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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/debug-channels.h"
#include "common/events.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "common/EventRecorder.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 = 22000;
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
//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");
// Don't forget to register your random source
g_eventRec.registerRandomSource(_rnd, "draci");
}
bool DraciEngine::hasFeature(EngineFeature f) const {
return (f == kSupportsSubtitleOptions) ||
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
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 SoundArchive(soundsPath, kSoundsFrequency);
_dubbingArchive = new SoundArchive(dubbingPath, kDubbingFrequency);
_sound = new Sound(_mixer);
MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM);
bool native_mt32 = ((MidiDriver::getMusicType(dev) == MT_MT32) || ConfMan.getBool("native_mt32"));
//bool adlib = (MidiDriver::getMusicType(dev) == MT_ADLIB);
_midiDriver = MidiDriver::createMidi(dev);
if (native_mt32)
_midiDriver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_music = new MusicPlayer(_midiDriver, musicPathMask);
_music->setNativeMT32(native_mt32);
//_music->setAdLib(adlib);
// 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;
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 STL'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.
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 _midiDriver;
delete _soundsArchive;
delete _dubbingArchive;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error DraciEngine::run() {
init();
_engineStartTime = _system->getMillis() / 1000;
_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) {
// Record start of the pause, so that we can later
// adjust _engineStartTime accordingly.
_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;
_engineStartTime += delta / 1000;
_game->shiftSpeechAndFadeTick(delta);
_pauseStartTime = 0;
}
}
void DraciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
_sound->setVolume();
_music->syncVolume();
}
const char *DraciEngine::getSavegameFile(int saveGameIdx) {
static char buffer[20];
sprintf(buffer, "draci.s%02d", saveGameIdx);
return buffer;
}
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 char *desc) {
return saveSavegameData(slot, desc, *this);
}
bool DraciEngine::canSaveGameStateCurrently() {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
} // End of namespace Draci
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