/* 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. * */ //#define SCRIPT_TEST //#define INTRO_TEST #include "m4/globals.h" #include "m4/burger_data.h" #include "m4/m4.h" #include "m4/resource.h" #include "m4/hotspot.h" #include "m4/font.h" #include "m4/rails.h" #include "m4/midi.h" #include "m4/events.h" #include "m4/graphics.h" #include "m4/viewmgr.h" #include "m4/gui.h" #include "m4/woodscript.h" #include "m4/actor.h" #include "m4/sound.h" #include "m4/script.h" #include "m4/compression.h" #include "m4/animation.h" #include "m4/m4_menus.h" #include "m4/m4_views.h" #include "m4/mads_anim.h" #include "m4/mads_menus.h" #include "common/error.h" #include "common/file.h" #include "common/fs.h" #include "common/system.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/textconsole.h" #include "engines/util.h" namespace M4 { // FIXME: remove global MadsM4Engine *_vm; MadsEngine *_madsVm; M4Engine *_m4Vm; void escapeHotkeyHandler(MadsM4Engine *vm, View *view, uint32 key) { // For now, simply exit the game vm->_events->quitFlag = true; } // Temporary hotkey handler for use in testing the TextviewView class void textviewHotkeyHandler(MadsM4Engine *vm, View *view, uint32 key) { // Deactivate the scene if it's currently active View *sceneView = vm->_viewManager->getView(VIEWID_SCENE); if (sceneView != NULL) vm->_viewManager->deleteView(sceneView); // Activate the textview view vm->_font->setFont(FONT_CONVERSATION_MADS); TextviewView *textView = new TextviewView(vm); vm->_viewManager->addView(textView); textView->setScript("quotes", NULL); } void saveGameHotkeyHandler(MadsM4Engine *vm, View *view, uint32 key) { // TODO: See CreateF2SaveMenu - save menu should only be activated when // certain conditions are met, such as player_commands_allowed, and isInterfaceVisible vm->loadMenu(SAVE_MENU, true); } void loadGameHotkeyHandler(MadsM4Engine *vm, View *view, uint32 key) { // TODO: See CreateF3LoadMenu - save menu should only be activated when // certain conditions are met, such as player_commands_allowed, and isInterfaceVisible vm->loadMenu(LOAD_MENU, true); } void gameMenuHotkeyHandler(MadsM4Engine *vm, View *view, uint32 key) { vm->loadMenu(GAME_MENU); } MadsM4Engine::MadsM4Engine(OSystem *syst, const M4GameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { // Setup mixer syncSoundSettings(); // FIXME _vm = this; _madsVm = NULL; const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "goodstuf"); SearchMan.addSubDirectoryMatching(gameDataDir, "resource"); SearchMan.addSubDirectoryMatching(gameDataDir, "option1"); DebugMan.addDebugChannel(kDebugScript, "script", "Script debug level"); DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics debug level"); DebugMan.addDebugChannel(kDebugConversations, "conversations", "Conversations debugging"); DebugMan.addDebugChannel(kDebugSound, "sound", "Sounds debug level"); DebugMan.addDebugChannel(kDebugCore, "core", "Core debug level"); _resourceManager = NULL; _globals = NULL; } MadsM4Engine::~MadsM4Engine() { delete _midi; delete _saveLoad; delete _kernel; delete _player; delete _mouse; delete _events; delete _font; delete _actor; // delete _scene; // deleted by the viewmanager delete _dialogs; delete _screen; delete _inventory; delete _viewManager; delete _rails; delete _script; delete _ws; delete _random; delete _palette; delete _globals; delete _sound; delete _resourceManager; } Common::Error MadsM4Engine::run() { // Initialize backend _screen = new M4Surface(true); // Special form for creating screen reference _midi = new MidiPlayer(this); _midi->setGM(true); // FIXME: Really? Always? _saveLoad = new SaveLoad(this); _palette = new Palette(this); _mouse = new Mouse(this); _events = new Events(this); _kernel = new Kernel(this); _player = new Player(this); _font = new FontManager(this); if (getGameType() == GType_Burger) { _actor = new Actor(this); _conversationView = new ConversationView(this); } else { _actor = NULL; } _rails = new Rails(); // needs to be initialized before _scene _dialogs = new Dialogs(); _viewManager = new ViewManager(this); _inventory = new Inventory(this); _sound = new Sound(this, _mixer, 255); _script = new ScriptInterpreter(this); _ws = new WoodScript(this); //_callbacks = new Callbacks(this); _random = new Common::RandomSource("m4"); return Common::kNoError; } void MadsM4Engine::eventHandler() { M4EventType event; uint32 keycode = 0; if ((event = _events->handleEvents()) != MEVENT_NO_EVENT) { if (_viewManager->containsViews()) _viewManager->handleMouseEvents(event); } if (_events->kbdCheck(keycode)) _viewManager->handleKeyboardEvents(keycode); } bool MadsM4Engine::delay(int duration, bool keyAborts, bool clickAborts) { uint32 endTime = g_system->getMillis() + duration; M4EventType event; uint32 keycode = 0; while (!_events->quitFlag && (g_system->getMillis() < endTime)) { event = _events->handleEvents(); if (clickAborts && ((event == MEVENT_LEFT_RELEASE) || (event == MEVENT_RIGHT_RELEASE))) return true; if (_events->kbdCheck(keycode)) { if (keyAborts) return true; } g_system->delayMillis(10); } return false; } void MadsM4Engine::loadMenu(MenuType menuType, bool loadSaveFromHotkey, bool calledFromMainMenu) { if (isM4() && (menuType != MAIN_MENU)) { bool menuActive = _viewManager->getView(VIEWID_MENU) != NULL; if (!menuActive) _palette->fadeToGreen(M4_DIALOG_FADE_STEPS, M4_DIALOG_FADE_DELAY); } View *view; switch (menuType) { case MAIN_MENU: if (getGameType() == GType_RexNebular) view = new RexMainMenuView(this); else if (getGameType() == GType_DragonSphere) view = new DragonMainMenuView(this); else view = new MadsMainMenuView(this); break; case GAME_MENU: view = new OrionMenuView(this, 200, 100, GAME_MENU, calledFromMainMenu, loadSaveFromHotkey); break; case OPTIONS_MENU: view = new OrionMenuView(this, 172, 160, OPTIONS_MENU, calledFromMainMenu, loadSaveFromHotkey); break; case LOAD_MENU: case SAVE_MENU: view = new OrionMenuView(this, 145, 10, menuType, calledFromMainMenu, loadSaveFromHotkey); break; default: error("Unknown menu type"); break; } _viewManager->addView(view); _viewManager->moveToFront(view); } #define DUMP_BUFFER_SIZE 1024 void MadsM4Engine::dumpFile(const char *filename, bool uncompress) { Common::DumpFile f; byte buffer[DUMP_BUFFER_SIZE]; Common::SeekableReadStream *fileS = res()->get(filename); if (!f.open(filename)) error("Could not open '%s' for writing", filename); int bytesRead = 0; warning("Dumping %s, size: %i\n", filename, fileS->size()); if (!uncompress) { while (!fileS->eos()) { bytesRead = fileS->read(buffer, DUMP_BUFFER_SIZE); f.write(buffer, bytesRead); } } else { MadsPack packData(fileS); Common::SeekableReadStream *sourceUnc; for (int i = 0; i < packData.getCount(); i++) { sourceUnc = packData.getItemStream(i); debugCN(kDebugCore, "Dumping compressed chunk %i of %i, size is %i\n", i + 1, packData.getCount(), sourceUnc->size()); while (!sourceUnc->eos()) { bytesRead = sourceUnc->read(buffer, DUMP_BUFFER_SIZE); f.write(buffer, bytesRead); } delete sourceUnc; } } f.close(); res()->toss(filename); res()->purge(); } /*--------------------------------------------------------------------------*/ M4Engine::M4Engine(OSystem *syst, const M4GameDescription *gameDesc): MadsM4Engine(syst, gameDesc) { // FIXME _m4Vm = this; _globals = new M4Globals(this); } M4Engine::~M4Engine() { delete _converse; } Common::Error M4Engine::run() { // Set up the graphics mode initGraphics(640, 480, true); // Necessary pre-initialisation _resourceManager = new M4ResourceManager(this); // Set up needed common functionality MadsM4Engine::run(); // M4 specific initialisation _converse = new Converse(this); _scene = new M4Scene(this); _script->open("m4.dat"); #ifdef SCRIPT_TEST #if 0 ScriptFunction *func = _script->loadFunction("room_parser_142"); _script->runFunction(func); #endif #if 1 ScriptFunction *func = _script->loadFunction("room_daemon_951"); for (int i = 1; i < 58; i++) { _vm->_kernel->trigger = i; _script->runFunction(func); debugCN(kDebugCore, "=================================\n"); } #endif return Common::kNoError; #endif // Set up the inventory // Set up the game interface view //_interfaceView->inventoryAdd("Money", "", 55); // Sample item if (getGameType() == GType_Burger) { for (int i = 0; i < ARRAYSIZE(burger_inventory); i++) { char* itemName = strdup(burger_inventory[i].name); _inventory->registerObject(itemName, burger_inventory[i].scene, burger_inventory[i].icon); _inventory->addToBackpack(i); // debug: this adds ALL objects to the player's backpack } } // Show intro if (getGameType() == GType_Burger) { _kernel->newRoom = TITLE_SCENE_BURGER; } else { _scene->getBackgroundSurface()->loadBackgroundRiddle("main menu"); _ws->setBackgroundSurface(_scene->getBackgroundSurface()); } _viewManager->addView(_scene); // Setup game wide hotkeys. Note that Orion Burger used F2/F3 for Save/Restore, // but for standardisation with most other games, F5/F7 are also mapped _viewManager->systemHotkeys().add(Common::KEYCODE_ESCAPE, &escapeHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_F2, &saveGameHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_F3, &loadGameHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_F5, &saveGameHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_F7, &loadGameHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_F9, &gameMenuHotkeyHandler); // Start playing Orion Burger intro music //_midi->playMusic("999intro", 255, false, -1, -1); // TODO: start playing intro animations // TODO: Master Lu // Test for mouse _mouse->init("cursor", NULL); _mouse->setCursorNum(0); _mouse->cursorOn(); _ws->assets()->loadAsset("SHOW SCRIPT", NULL); _ws->assets()->loadAsset("STREAM SCRIPT", NULL); #ifdef INTRO_TEST int curPart = 0; Machine *mach = NULL; #endif _ws->setSurfaceView(_scene); uint32 nextFrame = g_system->getMillis(); while (!_events->quitFlag) { // This should probably be moved to either Scene or Kernel if (_kernel->currentRoom != _kernel->newRoom) { _ws->clear(); _kernel->currentSection = _kernel->newRoom / 100; _kernel->currentRoom = _kernel->newRoom; _scene->loadScene(_kernel->currentRoom); _ws->setBackgroundSurface(_scene->getBackgroundSurface()); _ws->setInverseColorTable(scene()->getInverseColorTable()); _kernel->loadSectionScriptFunctions(); _kernel->loadRoomScriptFunctions(); _kernel->roomInit(); _scene->show(); #ifdef INTRO_TEST if (_kernel->currentRoom == 951) { curPart = 0; mach = _ws->streamSeries("PLANET X HILLTOP A", 1, 0x1000, 0); } #endif } eventHandler(); // Call the updateState method of all views _viewManager->updateState(); // Handle frame updates if (g_system->getMillis() >= nextFrame) { #ifdef INTRO_TEST // Orion Burger intro test (scene 951) // This is ugly and bad, machine is not deleted so there's a huge memory // leak too. But hey, we can see some of the intro! if (mach && mach->getState() == -1) { if (curPart == 0) mach = _ws->streamSeries("Planet X Low Ground Shot", 1, 0x1000, 0); else if (curPart == 1) mach = _ws->streamSeries("Planet X Hilltop B", 1, 0x1000, 0); else if (curPart == 2) mach = _ws->streamSeries("Space Station Panorama A", 1, 0x1000, 0); else if (curPart == 3) mach = _ws->streamSeries("Cargo Transfer Area A", 1, 0x1000, 0); else if (curPart == 4) mach = _ws->streamSeries("VP's Office A", 1, 0x1000, 0); else if (curPart == 5) mach = _ws->streamSeries("Hologram", 1, 0x1000, 0); else if (curPart == 6) mach = _ws->streamSeries("VP's Office B", 1, 0x1000, 0); else if (curPart == 7) mach = _ws->streamSeries("Cargo Transfer Area B", 1, 0x1000, 0); else if (curPart == 8) mach = _ws->streamSeries("Cargo Transfer Controls", 1, 0x1000, 0); else if (curPart == 9) mach = _ws->streamSeries("Space Station Panorama B", 1, 0x1000, 0); // This last scene is from the rolling demo //else if (curPart == 10) // mach = _ws->streamSeries("Call To Action", 1, 0x1000, 0); curPart++; } #endif _ws->update(); _viewManager->refreshAll(); nextFrame = g_system->getMillis();// + GAME_FRAME_DELAY; // TEST STUFF ONLY if (_player->commandReady) { _kernel->roomParser(); _player->commandReady = false; } } g_system->delayMillis(10); } return Common::kNoError; } /*--------------------------------------------------------------------------*/ MadsEngine::MadsEngine(OSystem *syst, const M4GameDescription *gameDesc): MadsM4Engine(syst, gameDesc) { // FIXME _madsVm = this; _globals = new MadsGlobals(this); _currentTimer = 0; } MadsEngine::~MadsEngine() { } Common::Error MadsEngine::run() { // Set up the graphics mode initGraphics(320, 200, false); // Necessary pre-initialisation _resourceManager = new MADSResourceManager(this); // Set up needed common functionality MadsM4Engine::run(); _palette->setMadsSystemPalette(); _mouse->init("cursor.ss", NULL); _mouse->setCursorNum(0); // Load MADS data files MadsGlobals *globs = (MadsGlobals *)_globals; globs->loadMadsVocab(); // vocab.dat globs->loadQuotes(); // quotes.dat globs->loadMadsMessagesInfo(); // messages.dat globs->loadMadsObjects(); // Setup globals globs->_config.easyMouse = true; globs->_config.invObjectsStill = false; globs->_config.textWindowStill = false; globs->_config.storyMode = 1; // Naughty globs->_config.screenFades = 0; // Test code to dump all messages to the console //for (int i = 0; i < _globals->getMessagesSize(); i++) //debugCN(kDebugCore, "%s\n----------\n", _globals->loadMessage(i)); if (getGameType() == GType_RexNebular) { MadsGameLogic::initialiseGlobals(); _scene = NULL; loadMenu(MAIN_MENU); } else { // Test code _scene = new MadsScene(this); startScene(FIRST_SCENE); RGBList *_bgPalData; _scene->loadBackground(FIRST_SCENE, &_bgPalData); _palette->addRange(_bgPalData); _scene->translate(_bgPalData); _scene->show(); _font->setFont(FONT_MAIN_MADS); _font->current()->setColors(2, 1, 3); _font->current()->writeString(_scene->getBackgroundSurface(), "Testing the M4/MADS ScummVM engine", 5, 160, 310, 2); _font->current()->writeString(_scene->getBackgroundSurface(), "ABCDEFGHIJKLMNOPQRSTUVWXYZ", 5, 180, 310, 2); if (getGameType() == GType_DragonSphere) { //_scene->showMADSV2TextBox("Test", 10, 10, NULL); } _mouse->cursorOn(); } _viewManager->systemHotkeys().add(Common::KEYCODE_ESCAPE, &escapeHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_KP_MULTIPLY, &textviewHotkeyHandler); uint32 nextFrame = g_system->getMillis(); while (!_events->quitFlag) { eventHandler(); if (g_system->getMillis() >= nextFrame) { nextFrame = g_system->getMillis() + GAME_FRAME_DELAY; ++_currentTimer; // Call the updateState method of all views _viewManager->updateState(); // Refresh the display _viewManager->refreshAll(); } g_system->delayMillis(10); if (globals()->dialogType != DIALOG_NONE) showDialog(); } return Common::kNoError; } void MadsEngine::showDialog() { // Switch to showing the given dialog RexDialogView *dlg = NULL; switch (globals()->dialogType) { case DIALOG_GAME_MENU: dlg = new RexGameMenuDialog(); break; case DIALOG_OPTIONS: dlg = new RexOptionsDialog(); break; default: error("Unknown dialog type"); }; globals()->dialogType = DIALOG_NONE; _viewManager->addView(dlg); } } // End of namespace M4