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/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "common/EventRecorder.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "draci/draci.h"
#include "draci/barchive.h"
#include "draci/script.h"
#include "draci/font.h"
#include "draci/sprite.h"
#include "draci/screen.h"
#include "draci/mouse.h"
namespace Draci {
// Data file paths
const Common::String objectsPath("OBJEKTY.DFW");
const Common::String palettePath("PALETY.DFW");
const Common::String spritesPath("OBR_AN.DFW");
const Common::String overlaysPath("OBR_MAS.DFW");
const Common::String roomsPath("MIST.DFW");
const Common::String animationsPath("ANIM.DFW");
const Common::String iconsPath("HRA.DFW");
const Common::String walkingMapsPath("MAPY.DFW");
const Common::String itemsPath("IKONY.DFW");
const Common::String itemImagesPath("OBR_IK.DFW");
const Common::String initPath("INIT.DFW");
const Common::String stringsPath("RETEZCE.DFW");
DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from init().
// Do not initialize graphics here
// However this is the place to specify all default directories
//Common::File::addDefaultDirectory(_gameDataPath + "sound/");
// Here is the right place to set up the engine specific debug levels
Common::addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
Common::addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
Common::addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
Common::addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
Common::addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
// Don't forget to register your random source
g_eventRec.registerRandomSource(_rnd, "draci");
}
int DraciEngine::init() {
// Initialize graphics using following:
initGraphics(kScreenWidth, kScreenHeight, false);
// Open game's archives
_initArchive = new BArchive(initPath);
_objectsArchive = new BArchive(objectsPath);
_spritesArchive = new BArchive(spritesPath);
_paletteArchive = new BArchive(palettePath);
_roomsArchive = new BArchive(roomsPath);
_overlaysArchive = new BArchive(overlaysPath);
_animationsArchive = new BArchive(animationsPath);
_iconsArchive = new BArchive(iconsPath);
_walkingMapsArchive = new BArchive(walkingMapsPath);
_itemsArchive = new BArchive(itemsPath);
_itemImagesArchive = new BArchive(itemImagesPath);
_stringsArchive = new BArchive(stringsPath);
// Load the game's fonts
_smallFont = new Font(kFontSmall);
_bigFont = new Font(kFontBig);
_screen = new Screen(this);
_anims = new AnimationManager(this);
_mouse = new Mouse(this);
_script = new Script(this);
_game = new Game(this);
if (!_objectsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
return Common::kUnknownError;
}
if (!_spritesArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
return Common::kUnknownError;
}
if (!_paletteArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
return Common::kUnknownError;
}
if (!_roomsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening rooms archive failed");
return Common::kUnknownError;
}
if (!_overlaysArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening overlays archive failed");
return Common::kUnknownError;
}
if (!_animationsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening animations archive failed");
return Common::kUnknownError;
}
if (!_iconsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening icons archive failed");
return Common::kUnknownError;
}
if (!_walkingMapsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening walking maps archive failed");
return Common::kUnknownError;
}
_showWalkingMap = false;
// Basic archive test
debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
Common::String path("INIT.DFW");
BArchive ar(path);
const BAFile *f;
debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
if (ar.isOpen()) {
f = ar.getFile(0);
} else {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
return Common::kUnknownError;
}
debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
for (uint i = 0; i < 10; ++i) {
debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
}
return Common::kNoError;
}
void DraciEngine::handleEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
_game->setQuit(true);
break;
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RIGHT:
_game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
break;
case Common::KEYCODE_LEFT:
_game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
break;
case Common::KEYCODE_ESCAPE: {
const int escRoom = _game->getRoomNum() != _game->getMapRoom()
? _game->getEscRoom() : _game->getPreviousRoomNum();
// Check if there is an escape room defined for the current room
if (escRoom != kNoEscRoom) {
// Schedule room change
// TODO: gate 0 is not always the best one for returning from the map
_game->scheduleEnteringRoomUsingGate(escRoom, 0);
_game->setExitLoop(true);
// End any currently running GPL programs
_script->endCurrentProgram();
}
break;
}
case Common::KEYCODE_m:
if (_game->getLoopStatus() == kStatusOrdinary) {
const int new_room = _game->getRoomNum() != _game->getMapRoom()
? _game->getMapRoom() : _game->getPreviousRoomNum();
_game->scheduleEnteringRoomUsingGate(new_room, 0);
}
break;
case Common::KEYCODE_w:
// Show walking map toggle
_showWalkingMap = !_showWalkingMap;
break;
case Common::KEYCODE_i:
if (_game->getLoopStatus() == kStatusInventory &&
_game->getLoopSubstatus() == kSubstatusOrdinary) {
_game->inventoryDone();
} else if (_game->getLoopStatus() == kStatusOrdinary &&
_game->getLoopSubstatus() == kSubstatusOrdinary) {
_game->inventoryInit();
}
break;
case Common::KEYCODE_LCTRL:
debugC(6, kDraciGeneralDebugLevel, "Left Ctrl down");
_mouse->downModifier(0);
break;
case Common::KEYCODE_RCTRL:
debugC(6, kDraciGeneralDebugLevel, "Right Ctrl down");
_mouse->downModifier(1);
break;
default:
break;
}
break;
case Common::EVENT_KEYUP:
switch (event.kbd.keycode) {
case Common::KEYCODE_LCTRL:
debugC(6, kDraciGeneralDebugLevel, "Left Ctrl up");
_mouse->upModifier(0);
break;
case Common::KEYCODE_RCTRL:
debugC(6, kDraciGeneralDebugLevel, "Right Ctrl up");
_mouse->upModifier(1);
break;
default:
break;
}
break;
default:
_mouse->handleEvent(event);
}
}
// Show walking map overlay
// If the walking map overlay is already in the wanted state don't
// start / stop it constantly
if (_showWalkingMap && !_anims->getAnimation(kWalkingMapOverlay)->isPlaying()) {
_anims->play(kWalkingMapOverlay);
} else if (!_showWalkingMap && _anims->getAnimation(kWalkingMapOverlay)->isPlaying()) {
_anims->stop(kWalkingMapOverlay);
}
}
DraciEngine::~DraciEngine() {
// Dispose your resources here
// TODO: Investigate possibility of using sharedPtr or similar
delete _smallFont;
delete _bigFont;
delete _mouse;
delete _script;
delete _anims;
delete _game;
delete _screen;
delete _initArchive;
delete _paletteArchive;
delete _objectsArchive;
delete _spritesArchive;
delete _roomsArchive;
delete _overlaysArchive;
delete _animationsArchive;
delete _iconsArchive;
delete _walkingMapsArchive;
delete _itemsArchive;
delete _itemImagesArchive;
delete _stringsArchive;
// Remove all of our debug levels here
Common::clearAllDebugChannels();
}
Common::Error DraciEngine::run() {
init();
_game->init();
_game->start();
return Common::kNoError;
}
void DraciEngine::pauseEngineIntern(bool pause) {
Engine::pauseEngineIntern(pause);
if (pause) {
_anims->pauseAnimations();
} else {
_anims->unpauseAnimations();
}
}
void DraciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
// TODO: update our volumes
}
} // End of namespace Draci
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