|
_movieSetup = _currSet->getCurrSetup()->_name;
|
|
}
|
|
|
|
_savedState->endSection();
|
|
}
|
|
|
|
void GrimEngine::storeSaveGameImage(SaveGame *state) {
|
|
int width = 250, height = 188;
|
|
Bitmap *screenshot;
|
|
|
|
debug("GrimEngine::StoreSaveGameImage() started.");
|
|
|
|
EngineMode mode = g_grim->getMode();
|
|
g_grim->setMode(_previousMode);
|
|
g_grim->updateDisplayScene();
|
|
g_driver->storeDisplay();
|
|
screenshot = g_driver->getScreenshot(width, height);
|
|
g_grim->setMode(mode);
|
|
state->beginSection('SIMG');
|
|
if (screenshot) {
|
|
int size = screenshot->getWidth() * screenshot->getHeight();
|
|
screenshot->setActiveImage(0);
|
|
uint16 *data = (uint16 *)screenshot->getData().getRawBuffer();
|
|
for (int l = 0; l < size; l++) {
|
|
state->writeLEUint16(data[l]);
|
|
}
|
|
} else {
|
|
error("Unable to store screenshot");
|
|
}
|
|
state->endSection();
|
|
delete screenshot;
|
|
debug("GrimEngine::StoreSaveGameImage() finished.");
|
|
}
|
|
|
|
void GrimEngine::savegameSave() {
|
|
debug("GrimEngine::savegameSave() started.");
|
|
_savegameSaveRequest = false;
|
|
Common::String filename;
|
|
if (_savegameFileName.size() == 0) {
|
|
filename = "grim.sav";
|
|
} else {
|
|
filename = _savegameFileName;
|
|
}
|
|
if (getGameType() == GType_MONKEY4 && filename.contains('/')) {
|
|
filename = Common::lastPathComponent(filename, '/');
|
|
}
|
|
_savedState = SaveGame::openForSaving(filename);
|
|
if (!_savedState) {
|
|
//TODO: Translate this!
|
|
GUI::displayErrorDialog("Error: the game could not be saved.");
|
|
return;
|
|
}
|
|
|
|
storeSaveGameImage(_savedState);
|
|
|
|
g_imuse->pause(true);
|
|
g_movie->pause(true);
|
|
|
|
savegameCallback();
|
|
|
|
Bitmap::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Bitmaps saved successfully.");
|
|
|
|
Font::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Fonts saved successfully.");
|
|
|
|
ObjectState::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "ObjectStates saved successfully.");
|
|
|
|
Set::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Sets saved successfully.");
|
|
|
|
TextObject::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "TextObjects saved successfully.");
|
|
|
|
PrimitiveObject::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "PrimitiveObjects saved successfully.");
|
|
|
|
Actor::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Actors saved successfully.");
|
|
|
|
if (getGameType() == GType_MONKEY4) {
|
|
PoolSound::getPool().saveObjects(_savedState);
|
|
Debug::debug(Debug::Engine, "Pool sounds saved successfully.");
|
|
}
|
|
|
|
saveGRIM();
|
|
Debug::debug(Debug::Engine, "Engine saved successfully.");
|
|
|
|
g_driver->saveState(_savedState);
|
|
Debug::debug(Debug::Engine, "Renderer saved successfully.");
|
|
|
|
g_imuse->saveState(_savedState);
|
|
Debug::debug(Debug::Engine, "iMuse saved successfully.");
|
|
|
|
g_movie->saveState(_savedState);
|
|
Debug::debug(Debug::Engine, "Movie saved successfully.");
|
|
|
|
_iris->saveState(_savedState);
|
|
Debug::debug(Debug::Engine, "Iris saved successfully.");
|
|
|
|
lua_Save(_savedState);
|
|
|
|
delete _savedState;
|
|
|
|
g_imuse->pause(false);
|
|
g_movie->pause(false);
|
|
debug("GrimEngine::savegameSave() finished.");
|
|
|
|
_shortFrame = true;
|
|
clearEventQueue();
|
|
}
|
|
|
|
void GrimEngine::saveGRIM() {
|
|
_savedState->beginSection('GRIM');
|
|
|
|
_savedState->writeLEUint32((uint32)_mode);
|
|
_savedState->writeLEUint32((uint32)_previousMode);
|
|
|
|
//Actor stuff
|
|
if (_selectedActor) {
|
|
_savedState->writeLESint32(_selectedActor->getId());
|
|
} else {
|
|
_savedState->writeLESint32(0);
|
|
}
|
|
|
|
//TextObject stuff
|
|
_savedState->writeColor(_sayLineDefaults.getFGColor());
|
|
_savedState->writeLESint32(_sayLineDefaults.getFont()->getId());
|
|
_savedState->writeLESint32(_sayLineDefaults.getHeight());
|
|
_savedState->writeLESint32(_sayLineDefaults.getJustify());
|
|
_savedState->writeLESint32(_sayLineDefaults.getWidth());
|
|
_savedState->writeLESint32(_sayLineDefaults.getX());
|
|
_savedState->writeLESint32(_sayLineDefaults.getY());
|
|
_savedState->writeLESint32(_sayLineDefaults.getDuration());
|
|
_savedState->writeLESint32(_movieSubtitle ? _movieSubtitle->getId() : 0);
|
|
|
|
//Set stuff
|
|
_savedState->writeLESint32(_currSet->getId());
|
|
_savedState->writeString(_movieSetup);
|
|
|
|
_savedState->endSection();
|
|
}
|
|
|
|
Set *GrimEngine::findSet(const Common::String &name) {
|
|
// Find scene object
|
|
foreach (Set *s, Set::getPool()) {
|
|
if (s->getName() == name)
|
|
return s;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void GrimEngine::setSetLock(const char *name, bool lockStatus) {
|
|
Set *scene = findSet(name);
|
|
|
|
if (!scene) {
|
|
Debug::warning(Debug::Engine, "Set object '%s' not found in list", name);
|
|
return;
|
|
}
|
|
// Change the locking status
|
|
scene->_locked = lockStatus;
|
|
}
|
|
|
|
Set *GrimEngine::loadSet(const Common::String &name) {
|
|
Set *s = findSet(name);
|
|
|
|
if (!s) {
|
|
Common::String filename(name);
|
|
// EMI-scripts refer to their .setb files as .set
|
|
if (g_grim->getGameType() == GType_MONKEY4) {
|
|
filename += "b";
|
|
}
|
|
Common::SeekableReadStream *stream;
|
|
stream = g_resourceloader->openNewStreamFile(filename.c_str());
|
|
if(!stream)
|
|
warning("Could not find scene file %s", name.c_str());
|
|
|
|
s = new Set(name, stream);
|
|
delete stream;
|
|
}
|
|
|
|
return s;
|
|
}
|
|
|
|
void GrimEngine::setSet(const char *name) {
|
|
setSet(loadSet(name));
|
|
}
|
|
|
|
void GrimEngine::setSet(Set *scene) {
|
|
if (scene == _currSet)
|
|
return;
|
|
|
|
// Stop the actors. This fixes bug #289 (https://github.com/residualvm/residualvm/issues/289)
|
|
// and it makes sense too, since when changing set the directions
|
|
// and coords change too.
|
|
foreach (Actor *a, Actor::getPool()) {
|
|
a->stopWalking();
|
|
a->clearCleanBuffer();
|
|
}
|
|
g_driver->refreshBuffers();
|
|
|
|
Set *lastSet = _currSet;
|
|
_currSet = scene;
|
|
_currSet->setSoundParameters(20, 127);
|
|
// should delete the old scene after setting the new one
|
|
if (lastSet && !lastSet->_locked) {
|
|
delete lastSet;
|
|
}
|
|
_shortFrame = true;
|
|
_setupChanged = true;
|
|
invalidateActiveActorsList();
|
|
}
|
|
|
|
void GrimEngine::makeCurrentSetup(int num) {
|
|
int prevSetup = g_grim->getCurrSet()->getSetup();
|
|
if (prevSetup != num) {
|
|
getCurrSet()->setSetup(num);
|
|
getCurrSet()->setSoundParameters(20, 127);
|
|
cameraChangeHandle(prevSetup, num);
|
|
// here should be set sound position
|
|
|
|
_setupChanged = true;
|
|
}
|
|
}
|
|
|
|
void GrimEngine::setTextSpeed(int speed) {
|
|
if (speed < 1)
|
|
_textSpeed = 1;
|
|
if (speed > 10)
|
|
_textSpeed = 10;
|
|
_textSpeed = speed;
|
|
}
|
|
|
|
float GrimEngine::getControlAxis(int num) {
|
|
return 0;
|
|
}
|
|
|
|
bool GrimEngine::getControlState(int num) {
|
|
return _controlsState[num];
|
|
}
|
|
|
|
float GrimEngine::getPerSecond(float rate) const {
|
|
return rate * _frameTime / 1000;
|
|
}
|
|
|
|
void GrimEngine::invalidateActiveActorsList() {
|
|
_buildActiveActorsList = true;
|
|
}
|
|
|
|
void GrimEngine::immediatelyRemoveActor(Actor *actor) {
|
|
_activeActors.remove(actor);
|
|
_talkingActors.remove(actor);
|
|
}
|
|
|
|
void GrimEngine::buildActiveActorsList() {
|
|
if (!_buildActiveActorsList) {
|
|
return;
|
|
}
|
|
|
|
_activeActors.clear();
|
|
foreach (Actor *a, Actor::getPool()) {
|
|
if ((_mode == NormalMode && a->isInSet(_currSet->getName())) || a->isInOverworld()) {
|
|
if (getGameType() == GType_MONKEY4) {
|
|
Common::List<Actor *>::iterator it = _activeActors.begin();
|
|
for (; it != _activeActors.end(); ++it) {
|
|
if (a->getSortOrder() >= (*it)->getSortOrder())
|
|
break;
|
|
}
|
|
_activeActors.insert(it, a);
|
|
} else {
|
|
_activeActors.push_back(a);
|
|
}
|
|
}
|
|
}
|
|
_buildActiveActorsList = false;
|
|
}
|
|
|
|
void GrimEngine::addTalkingActor(Actor *a) {
|
|
_talkingActors.push_back(a);
|
|
}
|
|
|
|
bool GrimEngine::areActorsTalking() const {
|
|
//This takes into account that there may be actors which are still talking, but in the background.
|
|
bool talking = false;
|
|
foreach (Actor *a, _talkingActors) {
|
|
if (a->isTalkingForeground()) {
|
|
talking = true;
|
|
break;
|
|
}
|
|
}
|
|
return talking;
|
|
}
|
|
|
|
void GrimEngine::setMovieSubtitle(TextObject *to) {
|
|
if (_movieSubtitle != to) {
|
|
delete _movieSubtitle;
|
|
_movieSubtitle = to;
|
|
}
|
|
}
|
|
|
|
void GrimEngine::setMovieSetup() {
|
|
_movieSetup = _currSet->getCurrSetup()->_name;
|
|
}
|
|
|
|
void GrimEngine::setMode(EngineMode mode) {
|
|
_mode = mode;
|
|
invalidateActiveActorsList();
|
|
}
|
|
|
|
void GrimEngine::clearEventQueue() {
|
|
Common::Event event;
|
|
while (g_system->getEventManager()->pollEvent(event)) {
|
|
}
|
|
|
|
for (int i = 0; i < KEYCODE_EXTRA_LAST; ++i) {
|
|
_controlsState[i] = false;
|
|
}
|
|
}
|
|
|
|
bool GrimEngine::hasFeature(EngineFeature f) const {
|
|
return
|
|
(f == kSupportsRTL) ||
|
|
(f == kSupportsLoadingDuringRuntime);
|
|
}
|
|
|
|
void GrimEngine::openMainMenuDialog() {
|
|
Common::KeyState key(Common::KEYCODE_F1, Common::ASCII_F1);
|
|
handleControls(Common::EVENT_KEYDOWN, key);
|
|
handleControls(Common::EVENT_KEYUP, key);
|
|
}
|
|
|
|
void GrimEngine::pauseEngineIntern(bool pause) {
|
|
g_imuse->pause(pause);
|
|
g_movie->pause(pause);
|
|
}
|
|
|
|
} // end of namespace Grim
|