/* 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. * */ #include "common/scummsys.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/events.h" #include "engines/util.h" #include "graphics/scaler.h" #include "graphics/thumbnail.h" #include "access/access.h" namespace Access { AccessEngine::AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc) : _gameDescription(gameDesc), Engine(syst), _randomSource("Access"), _useItem(_flags[99]), _startup(_flags[170]), _manScaleOff(_flags[172]) { _animation = nullptr; _bubbleBox = nullptr; _char = nullptr; _debugger = nullptr; _events = nullptr; _files = nullptr; _inventory = nullptr; _midi = nullptr; _player = nullptr; _room = nullptr; _screen = nullptr; _scripts = nullptr; _sound = nullptr; _video = nullptr; _destIn = nullptr; _current = nullptr; _mouseMode = 0; _currentMan = 0; _currentManOld = -1; _converseMode = 0; _startAboutBox = 0; _startTravelBox = 0; _numAnimTimers = 0; _startup = 0; _currentCharFlag = false; _boxSelect = false; _scale = 0; _scaleH1 = _scaleH2 = 0; _scaleN1 = 0; _scaleT1 = 0; _scaleMaxY = 0; _scaleI = 0; _scrollCol = _scrollRow = 0; _scrollX = _scrollY = 0; _imgUnscaled = false; _canSaveLoad = false; _establish = nullptr; _conversation = 0; _currentMan = 0; _newTime = 0; _newDate = 0; Common::fill(&_objectsTable[0], &_objectsTable[100], (SpriteResource *)nullptr); Common::fill(&_establishTable[0], &_establishTable[100], false); Common::fill(&_flags[0], &_flags[256], 0); _establishFlag = false; _establishMode = 0; _establishGroup = 0; _establishCtrlTblOfs = 0; _lastTime = g_system->getMillis(); _curTime = 0; _narateFile = 0; _txtPages = 0; _sndSubFile = 0; _loadSaveSlot = -1; _vidX = _vidY = 0; _cheatFl = false; _restartFl = false; _et = 0; _printEnd = 0; } AccessEngine::~AccessEngine() { delete _animation; delete _bubbleBox; delete _char; delete _debugger; delete _events; delete _files; delete _inventory; delete _midi; delete _player; delete _room; delete _screen; delete _scripts; delete _sound; delete _video; freeCells(); delete _establish; } void AccessEngine::setVGA() { initGraphics(320, 200, false); } void AccessEngine::initialize() { // Set up debug channels DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level"); DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts"); DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling"); DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling"); if (isCD()) { const Common::FSNode gameDataDir(ConfMan.get("path")); // The CD version contains two versions of the game. // - The MCGA version, in the CDROM folder // - The VESA version, in the TDROM folder // We use the hires version. const Common::FSNode cdromDir = gameDataDir.getChild("tdrom"); for (int idx = 0; idx < 15; ++idx) { Common::String folder = (idx == 0) ? "game" : Common::String::format("chap%.2d", idx); SearchMan.addSubDirectoryMatching(cdromDir, folder); } } // Create sub-objects of the engine _animation = new AnimationManager(this); _bubbleBox = new BubbleBox(this); _char = new CharManager(this); _debugger = Debugger::init(this); _events = new EventsManager(this); _files = new FileManager(this); _inventory = new InventoryManager(this); _player = Player::init(this); _screen = new Screen(this); _sound = new SoundManager(this, _mixer); _midi = new MusicManager(this); _video = new VideoPlayer(this); _buffer1.create(g_system->getWidth() + TILE_WIDTH, g_system->getHeight()); _buffer2.create(g_system->getWidth(), g_system->getHeight()); _vidBuf.create(160, 101); // If requested, load a savegame instead of showing the intro if (ConfMan.hasKey("save_slot")) { int saveSlot = ConfMan.getInt("save_slot"); if (saveSlot >= 0 && saveSlot <= 999) _loadSaveSlot = saveSlot; } } Common::Error AccessEngine::run() { setVGA(); initialize(); playGame(); return Common::kNoError; } int AccessEngine::getRandomNumber(int maxNumber) { return _randomSource.getRandomNumber(maxNumber); } void AccessEngine::loadCells(Common::Array &cells) { for (uint i = 0; i < cells.size(); ++i) { Resource *spriteData = _files->loadFile(cells[i]); _objectsTable[cells[i]._cell] = new SpriteResource(this, spriteData); delete spriteData; } } void AccessEngine::freeCells() { for (int i = 0; i < 100; ++i) { delete _objectsTable[i]; _objectsTable[i] = nullptr; } } void AccessEngine::speakText(ASurface *s, const Common::String &msg) { Common::String lines = msg; Common::String line; int curPage = 0; int soundsLeft = 0; while (!shouldQuit()) { soundsLeft = _countTbl[curPage]; _events->zeroKeys(); int width = 0; bool lastLine = _fonts._font2.getLine(lines, s->_maxChars * 6, line, width); // Set font colors _fonts._font2._fontColors[0] = 0; _fonts._font2._fontColors[1] = 28; _fonts._font2._fontColors[2] = 29; _fonts._font2._fontColors[3] = 30; _fonts._font2.drawString(s, line, s->_printOrg); s->_printOrg = Common::Point(s->_printStart.x, s->_printOrg.y + 9); if ((s->_printOrg.y > _printEnd) && (!lastLine)) { _events->clearEvents(); while (!shouldQuit()) { _sound->freeSounds(); Resource *sound = _sound->loadSound(_narateFile + 99, _sndSubFile); _sound->_soundTable.push_back(SoundEntry(sound, 1)); _sound->playSound(0); _scripts->cmdFreeSound(); _events->pollEvents(); if (_events->isKeyMousePressed()) { _sndSubFile += soundsLeft; break; } else { ++_sndSubFile; --soundsLeft; if (soundsLeft == 0) break; _events->clearEvents(); } } s->copyBuffer(&_buffer2); s->_printOrg.y = s->_printStart.y; ++curPage; soundsLeft = _countTbl[curPage]; } if (lastLine) break; } while (soundsLeft) { _sound->freeSounds(); Resource *res = _sound->loadSound(_narateFile + 99, _sndSubFile); _sound->_soundTable.push_back(SoundEntry(res, 1)); _sound->playSound(0); _scripts->cmdFreeSound(); _events->pollEvents(); if (_events->_leftButton) { _events->debounceLeft(); _sndSubFile += soundsLeft; break; } else if (_events->isKeyPending()) { _sndSubFile += soundsLeft; break; } else { ++_sndSubFile; --soundsLeft; } } } void AccessEngine::printText(ASurface *s, const Common::String &msg) { Common::String lines = msg; Common::String line; int width = 0; for (;;) { bool lastLine = _fonts._font2.getLine(lines, s->_maxChars * 6, line, width); // Set font colors _fonts._font2._fontColors[0] = 0; _fonts._font2._fontColors[1] = 28; _fonts._font2._fontColors[2] = 29; _fonts._font2._fontColors[3] = 30; _fonts._font2.drawString(s, line, s->_printOrg); s->_printOrg = Common::Point(s->_printStart.x, s->_printOrg.y + 9); if (s->_printOrg.y >_printEnd && !lastLine) { _events->waitKeyMouse(); s->copyBuffer(&_buffer2); s->_printOrg.y = s->_printStart.y; } if (lastLine) break; } _events->waitKeyMouse(); } void AccessEngine::plotList() { _player->calcPlayer(); plotList1(); } void AccessEngine::plotList1() { for (uint idx = 0; idx < _images.size(); ++idx) { ImageEntry &ie = _images[idx]; _imgUnscaled = (ie._flags & IMGFLAG_UNSCALED) != 0; Common::Point pt = ie._position - _screen->_bufferStart; SpriteResource *sprites = ie._spritesPtr; SpriteFrame *frame = sprites->getFrame(ie._frameNumber); Common::Rect bounds(pt.x, pt.y, pt.x + frame->w, pt.y + frame->h); if (!_imgUnscaled) { bounds.setWidth(_screen->_scaleTable1[frame->w]); bounds.setHeight(_screen->_scaleTable1[frame->h]); } // Make a copy - some of the drawing methods I've adapted need the full // scaled dimensions on-screen, and handle clipping themselves Common::Rect destBounds = bounds; if (_buffer2.clip(bounds)) { ie._flags |= IMGFLAG_CROPPED; } else { ie._flags &= ~IMGFLAG_CROPPED; if (_buffer2._leftSkip != 0 || _buffer2._rightSkip != 0 || _buffer2._topSkip != 0 || _buffer2._bottomSkip != 0) ie._flags |= IMGFLAG_CROPPED; _newRects.push_back(bounds); if (!_imgUnscaled) { _buffer2._rightSkip /= _scale; bounds.setWidth(bounds.width() / _scale); if (ie._flags & IMGFLAG_BACKWARDS) { _buffer2.sPlotB(frame, destBounds); } else { _buffer2.sPlotF(frame, destBounds); } } else { if (ie._flags & IMGFLAG_BACKWARDS) { _buffer2.plotB(frame, Common::Point(destBounds.left, destBounds.top)); } else { _buffer2.plotF(frame, Common::Point(destBounds.left, destBounds.top)); } } } ie._flags |= IMGFLAG_DRAWN; } } void AccessEngine::copyBlocks() { // Copy the block list from the previous frame for (uint i = 0; i < _oldRects.size(); ++i) { _screen->copyBlock(&_buffer2, _oldRects[i]); } copyRects(); } void AccessEngine::copyRects() { _oldRects.clear(); for (uint i = 0; i < _newRects.size(); ++i) { _screen->copyBlock(&_buffer2, _newRects[i]); _oldRects.push_back(_newRects[i]); } } void AccessEngine::copyBF1BF2() { _buffer2.copyRectToSurface(_buffer1, 0, 0, Common::Rect(_scrollX, _scrollY, _scrollX + _screen->_vWindowBytesWide, _scrollY + _screen->_vWindowLinesTall)); } void AccessEngine::copyBF2Vid() { const byte *srcP = (const byte *)_buffer2.getPixels(); byte *destP = (byte *)_screen->getBasePtr(_screen->_windowXAdd, _screen->_windowYAdd + _screen->_screenYOff); for (int yp = 0; yp < _screen->_vWindowLinesTall; ++yp) { Common::copy(srcP, srcP + _screen->_vWindowBytesWide, destP); srcP += _buffer2.pitch; destP += _screen->pitch; } // Add dirty rect for affected area Common::Rect r(_screen->_vWindowBytesWide, _screen->_vWindowLinesTall); r.moveTo(_screen->_windowXAdd, _screen->_windowYAdd + _screen->_screenYOff); _screen->addDirtyRect(r); } void AccessEngine::playVideo(int videoNum, const Common::Point &pt) { _video->setVideo(_screen, pt, FileIdent(96, videoNum), 10); while (!shouldQuit() && !_video->_videoEnd) { _video->playVideo(); _events->pollEventsAndWait(); } } void AccessEngine::doLoadSave() { error("TODO: doLoadSave"); } void AccessEngine::freeChar() { _scripts->freeScriptData(); _animation->clearTimers(); _animation->freeAnimationData(); } Common::Error AccessEngine::saveGameState(int slot, const Common::String &desc) { Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving( generateSaveName(slot)); if (!out) return Common::kCreatingFileFailed; AccessSavegameHeader header; header._saveName = desc; writeSavegameHeader(out, header); Common::Serializer s(nullptr, out); synchronize(s); out->finalize(); delete out; return Common::kNoError; } Common::Error AccessEngine::loadGameState(int slot) { Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading( generateSaveName(slot)); if (!saveFile) return Common::kReadingFailed; Common::Serializer s(saveFile, nullptr); // Load the savaegame header AccessSavegameHeader header; if (!readSavegameHeader(saveFile, header)) error("Invalid savegame"); if (header._thumbnail) { header._thumbnail->free(); delete header._thumbnail; } // Load most of the savegame data synchronize(s); delete saveFile; // Set extra post-load state _room->_function = FN_CLEAR1; _timers._timersSavedFlag = false; _events->clearEvents(); return Common::kNoError; } Common::String AccessEngine::generateSaveName(int slot) { return Common::String::format("%s.%03d", _targetName.c_str(), slot); } bool AccessEngine::canLoadGameStateCurrently() { return _canSaveLoad; } bool AccessEngine::canSaveGameStateCurrently() { return _canSaveLoad; } void AccessEngine::synchronize(Common::Serializer &s) { s.syncAsUint16LE(_conversation); s.syncAsUint16LE(_currentMan); s.syncAsUint32LE(_newTime); s.syncAsUint32LE(_newDate); for (int i = 0; i < 256; ++i) s.syncAsUint16LE(_flags[i]); for (int i = 0; i < 100; ++i) s.syncAsByte(_establishTable[i]); // Synchronize sub-objects _timers.synchronize(s); _inventory->synchronize(s); _player->synchronize(s); } const char *const SAVEGAME_STR = "ACCESS"; #define SAVEGAME_STR_SIZE 6 bool AccessEngine::readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header) { char saveIdentBuffer[SAVEGAME_STR_SIZE + 1]; header._thumbnail = nullptr; // Validate the header Id in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1); if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE)) return false; header._version = in->readByte(); if (header._version > ACCESS_SAVEGAME_VERSION) return false; // Read in the string header._saveName.clear(); char ch; while ((ch = (char)in->readByte()) != '\0') header._saveName += ch; // Get the thumbnail header._thumbnail = Graphics::loadThumbnail(*in); if (!header._thumbnail) return false; // Read in save date/time header._year = in->readSint16LE(); header._month = in->readSint16LE(); header._day = in->readSint16LE(); header._hour = in->readSint16LE(); header._minute = in->readSint16LE(); header._totalFrames = in->readUint32LE(); return true; } void AccessEngine::writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header) { // Write out a savegame header out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1); out->writeByte(ACCESS_SAVEGAME_VERSION); // Write savegame name out->writeString(header._saveName); out->writeByte('\0'); // Write a thumbnail of the screen uint8 thumbPalette[PALETTE_SIZE]; _screen->getPalette(thumbPalette); Graphics::Surface saveThumb; ::createThumbnail(&saveThumb, (const byte *)_screen->getPixels(), _screen->w, _screen->h, thumbPalette); Graphics::saveThumbnail(*out, saveThumb); saveThumb.free(); // Write out the save date/time TimeDate td; g_system->getTimeAndDate(td); out->writeSint16LE(td.tm_year + 1900); out->writeSint16LE(td.tm_mon + 1); out->writeSint16LE(td.tm_mday); out->writeSint16LE(td.tm_hour); out->writeSint16LE(td.tm_min); out->writeUint32LE(_events->getFrameCounter()); } bool AccessEngine::shouldQuitOrRestart() { return shouldQuit() || _restartFl; } } // End of namespace Access