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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/memstream.h"
#include "mads/mads.h"
#include "mads/compression.h"
#include "mads/game.h"
#include "mads/game_data.h"
#include "mads/events.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/nebular/game_nebular.h"
namespace MADS {
Game *Game::init(MADSEngine *vm) {
if (vm->getGameID() == GType_RexNebular)
return new Nebular::GameNebular(vm);
return nullptr;
}
Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr), _objects(vm),
_scene(vm), _screenObjects(vm), _player(vm) {
_sectionNumber = _priorSectionNumber = 0;
_difficulty = DIFFICULTY_HARD;
_saveSlot = -1;
_statusFlag = 0;
_sectionHandler = nullptr;
_sectionNumber = 1;
_priorSectionNumber = 0;
_currentSectionNumber = -1;
_kernelMode = KERNEL_GAME_LOAD;
_quoteEmergency = false;
_vocabEmergency = false;
_aaName = "*I0.AA";
_priorFrameTimer = 0;
_anyEmergency = false;
_triggerMode = SEQUENCE_TRIGGER_PARSER;
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_winStatus = 0;
_widepipeCtr = 0;
// Load the inventory object list
_objects.load();
if (_objects._inventoryList.size() > 0)
// At least one item in default inventory, so select first item for display
_scene._userInterface._selectedInvIndex = 0;
// Load the quotes
loadQuotes();
}
Game::~Game() {
delete _surface;
delete _sectionHandler;
}
void Game::run() {
initialiseGlobals();
_statusFlag = true;
int protectionResult = checkCopyProtection();
switch (protectionResult) {
case PROTECTION_FAIL:
// Copy protection failed
_scene._nextSceneId = 804;
_saveSlot = -1;
break;
case PROTECTION_ESCAPE:
// User escaped out of copy protection dialog
_vm->quitGame();
break;
default:
// Copy protection check succeeded
_scene._nextSceneId = 103;
_scene._priorSceneId = 102;
break;
}
// Get the initial starting time for the first scene
_scene._frameStartTime = _vm->_events->getFrameCounter();
if (_saveSlot == -1 && protectionResult != -1 && protectionResult != -2) {
initSection(_sectionNumber);
_statusFlag = true;
_vm->_dialogs->_pendingDialog = DIALOG_DIFFICULTY;
_vm->_dialogs->showDialog();
_vm->_dialogs->_pendingDialog = DIALOG_NONE;
_priorSectionNumber = 0;
_priorSectionNumber = -1;
_scene._priorSceneId = 0;
_scene._currentSceneId = -1;
}
if (protectionResult != 1 && protectionResult != 2) {
initialiseGlobals();
if (_saveSlot != -1) {
warning("TODO: loadGame(\"REX.SAV\", 210)");
_statusFlag = false;
}
}
if (_statusFlag)
gameLoop();
}
void Game::gameLoop() {
while (!_vm->shouldQuit() && _statusFlag) {
setSectionHandler();
_sectionHandler->preLoadSection();
initSection(_sectionNumber);
_sectionHandler->postLoadSection();
_scene._spriteSlots.reset();
if (_sectionNumber == _currentSectionNumber) {
sectionLoop();
}
_player.releasePlayerSprites();
assert(_scene._sprites.size() == 0);
_vm->_palette->unlock();
_vm->_events->waitCursor();
_vm->_events->freeCursors();
_vm->_sound->closeDriver();
}
_vm->_palette->close();
}
void Game::sectionLoop() {
while (!_vm->shouldQuit() && _statusFlag && _sectionNumber == _currentSectionNumber) {
_kernelMode = KERNEL_ROOM_PRELOAD;
_player._spritesChanged = true;
_quoteEmergency = false;
_vocabEmergency = false;
_vm->_events->waitCursor();
_scene.clearVocab();
_scene._dynamicHotspots.clear();
_scene.loadSceneLogic();
_player._walkAnywhere = false;
_player._stepEnabled = true;
_player._visible = true;
_vm->_dialogs->_defaultPosition = Common::Point(-1, -1);
_visitedScenes.add(_scene._nextSceneId);
// Reset the user interface
_screenObjects._forceRescan = true;
_screenObjects._inputMode = kInputBuildingSentences;
_scene._userInterface._scrollbarActive = SCROLLBAR_NONE;
_player._loadsFirst = true;
_scene._sceneLogic->setup();
if (_player._spritesChanged || _player._loadsFirst) {
if (_player._spritesLoaded)
_player.releasePlayerSprites();
_vm->_palette->resetGamePalette(18, 10);
_scene._spriteSlots.reset();
} else {
_vm->_palette->initPalette();
}
// Set up scene palette usage
_scene._scenePaletteUsage.clear();
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF0));
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF1));
_scene._scenePaletteUsage.push_back(PaletteUsage::UsageEntry(0xF2));
_vm->_palette->_paletteUsage.load(&_scene._scenePaletteUsage);
if (!_player._spritesLoaded && _player._loadsFirst) {
if (_player.loadSprites(""))
_vm->quitGame();
_player._loadedFirst = true;
}
_scene.loadScene(_scene._nextSceneId, _aaName, 0);
_vm->_sound->pauseNewCommands();
if (!_player._spritesLoaded) {
if (_player.loadSprites(""))
_vm->quitGame();
_player._loadedFirst = false;
}
_vm->_events->initVars();
_scene._userInterface._highlightedCommandIndex = -1;
_scene._userInterface._highlightedInvIndex = -1;
_scene._userInterface._highlightedItemVocabIndex = -1;
_scene._action.clear();
_player.setFinalFacing();
_player._facing = _player._turnToFacing;
_player.cancelCommand();
_kernelMode = KERNEL_ROOM_INIT;
switch (_vm->_screenFade) {
case SCREEN_FADE_SMOOTH:
_fx = kTransitionFadeOutIn;
break;
case SCREEN_FADE_FAST:
_fx = kCenterVertTransition;
break;
default:
_fx = kTransitionNone;
break;
}
_trigger = 0;
_priorFrameTimer = _scene._frameStartTime;
// Call the scene logic for entering the given scene
_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene._sceneLogic->enter();
// Set player data
_player._targetPos = _player._playerPos;
_player._turnToFacing = _player._facing;
_player._targetFacing = _player._facing;
_player.selectSeries();
_player.updateFrame();
_player._visible3 = _player._visible;
_player._special = _scene.getDepthHighBits(_player._playerPos);
_player._priorTimer = _scene._frameStartTime - _player._ticksAmount;
_player.idle();
if (_scene._userInterface._selectedInvIndex >= 0) {
_scene._userInterface.loadInventoryAnim(
_objects._inventoryList[_scene._userInterface._selectedInvIndex]);
} else {
_scene._userInterface.noInventoryAnim();
}
_kernelMode = KERNEL_ACTIVE_CODE;
_scene._roomChanged = false;
if ((_quoteEmergency || _vocabEmergency) && !_anyEmergency) {
_scene._currentSceneId = _scene._priorSceneId;
_anyEmergency = true;
} else {
_anyEmergency = false;
_scene.loop();
}
_vm->_events->waitCursor();
_kernelMode = KERNEL_ROOM_PRELOAD;
delete _scene._activeAnimation;
_scene._activeAnimation = nullptr;
_scene._reloadSceneFlag = false;
_scene._userInterface.noInventoryAnim();
_scene.removeSprites();
if (!_player._loadedFirst) {
_player._spritesLoaded = false;
_player._spritesChanged = true;
}
// Clear the scene
_scene.freeCurrentScene();
_sectionNumber = _scene._nextSceneId / 100;
// Check whether to show a dialog
checkShowDialog();
}
}
void Game::initSection(int sectionNumber) {
_priorSectionNumber = _currentSectionNumber;
_currentSectionNumber = sectionNumber;
_vm->_palette->resetGamePalette(18, 10);
_vm->_palette->setLowRange();
if (_scene._layer == LAYER_GUI)
_vm->_palette->setPalette(_vm->_palette->_mainPalette, 0, 4);
_vm->_events->loadCursors("*CURSOR.SS");
assert(_vm->_events->_cursorSprites);
_vm->_events->setCursor2((_vm->_events->_cursorSprites->getCount() <= 1) ?
CURSOR_ARROW : CURSOR_WAIT);
}
void Game::loadQuotes() {
File f("*QUOTES.DAT");
Common::String msg;
while (true) {
uint8 b = f.readByte();
msg += b;
if (f.eos() || b == '\0') {
// end of string, add it to the strings list
_quotes.push_back(msg);
msg = "";
}
if (f.eos()) break;
}
f.close();
}
Common::StringArray Game::getMessage(uint32 id) {
File f("*MESSAGES.DAT");
int count = f.readUint16LE();
for (int idx = 0; idx < count; ++idx) {
uint32 itemId = f.readUint32LE();
uint32 offset = f.readUint32LE();
uint16 size = f.readUint16LE();
if (itemId == id) {
// Get the source buffer size
uint16 sizeIn;
if (idx == (count - 1)) {
sizeIn = f.size() - offset;
} else {
f.skip(4);
uint32 nextOffset = f.readUint32LE();
sizeIn = nextOffset - offset;
}
// Get the compressed data
f.seek(offset);
byte *bufferIn = new byte[sizeIn];
f.read(bufferIn, sizeIn);
// Decompress it
char *bufferOut = new char[size];
FabDecompressor fab;
fab.decompress(bufferIn, sizeIn, (byte *)bufferOut, size);
// Form the output string list
Common::StringArray result;
const char *p = bufferOut;
while (p < (bufferOut + size)) {
result.push_back(p);
p += strlen(p) + 1;
}
delete[] bufferIn;
delete[] bufferOut;
return result;
}
}
error("Invalid message Id specified");
}
static const char *const DEBUG_STRING = "WIDEPIPE";
void Game::handleKeypress(const Common::Event &event) {
if (event.kbd.flags & Common::KBD_CTRL) {
if (_widepipeCtr == 8) {
// Implement original game cheating keys here someday
} else {
if (event.kbd.keycode == (Common::KEYCODE_a +
(DEBUG_STRING[_widepipeCtr] - 'a'))) {
if (++_widepipeCtr == 8) {
MessageDialog *dlg = new MessageDialog(_vm, 2,
"CHEATING ENABLED", "(for your convenience).");
dlg->show();
delete dlg;
}
}
}
}
warning("TODO: handleKeypress - %d", (int)event.kbd.keycode);
}
} // End of namespace MADS
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