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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.
*
*/
#include "common/scummsys.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/file.h"
#include "common/error.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "hdb/hdb.h"
#include "hdb/console.h"
namespace HDB {
HDBGame* g_hdb;
HDBGame::HDBGame(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
_console = nullptr;
_format = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
_systemInit = false;
g_hdb = this;
_fileMan = new FileMan;
_drawMan = new DrawMan;
_lua = new LuaScript;
_map = new Map;
_ai = new AI;
_input = new Input;
_window = new Window;
_rnd = new Common::RandomSource("hdb");
DebugMan.addDebugChannel(kDebugExample1, "Example1", "This is just an example to test");
DebugMan.addDebugChannel(kDebugExample2, "Example2", "This is also an example");
}
HDBGame::~HDBGame() {
delete _console;
delete _fileMan;
delete _drawMan;
delete _lua;
delete _map;
delete _ai;
delete _input;
delete _window;
delete _rnd;
DebugMan.clearAllDebugChannels();
}
bool HDBGame::init() {
/*
Game Subsystem Initializations
*/
// Init fileMan
if (!_fileMan->openMPC(getGameFile())) {
error("FileMan::openMPC: Cannot find the hyperspace.mpc data file.");
}
if (!_drawMan->init()) {
error("DrawMan::init: Couldn't initialize DrawMan");
}
if (!_input->init()) {
error("Input::init: Couldn't initialize Input");
}
if (!_ai->init()) {
error("AI::init: Couldn't initialize AI");
}
if (!_lua->init()) {
error("LuaScript::init: Couldn't load the GLOBAL_LUA code.");
}
if (!_window->init()) {
error("Window::init: Couldn't initialize Window");
}
// REMOVE: Putting this here since Menu hasn't been implemented yet.
// Defaults the game into Action Mode
setActionMode(1);
start();
_gameShutdown = false;
_systemInit = true;
return true;
}
void HDBGame::start() {
warning("REMOVE: _gameState initialized to GAME_PLAY");
_gameState = GAME_PLAY;
}
/*
Changes the current GameState to the next one.
Game State Transitions are deterministic: each state can
only a particular state. The next state is held in gameState.
TODO: All the functionality hasn't been implemented yet since
their subsystems are incomplete. This section needs to be periodically
updated as soon as the subsytems are improved.
*/
void HDBGame::changeGameState() {
switch (_gameState) {
case GAME_TITLE:
_gameState = GAME_MENU;
break;
case GAME_MENU:
_gameState = GAME_PLAY;
break;
case GAME_PLAY:
_gameState = GAME_MENU;
break;
case GAME_LOADING:
break;
}
}
void HDBGame::paint() {
switch (_gameState) {
case GAME_TITLE:
debug(9, "STUB: MENU::DrawTitle required");
break;
case GAME_MENU:
warning("STUB: MENU::DrawMenu required");
break;
case GAME_PLAY:
_drawMan->drawPointer();
break;
case GAME_LOADING:
warning("STUB: DrawMan::DrawLoadingScreen required");
break;
}
_drawMan->updateVideo();
}
// builds a waypoint list if an entity is not next to player,
// or gives info on an entity, or actually uses an entity
void HDBGame::setTargetXY(int x, int y) {
AIEntity *e, *p;
int px, py;
bool oneTileAway;
// if ANY button is pressed
if (_input->getButtons() || _ai->_playerEmerging)
return;
// Check if an entity is next to us
x /= kTileWidth;
y /= kTileHeight;
// Don't ever allow going to X-coord 0
if (!x)
return;
e = _ai->findEntity(x, y);
p = _ai->getPlayer();
if (!p)
return;
px = p->x / kTileWidth;
py = p->y / kTileHeight;
// Are we on a touchplate and trying to move within the waiting period?
if (p->touchpWait)
return;
// If we're attacking...don't do anything else
AIState stateList[] = {
STATE_ATK_CLUB_UP, STATE_ATK_CLUB_DOWN, STATE_ATK_CLUB_LEFT, STATE_ATK_CLUB_RIGHT,
STATE_ATK_STUN_UP, STATE_ATK_STUN_DOWN, STATE_ATK_STUN_LEFT, STATE_ATK_STUN_RIGHT,
STATE_ATK_SLUG_UP, STATE_ATK_SLUG_DOWN, STATE_ATK_SLUG_LEFT, STATE_ATK_SLUG_RIGHT,
STATE_PUSHUP, STATE_PUSHDOWN, STATE_PUSHLEFT, STATE_PUSHRIGHT};
for (int i = 0; i < 16; i++) {
if (p->state == stateList[i])
return;
}
oneTileAway = (abs(px - x) + abs(py - y) < 2);
// If any entity has been targeted
if (e && !_ai->waypointsLeft()) {
// Clicking on a gettable item?
// First check if an iterm is on top of a BLOCKER entity.
// If so, try to find another entity there
if (e->type == AI_NONE) {
AIEntity *temp = g_hdb->_ai->findEntityIgnore(x, y, e);
if (temp)
e = temp;
}
if ((p->level == e->level) && _ai->getTableEnt(e->type)) {
if (g_hdb->_ai->tileDistance(e, p) < 2) {
useEntity(e);
return;
}
}
// Clicking on a Walkthrough Item?
if ((p->level == e->level) && _ai->walkThroughEnt(e->type)) {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
// Is this an invisible blocker? If so, it probably has a LUA entity under it
if (e->type == AI_NONE && _ai->luaExistAtXY(x, y)) {
// Did player click on a LUA tile?
if (oneTileAway && _ai->checkLuaList(_ai->getPlayer(), x, y))
return;
}
// On the same Level? (Allow pushing on stairs, down only)
if ((p->level != e->level && !(_map->getMapBGTileFlags(e->tileX, e->tileY) & kFlagStairBot)) || (p->level == e->level && _ai->walkThroughEnt(e->type))) {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
int chx = abs(px - x);
int chy = abs(py - y);
// And its a unit away and the Player's GOALS are done...
if (chx <= 1 && chy <= 1 && !p->goalX) {
// At a horizontal or vertical direction?
if (chx + chy > 1) {
AIEntity *e1, *e2;
uint32 flag1, flag2;
e1 = _ai->findEntity(px, y);
e2 = _ai->findEntity(x, py);
flag1 = _map->getMapBGTileFlags(px, y) & kFlagSolid;
flag2 = _map->getMapBGTileFlags(x, py) & kFlagSolid;
if ((e1 || flag1) && (e2 || flag2))
return;
}
// Check for items that should NOT be picked up or talked to
switch (e->type) {
// USEing a floating crate or barrel? Just go there.
// Unless it's not floating, in which case you wanna push it.
case AI_CRATE:
case AI_LIGHTBARREL:
// USEing a heavy barrel ONLY means walking on it if it's floating
// *** cannot push a heavy barrel
case AI_HEAVYBARREL:
if (e->state == STATE_FLOATING || e->state == STATE_MELTED)
_ai->addWaypoint(px, py, x, y, p->level);
else
useEntity(e);
return;
default:
useEntity(e);
return;
}
} else {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
}
// Are we trying to "activate" a touchplate?
// Set a waypoint on it
if (_ai->checkForTouchplate(x, y)) {
_ai->addWaypoint(px, py, x, y, p->level);
return;
}
// Did the player click on an action tile?
if (oneTileAway && _ai->checkActionList(_ai->getPlayer(), x, y, true))
return;
// Did the player click on an auto-action tile?
if (oneTileAway && _ai->checkAutoList(_ai->getPlayer(), x, y))
return;
// we need to add this point to the waypoint list!
// the list is tile coord-based
//
// if the player is not PUSHING anything and has no GOALS,
// it's ok to set up a waypoint
switch (p->state) {
case STATE_PUSHDOWN:
case STATE_PUSHUP:
case STATE_PUSHLEFT:
case STATE_PUSHRIGHT:
case STATE_NONE:
break;
default:
_ai->addWaypoint(px, py, x, y, p->level);
break;
}
}
// PLAYER is trying to use this entity
void HDBGame::useEntity(AIEntity *e) {
warning("STUB: HDBGame::useEntity incomplete");
AIEntity *p, temp;
bool added;
p = _ai->getPlayer();
// Check if entity is on same level or if its a stairtop
if ((p->level != e->level) && !(_map->getMapBGTileFlags(p->tileX, p->tileY) & kFlagStairTop)) {
return;
}
added = false;
if (_ai->getTableEnt(e->type)) {
memcpy(&temp, e, sizeof(AIEntity));
_ai->getItemSound(e->type);
added = _ai->addToInventory(e);
if (added) {
e = &temp;
if (temp.aiUse) {
temp.aiUse(&temp);
}
if (temp.luaFuncUse[0]) {
_lua->callFunction(temp.luaFuncUse, 0);
}
}
} else {
// These should be run over or run through
if (_ai->walkThroughEnt(e->type) || e->type == AI_NONE) {
return;
}
if (e->aiUse) {
e->aiUse(e);
}
if (e->luaFuncUse[0]) {
_lua->callFunction(e->luaFuncUse, 0);
}
}
/*
PUSHING
If its a pushable object, push it. Unless it's in/on water.
*/
if (e->type == AI_CRATE || e->type == AI_LIGHTBARREL || e->type == AI_BOOMBARREL || e->type == AI_MAGIC_EGG || e->type == AI_ICE_BLOCK || e->type == AI_FROGSTATUE || e->type == AI_DIVERTER) {
warning("STUB: HDBGame::useEntity PUSHING required");
}
// Look at Entity
if (e->type != AI_RAILRIDER_ON) {
_ai->lookAtEntity(e);
}
// Grab animation
if (added) {
_ai->animGrabbing();
}
// Can't push it - make a sound
if (e->type == AI_HEAVYBARREL) {
warning("STUB: HDBGame::useEntity Play HEAVYBARREL sound");
}
}
Common::Error HDBGame::run() {
// Initialize System
if (!_systemInit) {
init();
}
// Initializes Graphics
initGraphics(kScreenWidth, kScreenHeight, &_format);
_console = new Console();
#if 0
Common::SeekableReadStream *titleStream = _fileMan->findFirstData("monkeylogoscreen", TYPE_PIC);
if (titleStream == NULL) {
debug("The TitleScreen MPC entry can't be found.");
return Common::kReadingFailed;
}
Picture *titlePic = new Picture;
titlePic->load(titleStream);
Common::SeekableReadStream *tileStream = _fileMan->findFirstData("t32_ground1", TYPE_TILE32);
if (tileStream == NULL) {
debug("The t32_shipwindow_lr MPC entry can't be found.");
return Common::kReadingFailed;
}
Tile *tile = new Tile;
tile->load(tileStream);
#endif
Common::SeekableReadStream *luaStream = _fileMan->findFirstData("MAP00_LUA", TYPE_BINARY);
int32 luaLength = _fileMan->getLength("MAP00_LUA", TYPE_BINARY);
if (luaStream == NULL) {
debug("The MAP00_LUA MPC entry can't be found.");
return Common::kReadingFailed;
}
_lua->initScript(luaStream, "MAP00_LUA", luaLength);
_lua->callFunction("level_loaded", 0);
Common::SeekableReadStream *mapStream = _fileMan->findFirstData("MAP00_MSM", TYPE_BINARY);
if (mapStream == NULL) {
debug("The MAP00_MSM MPC entry can't be found.");
return Common::kReadingFailed;
}
_map->load(mapStream);
_ai->initAnimInfo();
//_window->openDialog("Sgt. Filibuster", 0, "You address me as 'sarge' or 'sergeant' or get your snappin' teeth kicked in! Got me?", 0, NULL);
#if 0
lua->executeFile("test.lua");
#endif
while (!shouldQuit()) {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
break;
case Common::EVENT_MOUSEMOVE:
_input->updateMouse(event.mouse.x, event.mouse.y);
break;
case Common::EVENT_KEYDOWN:
debug("Key was pressed.");
break;
default:
break;
}
}
if (_gameState == GAME_PLAY) {
_drawMan->drawSky();
debug(9, "STUB: HDBGame::run: Add check for pause flag");
_ai->moveEnts();
_ai->processCallbackList();
_map->draw();
_ai->processCines();
//_window->drawDialog();
AIEntity *e = _ai->getPlayer();
if (e && e->level < 2)
_ai->drawWayPoints();
_map->drawEnts();
_map->drawGratings();
if (e && e->level == 2)
_ai->drawWayPoints();
_ai->drawLevel2Ents();
_map->drawForegrounds();
_ai->animateTargets();
_window->drawDialog();
_window->drawInventory();
_window->drawTextOut();
}
// Update Timer that's NOT used for in-game Timing
_prevTimeSlice = _timeSlice;
_timeSlice = g_system->getMillis();
paint();
g_system->updateScreen();
g_system->delayMillis(10);
}
return Common::kNoError;
}
} // End of namespace HDB
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