/* 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 "illusions/illusions.h" #include "illusions/actor.h" #include "illusions/actorresource.h" #include "illusions/backgroundresource.h" #include "illusions/camera.h" #include "illusions/cursor.h" #include "illusions/dictionary.h" #include "illusions/fontresource.h" #include "illusions/graphics.h" #include "illusions/input.h" #include "illusions/resourcesystem.h" #include "illusions/screen.h" #include "illusions/scriptresource.h" #include "illusions/scriptman.h" #include "illusions/soundresource.h" #include "illusions/specialcode.h" #include "illusions/talkresource.h" #include "illusions/thread.h" #include "illusions/time.h" #include "illusions/updatefunctions.h" #include "audio/audiostream.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/error.h" #include "common/fs.h" #include "common/timer.h" #include "engines/util.h" #include "graphics/cursorman.h" #include "graphics/font.h" #include "graphics/fontman.h" #include "graphics/palette.h" #include "graphics/surface.h" namespace Illusions { IllusionsEngine::IllusionsEngine(OSystem *syst, const ADGameDescription *gd) : Engine(syst), _gameDescription(gd) { _random = new Common::RandomSource("illusions"); Engine::syncSoundSettings(); } IllusionsEngine::~IllusionsEngine() { delete _random; } Common::Error IllusionsEngine::run() { // Init search paths const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "music"); SearchMan.addSubDirectoryMatching(gameDataDir, "resource"); SearchMan.addSubDirectoryMatching(gameDataDir, "resrem"); SearchMan.addSubDirectoryMatching(gameDataDir, "savegame"); SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); SearchMan.addSubDirectoryMatching(gameDataDir, "video"); SearchMan.addSubDirectoryMatching(gameDataDir, "voice"); Graphics::PixelFormat pixelFormat16(2, 5, 6, 5, 0, 11, 5, 0, 0); initGraphics(640, 480, true, &pixelFormat16); _dict = new Dictionary(); _resSys = new ResourceSystem(); _resSys->addResourceLoader(0x00060000, new ActorResourceLoader(this)); _resSys->addResourceLoader(0x00080000, new SoundGroupResourceLoader(this)); _resSys->addResourceLoader(0x000D0000, new ScriptResourceLoader(this)); _resSys->addResourceLoader(0x000F0000, new TalkResourceLoader(this)); _resSys->addResourceLoader(0x00100000, new ActorResourceLoader(this)); _resSys->addResourceLoader(0x00110000, new BackgroundResourceLoader(this)); _resSys->addResourceLoader(0x00120000, new FontResourceLoader(this)); _resSys->addResourceLoader(0x00170000, new SpecialCodeLoader(this)); _screen = new Screen(this); _input = new Input(); _scriptMan = new ScriptMan(this); _actorItems = new ActorItems(this); _backgroundItems = new BackgroundItems(this); _camera = new Camera(this); _controls = new Controls(this); _cursor = new Cursor(this); _talkItems = new TalkItems(this); // TODO Move to own class _resGetCtr = 0; _unpauseControlActorFlag = false; _lastUpdateTime = 0; #if 1 // Actor/graphics/script test /* TODO 0x0010000B LinkIndex 0x00060AAB 0x00060556 */ _resSys->loadResource(0x000D0001, 0, 0); _scriptMan->startScriptThread(0x00020004, 0, 0, 0, 0); _scriptMan->_doScriptThreadInit = true; while (!shouldQuit()) { _scriptMan->_threads->updateThreads(); updateActors(); updateSequences(); updateGraphics(); _screen->updateSprites(); _system->updateScreen(); updateEvents(); _system->delayMillis(10); } #endif delete _talkItems; delete _cursor; delete _controls; delete _camera; delete _backgroundItems; delete _actorItems; delete _scriptMan; delete _input; delete _screen; delete _resSys; delete _dict; debug("Ok"); return Common::kNoError; } bool IllusionsEngine::hasFeature(EngineFeature f) const { return false; /* (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); */ } void IllusionsEngine::updateEvents() { Common::Event event; while (_eventMan->pollEvent(event)) { _input->processEvent(event); switch (event.type) { case Common::EVENT_QUIT: quitGame(); break; default: break; } } } Common::Point *IllusionsEngine::getObjectActorPositionPtr(uint32 objectId) { Control *control = _dict->getObjectControl(objectId); if (control && control->_actor) return &control->_actor->_position; return 0; } void IllusionsEngine::notifyThreadId(uint32 &threadId) { if (threadId) { uint32 tempThreadId = threadId; threadId = 0; _scriptMan->_threads->notifyId(tempThreadId); } } uint32 IllusionsEngine::getElapsedUpdateTime() { uint32 result = 0; uint32 currTime = getCurrentTime(); if (_resGetCtr <= 0 ) { if (_unpauseControlActorFlag) { _unpauseControlActorFlag = false; result = 0; } else { result = currTime - _lastUpdateTime; } _lastUpdateTime = currTime; } else { result = _resGetTime - _lastUpdateTime; _lastUpdateTime = _resGetTime; } return result; } int IllusionsEngine::updateActors() { // TODO Move to Controls class uint32 deltaTime = getElapsedUpdateTime(); for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; if (control->_pauseCtr == 0 && control->_actor && control->_actor->_controlRoutine) control->_actor->runControlRoutine(control, deltaTime); } return 1; } int IllusionsEngine::updateSequences() { // TODO Move to Controls class for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; if (control->_pauseCtr == 0 && control->_actor && control->_actor->_seqCodeIp) control->sequenceActor(); } return 1; } int IllusionsEngine::updateGraphics() { Common::Point panPoint(0, 0); uint32 currTime = getCurrentTime(); _camera->update(currTime); // TODO Move to BackgroundItems class BackgroundItem *backgroundItem = _backgroundItems->findActiveBackground(); if (backgroundItem) { BackgroundResource *bgRes = backgroundItem->_bgRes; for (uint i = 0; i < bgRes->_bgInfosCount; ++i) { BgInfo *bgInfo = &bgRes->_bgInfos[i]; uint32 priority = getPriorityFromBase(bgInfo->_priorityBase); _screen->_drawQueue->insertSurface(backgroundItem->_surfaces[i], bgInfo->_surfInfo._dimensions, backgroundItem->_panPoints[i], priority); if (bgInfo->_flags & 1) panPoint = backgroundItem->_panPoints[i]; } } // TODO Move to Controls class for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; Actor *actor = control->_actor; if (control->_pauseCtr == 0 && actor && (actor->_flags & 1) && !(actor->_flags & 0x0200)) { Common::Point drawPosition = control->calcPosition(panPoint); if (actor->_flags & 0x2000) { Frame *frame = &(*actor->_frames)[actor->_frameIndex - 1]; _screen->_decompressQueue->insert(&actor->_drawFlags, frame->_flags, frame->_surfInfo._pixelSize, frame->_surfInfo._dimensions, frame->_compressedPixels, actor->_surface); actor->_flags &= ~0x2000; } /* Unused if (actor->_flags & 0x4000) { nullsub_1(&actor->drawFlags); actor->flags &= ~0x4000; } */ if (actor->_surfInfo._dimensions._width && actor->_surfInfo._dimensions._height) { uint32 priority = control->getPriority(); _screen->_drawQueue->insertSprite(&actor->_drawFlags, actor->_surface, actor->_surfInfo._dimensions, drawPosition, control->_position, priority, actor->_scale, actor->_spriteFlags); } } } #if 0 // TODO if (_textInfo._surface) { int16 priority = getPriorityFromBase(99); _screen->_drawQueue->insertTextSurface(_textInfo._surface, _textInfo._dimensions, _textInfo._position, priority); } #endif return 1; } int IllusionsEngine::getRandom(int max) { return _random->getRandomNumber(max - 1); } bool IllusionsEngine::causeIsDeclared(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId) { uint32 codeOffs; // TODO Also search for native trigger functions later (findCauseFunc) bool r = _scriptMan->findTriggerCause(sceneId, verbId, objectId2, objectId, codeOffs); debug(3, "causeIsDeclared() sceneId: %08X; verbId: %08X; objectId2: %08X; objectId: %08X -> %d", sceneId, verbId, objectId2, objectId, r); return r; } uint32 IllusionsEngine::causeTrigger(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 callingThreadId) { uint32 codeOffs; uint32 causeThreadId = 0; // TODO Also search for native trigger functions later and run it (findCauseFunc) if (_scriptMan->findTriggerCause(sceneId, verbId, objectId2, objectId, codeOffs)) { debug("Run cause at %08X", codeOffs); causeThreadId = _scriptMan->startTempScriptThread(_scriptMan->_scriptResource->getCode(codeOffs), callingThreadId, verbId, objectId2, objectId); } return causeThreadId; } int IllusionsEngine::convertPanXCoord(int16 x) { // TODO return 0; } Common::Point IllusionsEngine::getNamedPointPosition(uint32 namedPointId) { Common::Point pt; if (_backgroundItems->findActiveBackgroundNamedPoint(namedPointId, pt) || _actorItems->findNamedPoint(namedPointId, pt) || _controls->findNamedPoint(namedPointId, pt)) return pt; // TODO debug("getNamedPointPosition(%08X) UNKNOWN", namedPointId); return Common::Point(0, 0); } uint32 IllusionsEngine::getPriorityFromBase(int16 priority) { return 32000000 * priority; } bool IllusionsEngine::calcPointDirection(Common::Point &pos1, Common::Point &pos2, uint &facing) { // TODO facing = 0; return false; } void IllusionsEngine::playVideo(uint32 videoId, uint32 objectId, uint32 priority, uint32 threadId) { // TODO } bool IllusionsEngine::isSoundActive() { // TODO return false; } bool IllusionsEngine::cueVoice(byte *voiceName) { // TODO return true; } bool IllusionsEngine::isVoiceCued() { // TODO return false; } void IllusionsEngine::startVoice(int volume, int panX) { // TODO } void IllusionsEngine::stopVoice() { // TODO } bool IllusionsEngine::isVoicePlaying() { // TODO return false; } uint32 IllusionsEngine::getCurrentScene() { return _scriptMan->_activeScenes.getCurrentScene(); } } // End of namespace Illusions