aboutsummaryrefslogtreecommitdiff
path: root/engines/draci/draci.cpp
blob: 6aa84778871dd0f963b9eff6e40e0f1a875d3de2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
/* 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 "common/file.h"
#include "common/keyboard.h"

#include "engines/util.h"

#include "graphics/cursorman.h"
#include "graphics/font.h"

#include "draci/draci.h"
#include "draci/animation.h"
#include "draci/barchive.h"
#include "draci/font.h"
#include "draci/game.h"
#include "draci/mouse.h"
#include "draci/music.h"
#include "draci/saveload.h"
#include "draci/screen.h"
#include "draci/script.h"
#include "draci/sound.h"
#include "draci/sprite.h"

namespace Draci {

// Data file paths

const char *objectsPath = "OBJEKTY.DFW";
const char *palettePath = "PALETY.DFW";
const char *spritesPath = "OBR_AN.DFW";
const char *overlaysPath = "OBR_MAS.DFW";
const char *roomsPath = "MIST.DFW";
const char *animationsPath = "ANIM.DFW";
const char *iconsPath = "HRA.DFW";
const char *walkingMapsPath = "MAPY.DFW";
const char *itemsPath = "IKONY.DFW";
const char *itemImagesPath = "OBR_IK.DFW";
const char *initPath = "INIT.DFW";
const char *stringsPath = "RETEZCE.DFW";
const char *soundsPath = "CD2.SAM";
const char *dubbingPath = "CD.SAM";
const char *musicPathMask = "HUDBA%d.MID";

const uint kSoundsFrequency = 13000;
const uint kDubbingFrequency = 22050;

DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
 : Engine(syst), _rnd("draci") {

	// 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
	//const Common::FSNode gameDataDir(ConfMan.get("path"));
	//SearchMan.addSubDirectoryMatching(gameDataDir, "sound");

	// Here is the right place to set up the engine specific debug levels
	DebugMan.addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
	DebugMan.addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
	DebugMan.addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
	DebugMan.addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
	DebugMan.addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
	DebugMan.addDebugChannel(kDraciSoundDebugLevel, "sound", "Sound debug info");
	DebugMan.addDebugChannel(kDraciWalkingDebugLevel, "walking", "Walking debug info");

	_console = new DraciConsole(this);
}

bool DraciEngine::hasFeature(EngineFeature f) const {
	return (f == kSupportsSubtitleOptions) ||
		(f == kSupportsRTL) ||
		(f == kSupportsLoadingDuringRuntime) ||
		(f == kSupportsSavingDuringRuntime);
}

static SoundArchive* openAnyPossibleDubbing() {
	debugC(1, kDraciGeneralDebugLevel, "Trying to find original dubbing");
	LegacySoundArchive *legacy = new LegacySoundArchive(dubbingPath, kDubbingFrequency);
	if (legacy->isOpen() && legacy->size()) {
		debugC(1, kDraciGeneralDebugLevel, "Found original dubbing");
		return legacy;
	}
	delete legacy;

	// The original uncompressed dubbing cannot be found.  Try to open the
	// newer compressed version.
	debugC(1, kDraciGeneralDebugLevel, "Trying to find compressed dubbing");
	ZipSoundArchive *zip = new ZipSoundArchive();

	zip->openArchive("dub-raw.zzz", "buf", RAW80, kDubbingFrequency);
	if (zip->isOpen() && zip->size()) return zip;
#ifdef USE_FLAC
	zip->openArchive("dub-flac.zzz", "flac", FLAC);
	if (zip->isOpen() && zip->size()) return zip;
#endif
#ifdef USE_VORBIS
	zip->openArchive("dub-ogg.zzz", "ogg", OGG);
	if (zip->isOpen() && zip->size()) return zip;
#endif
#ifdef USE_MAD
	zip->openArchive("dub-mp3.zzz", "mp3", MP3);
	if (zip->isOpen() && zip->size()) return zip;
#endif

	// Return an empty (but initialized) archive anyway.
	return zip;
}

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);

	_soundsArchive = new LegacySoundArchive(soundsPath, kSoundsFrequency);
	_dubbingArchive = openAnyPossibleDubbing();
	_sound = new Sound(_mixer);

	_music = new MusicPlayer(musicPathMask);

	// Setup mixer
	syncSoundSettings();

	// 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;
	}

	if (!_soundsArchive->isOpen()) {
		debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sounds archive failed");
		return Common::kUnknownError;
	}

	if (!_dubbingArchive->isOpen()) {
		debugC(2, kDraciGeneralDebugLevel, "WARNING - Opening dubbing archive failed");
	}

	_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_KEYDOWN:
			switch (event.kbd.keycode) {
			case Common::KEYCODE_RIGHT:
				if (gDebugLevel >= 0) {
					_game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
				}
				break;
			case Common::KEYCODE_LEFT:
				if (gDebugLevel >= 0) {
					_game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
				}
				break;
			case Common::KEYCODE_ESCAPE: {
				if (_game->getLoopStatus() == kStatusInventory &&
				   _game->getLoopSubstatus() == kOuterLoop) {
					_game->inventoryDone();
					break;
				}

				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 >= 0) {

					// Schedule room change
					// TODO: gate 0 (always present) is not always best for
					// returning from the map, e.g. in the starting location.
					// also, after loading the game, we shouldn't run any gate
					// program, but rather restore the state of all objects.
					_game->scheduleEnteringRoomUsingGate(escRoom, 0);

					// Immediately cancel any running animation or dubbing and
					// end any currently running GPL programs.  In the intro it
					// works as intended---skipping the rest of it.
					//
					// In the map, this causes that animation on newly
					// discovered locations will be re-run next time and
					// cut-scenes won't be played.
					_game->setExitLoop(true);
					_script->endCurrentProgram(true);
				}
				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;
				_game->switchWalkingAnimations(_showWalkingMap);
				break;
			case Common::KEYCODE_q:
				_game->setWantQuickHero(!_game->getWantQuickHero());
				break;
			case Common::KEYCODE_i:
				if (_game->getRoomNum() == _game->getMapRoom() ||
				    _game->getLoopSubstatus() != kOuterLoop) {
					break;
				}
				if (_game->getLoopStatus() == kStatusInventory) {
					_game->inventoryDone();
				} else if (_game->getLoopStatus() == kStatusOrdinary) {
					_game->inventoryInit();
				}
				break;
			case Common::KEYCODE_F5:
				if (event.kbd.hasFlags(0)) {
					openMainMenuDialog();
				}
				break;
			case Common::KEYCODE_COMMA:
			case Common::KEYCODE_PERIOD:
			case Common::KEYCODE_SLASH:
				if ((_game->getLoopStatus() == kStatusOrdinary ||
				    _game->getLoopStatus() == kStatusInventory) &&
				   _game->getLoopSubstatus() == kOuterLoop &&
				   _game->getRoomNum() != _game->getMapRoom()) {
					_game->inventorySwitch(event.kbd.keycode);
				}
				break;
			case Common::KEYCODE_d:
				if (event.kbd.hasFlags(Common::KBD_CTRL)) {
					this->getDebugger()->attach();
					this->getDebugger()->onFrame();
				}
				break;
			default:
				break;
			}
			break;
		default:
			_mouse->handleEvent(event);
		}
	}

	// Handle EVENT_QUIT and EVENT_RTL.
	if (shouldQuit()) {
		_game->setQuit(true);
		_script->endCurrentProgram(true);
	}
}

DraciEngine::~DraciEngine() {
	// Dispose your resources here

	// If the common library supported Boost's scoped_ptr<>, then wrapping
	// all the following pointers and many more would be appropriate.  So
	// far, there is only SharedPtr, which I feel being an overkill for
	// easy deallocation.
	// TODO: We have ScopedPtr nowadays. Maybe should adapt this code then?
	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;

	delete _sound;
	delete _music;
	delete _soundsArchive;
	delete _dubbingArchive;

	// Remove all of our debug levels here
	DebugMan.clearAllDebugChannels();

	delete _console;
}

Common::Error DraciEngine::run() {
	init();
	setTotalPlayTime(0);
	_game->init();

	// Load game from specified slot, if any
	if (ConfMan.hasKey("save_slot")) {
		loadGameState(ConfMan.getInt("save_slot"));
	}

	_game->start();
	return Common::kNoError;
}

void DraciEngine::pauseEngineIntern(bool pause) {
	Engine::pauseEngineIntern(pause);
	if (pause) {
		_pauseStartTime = _system->getMillis();

		_anims->pauseAnimations();
		_sound->pauseSound();
		_sound->pauseVoice();
		_music->pause();
	} else {
		_anims->unpauseAnimations();
		_sound->resumeSound();
		_sound->resumeVoice();
		_music->resume();

		// Adjust engine start time
		const int delta = _system->getMillis() - _pauseStartTime;
		_game->shiftSpeechAndFadeTick(delta);
		_pauseStartTime = 0;
	}
}

void DraciEngine::syncSoundSettings() {
	Engine::syncSoundSettings();

	_sound->setVolume();
	_music->syncVolume();
}

Common::String DraciEngine::getSavegameFile(int saveGameIdx) {
	return Common::String::format("draci.s%02d", saveGameIdx);
}

Common::Error DraciEngine::loadGameState(int slot) {
	// When called from run() using save_slot, the next operation is the
	// call to start() calling enterNewRoom().
	// When called from handleEvents() in the middle of the game, the next
	// operation after handleEvents() exits from loop(), and returns to
	// start() to the same place as above.
	// In both cases, we are safe to override the data structures right
	// here are now, without waiting for any other code to finish, thanks
	// to our constraint in canLoadGameStateCurrently() and to having
	// enterNewRoom() called right after we exit from here.
	return loadSavegameData(slot, this);
}

bool DraciEngine::canLoadGameStateCurrently() {
	return (_game->getLoopStatus() == kStatusOrdinary) &&
		(_game->getLoopSubstatus() == kOuterLoop);
}

Common::Error DraciEngine::saveGameState(int slot, const Common::String &desc) {
	return saveSavegameData(slot, desc, *this);
}

bool DraciEngine::canSaveGameStateCurrently() {
	return (_game->getLoopStatus() == kStatusOrdinary) &&
		(_game->getLoopSubstatus() == kOuterLoop);
}

} // End of namespace Draci