/* 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. * * $URL$ * $Id$ * */ //#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/sprite.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/rails.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/file.h" #include "common/events.h" #include "common/endian.h" #include "common/system.h" #include "common/config-manager.h" #include "engines/engine.h" #include "graphics/surface.h" #include "sound/mididrv.h" namespace M4 { // FIXME: remove global M4Engine *_vm; void escapeHotkeyHandler(M4Engine *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(M4Engine *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(M4Engine *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(M4Engine *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(M4Engine *vm, View *view, uint32 key) { vm->loadMenu(GAME_MENU); } M4Engine::M4Engine(OSystem *syst, const M4GameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { // FIXME _vm = this; Common::File::addDefaultDirectory(_gameDataDir); Common::File::addDefaultDirectory("goodstuf"); // FIXME: This is nonsense Common::File::addDefaultDirectory("resource"); // FIXME: This is nonsense Common::addSpecialDebugLevel(kDebugScript, "script", "Script debug level"); Common::addSpecialDebugLevel(kDebugConversations, "conversations", "Conversations debugging"); } M4Engine::~M4Engine() { delete _globals; 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 _converse; delete _script; delete _ws; delete _random; delete _animation; delete _palette; delete _resourceManager; } int M4Engine::init() { // Initialize backend _system->beginGFXTransaction(); initCommonGFX(isM4()); if (isM4()) _system->initSize(640, 480); else _system->initSize(320, 200); _system->endGFXTransaction(); _screen = new M4Surface(true); // Special form for creating screen reference int midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI); bool native_mt32 = ((midiDriver == MD_MT32) || ConfMan.getBool("native_mt32")); MidiDriver *driver = MidiDriver::createMidi(midiDriver); if (native_mt32) driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE); _midi = new MidiPlayer(this, driver); _midi->setGM(true); _midi->setNativeMT32(native_mt32); _globals = new Globals(this); if (isM4()) _resourceManager = new M4ResourceManager(this); else _resourceManager = new MADSResourceManager(this); _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 Font(this); if (getGameType() == GType_Burger) { _actor = new Actor(this); _interfaceView = new GameInterfaceView(this); _conversationView = new ConversationView(this); } else { _actor = NULL; } _rails = new Rails(); // needs to be initialized before _scene _scene = new Scene(this); _dialogs = new Dialogs(); _viewManager = new ViewManager(this); _inventory = new Inventory(this); _sound = new Sound(this, _mixer, 255); _converse = new Converse(this); _script = new ScriptInterpreter(this); _ws = new WoodScript(this); _animation = new Animation(this); //_callbacks = new Callbacks(this); _random = new Common::RandomSource(); g_system->getEventManager()->registerRandomSource(*_random, "m4"); return 0; } void M4Engine::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 M4Engine::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 M4Engine::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); } int M4Engine::go() { if (isM4()) return goM4(); else return goMADS(); } int M4Engine::goMADS() { _palette->setMadsSystemPalette(); _mouse->init("cursor.ss", NULL); _mouse->setCursorNum(0); // Load MADS data files _globals->loadMadsVocab(); // vocab.dat _globals->loadMadsQuotes(); // quotes.dat _globals->loadMadsMessagesInfo(); // messages.dat // TODO: objects.dat // TODO: hoganus.dat (what is it used for?) // Test code to dump all messages to the console //for (int i = 0; i < _globals->getMessagesSize(); i++) //printf("%s\n----------\n", _globals->loadMessage(i)); if ((getGameType() == GType_RexNebular) || (getGameType() == GType_DragonSphere)) { loadMenu(MAIN_MENU); } else { if (getGameType() == GType_DragonSphere) { _scene->loadScene(FIRST_SCENE); } else if (getGameType() == GType_Phantom) { //_scene->loadScene(FIRST_SCENE); _scene->loadScene(106); // a more interesting scene } _viewManager->addView(_scene); _font->setFont(FONT_MAIN_MADS); _font->setColors(2, 1, 3); _font->writeString(_scene->getBackgroundSurface(), "Testing the M4/MADS ScummVM engine", 5, 160, 310, 2); _font->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); // Load the general game SFX/voices if (getGameType() == GType_RexNebular) { _sound->loadDSRFile("rex009.dsr"); } else if (getGameType() == GType_Phantom) { _sound->loadDSRFile("phan009.dsr"); } else if (getGameType() == GType_DragonSphere) { _sound->loadDSRFile("drag009.dsr"); } uint32 nextFrame = g_system->getMillis(); while (!_events->quitFlag) { eventHandler(); _animation->updateAnim(); // Call the updateState method of all views _viewManager->updateState(); if (g_system->getMillis() >= nextFrame) { _viewManager->refreshAll(); nextFrame = g_system->getMillis();// + GAME_FRAME_DELAY; } g_system->delayMillis(10); } return 0; } int M4Engine::goM4() { _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); printf("=================================\n"); fflush(stdout); } #endif return 0; #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 } _viewManager->addView(_interfaceView); } // 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(); #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 0; } void M4Engine::dumpFile(const char* filename, bool uncompress) { Common::SeekableReadStream *fileS = res()->get(filename); byte buffer[256]; FILE *destFile = fopen(filename, "wb"); int bytesRead = 0; printf("Dumping %s, size: %i\n", filename, fileS->size()); if (!uncompress) { while(!fileS->eos()) { bytesRead = fileS->read(buffer, 256); fwrite(buffer, bytesRead, 1, destFile); } } else { MadsPack packData(fileS); Common::MemoryReadStream *sourceUnc; for (int i = 0; i < packData.getCount(); i++) { sourceUnc = packData.getItemStream(i); printf("Dumping compressed chunk %i of %i, size is %i\n", i + 1, packData.getCount(), sourceUnc->size()); while(!sourceUnc->eos()) { bytesRead = sourceUnc->read(buffer, 256); fwrite(buffer, bytesRead, 1, destFile); } delete sourceUnc; } } fclose(destFile); res()->toss(filename); res()->purge(); } } // End of namespace M4