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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.
*
* $URL$
* $Id$
*
*/
//#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/fs.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "common/endian.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "engines/util.h"
#include "graphics/surface.h"
#include "sound/mididrv.h"
namespace M4 {
// FIXME: remove global
MadsM4Engine *_vm;
MadsEngine *_madsVm;
M4Engine *_m4Vm;
void escapeHotkeyHandler(MadsM4Engine *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(MadsM4Engine *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(MadsM4Engine *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(MadsM4Engine *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(MadsM4Engine *vm, View *view, uint32 key) {
vm->loadMenu(GAME_MENU);
}
MadsM4Engine::MadsM4Engine(OSystem *syst, const M4GameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc) {
// FIXME
_vm = this;
_madsVm = NULL;
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "goodstuf");
SearchMan.addSubDirectoryMatching(gameDataDir, "resource");
DebugMan.addDebugChannel(kDebugScript, "script", "Script debug level");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics debug level");
DebugMan.addDebugChannel(kDebugConversations, "conversations", "Conversations debugging");
_resourceManager = NULL;
_globals = NULL;
}
MadsM4Engine::~MadsM4Engine() {
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 _script;
delete _ws;
delete _random;
delete _palette;
delete _globals;
delete _sound;
delete _driver;
delete _resourceManager;
}
Common::Error MadsM4Engine::run() {
// Initialize backend
_screen = new M4Surface(true); // Special form for creating screen reference
MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM);
bool native_mt32 = ((MidiDriver::getMusicType(dev) == MT_MT32) || ConfMan.getBool("native_mt32"));
_driver = MidiDriver::createMidi(dev);
if (native_mt32)
_driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_midi = new MidiPlayer(this, _driver);
_midi->setGM(true);
_midi->setNativeMT32(native_mt32);
_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 FontManager(this);
if (getGameType() == GType_Burger) {
_actor = new Actor(this);
_conversationView = new ConversationView(this);
} else {
_actor = NULL;
}
_rails = new Rails(); // needs to be initialized before _scene
_dialogs = new Dialogs();
_viewManager = new ViewManager(this);
_inventory = new Inventory(this);
_sound = new Sound(this, _mixer, 255);
_script = new ScriptInterpreter(this);
_ws = new WoodScript(this);
//_callbacks = new Callbacks(this);
_random = new Common::RandomSource();
g_eventRec.registerRandomSource(*_random, "m4");
return Common::kNoError;
}
void MadsM4Engine::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 MadsM4Engine::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 MadsM4Engine::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);
}
void MadsM4Engine::dumpFile(const char* filename, bool uncompress) {
#if 0
// FIXME: The following code is not portable and hence has been disabled.
// Try replacing FILE by Common::DumpFile.
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();
#endif
}
/*--------------------------------------------------------------------------*/
M4Engine::M4Engine(OSystem *syst, const M4GameDescription *gameDesc): MadsM4Engine(syst, gameDesc) {
// FIXME
_m4Vm = this;
_globals = new M4Globals(this);
}
M4Engine::~M4Engine() {
delete _converse;
}
Common::Error M4Engine::run() {
// Set up the graphics mode
initGraphics(640, 480, true);
// Necessary pre-initialisation
_resourceManager = new M4ResourceManager(this);
// Set up needed common functionality
MadsM4Engine::run();
// M4 specific initialisation
_converse = new Converse(this);
_scene = new M4Scene(this);
_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 Common::kNoError;
#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
}
}
// 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->setInverseColourTable(scene()->getInverseColourTable());
_kernel->loadSectionScriptFunctions();
_kernel->loadRoomScriptFunctions();
_kernel->roomInit();
_scene->show();
#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 Common::kNoError;
}
/*--------------------------------------------------------------------------*/
MadsEngine::MadsEngine(OSystem *syst, const M4GameDescription *gameDesc): MadsM4Engine(syst, gameDesc) {
// FIXME
_madsVm = this;
_globals = new MadsGlobals(this);
_currentTimer = 0;
}
MadsEngine::~MadsEngine() {
}
Common::Error MadsEngine::run() {
// Set up the graphics mode
initGraphics(320, 200, false);
// Necessary pre-initialisation
_resourceManager = new MADSResourceManager(this);
// Set up needed common functionality
MadsM4Engine::run();
_palette->setMadsSystemPalette();
_mouse->init("cursor.ss", NULL);
_mouse->setCursorNum(0);
// Load MADS data files
MadsGlobals *globs = (MadsGlobals *)_globals;
globs->loadMadsVocab(); // vocab.dat
globs->loadQuotes(); // quotes.dat
globs->loadMadsMessagesInfo(); // messages.dat
globs->loadMadsObjects();
// Setup globals
globs->_config.easyMouse = true;
globs->_config.invObjectsStill = false;
globs->_config.textWindowStill = false;
globs->_config.storyMode = 1; // Naughty
globs->_config.screenFades = 0;
// 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) {
MadsGameLogic::initialiseGlobals();
_scene = NULL;
loadMenu(MAIN_MENU);
} else {
// Test code
_scene = new MadsScene(this);
startScene(FIRST_SCENE);
RGBList *_bgPalData;
_scene->loadBackground(FIRST_SCENE, &_bgPalData);
_palette->addRange(_bgPalData);
_scene->translate(_bgPalData);
_scene->show();
_font->setFont(FONT_MAIN_MADS);
_font->current()->setColours(2, 1, 3);
_font->current()->writeString(_scene->getBackgroundSurface(), "Testing the M4/MADS ScummVM engine", 5, 160, 310, 2);
_font->current()->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);
uint32 nextFrame = g_system->getMillis();
while (!_events->quitFlag) {
eventHandler();
if (g_system->getMillis() >= nextFrame) {
nextFrame = g_system->getMillis() + GAME_FRAME_DELAY;
++_currentTimer;
// Call the updateState method of all views
_viewManager->updateState();
// Refresh the display
_viewManager->refreshAll();
}
g_system->delayMillis(10);
if (globals()->dialogType != DIALOG_NONE)
showDialog();
}
return Common::kNoError;
}
void MadsEngine::showDialog() {
// Switch to showing the given dialog
RexDialogView *dlg = NULL;
switch (globals()->dialogType) {
case DIALOG_GAME_MENU:
dlg = new RexGameMenuDialog();
break;
case DIALOG_OPTIONS:
dlg = new RexOptionsDialog();
break;
default:
error("Unknown dialog type");
};
globals()->dialogType = DIALOG_NONE;
_viewManager->addView(dlg);
}
} // End of namespace M4
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