aboutsummaryrefslogtreecommitdiff
path: root/engines/titanic/main_game_window.cpp
blob: 2b026f9fae5e44131c70229e86b7cc9a388d3732 (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
/* 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 "titanic/main_game_window.h"
#include "titanic/continue_save_dialog.h"
#include "titanic/debugger.h"
#include "titanic/game_manager.h"
#include "titanic/game_view.h"
#include "titanic/messages/messages.h"
#include "titanic/pet_control/pet_control.h"
#include "titanic/support/files_manager.h"
#include "titanic/titanic.h"
#include "common/config-manager.h"
#include "graphics/screen.h"

namespace Titanic {

CMainGameWindow::CMainGameWindow(TitanicEngine *vm): _vm(vm),
		_priorLeftDownTime(0), _priorMiddleDownTime(0) {
	_gameView = nullptr;
	_gameManager = nullptr;
	_project = nullptr;
	_inputAllowed = false;
	_image = nullptr;
	_cursor = nullptr;
	_pendingLoadSlot = -1;

	// Set the window as an event target
	vm->_events->addTarget(this);
}

CMainGameWindow::~CMainGameWindow() {
	delete _gameView;
	delete _gameManager;
	delete _project;
}

void CMainGameWindow::applicationStarting() {
	// Set the video mode
	CScreenManager *screenManager = CScreenManager::setCurrent();
	screenManager->setMode(640, 480, 16, 0, true);

	// Show the initial copyright & info screen for the game
	if (!isLoadingFromLauncher()) {
		Image image;
		image.load("Bitmap/TITANIC");
		_vm->_screen->blitFrom(image, Point(
			SCREEN_WIDTH / 2 - image.w / 2,
			SCREEN_HEIGHT / 2 - image.h / 2
			));

		// Delay for 5 seconds
		const int NUM_STEPS = 20;
		for (int idx = 0; idx < NUM_STEPS; ++idx) {
			_vm->_events->sleep(5000 / NUM_STEPS);
			if (_vm->_loadSaveSlot >= 0)
				break;
		}
	}

	// Set up the game project, and get game slot
	int saveSlot = getSavegameSlot();
	if (saveSlot == -2)
		return;

	// Create game view and manager
	_gameView = new CSTGameView(this);
	_gameManager = new CGameManager(_project, _gameView, g_vm->_mixer);
	_gameView->setGameManager(_gameManager);

	// Load either a new game or selected existing save
	_project->loadGame(saveSlot);
	_inputAllowed = true;
	_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);

	// Generate starting messages for entering the view, node, and room.
	// Note the old fields are nullptr, since there's no previous view/node/room
	CViewItem *view = _gameManager->_gameState._gameLocation.getView();
	CEnterViewMsg enterViewMsg(nullptr, view);
	enterViewMsg.execute(view, nullptr, MSGFLAG_SCAN);

	CNodeItem *node = view->findNode();
	CEnterNodeMsg enterNodeMsg(nullptr, node);
	enterNodeMsg.execute(node, nullptr, MSGFLAG_SCAN);

	CRoomItem *room = view->findRoom();
	CEnterRoomMsg enterRoomMsg(nullptr, room);
	enterRoomMsg.execute(room, nullptr, MSGFLAG_SCAN);

	_gameManager->markAllDirty();
}

int CMainGameWindow::getSavegameSlot() {
	_project = new CProjectItem();
	_project->setFilename("starship.prj");

	return selectSavegame();
}

bool CMainGameWindow::isLoadingFromLauncher() const {
	return ConfMan.hasKey("save_slot");
}

int CMainGameWindow::selectSavegame() {
	// If a savegame was selected from GMM during the startup, return it
	if (g_vm->_loadSaveSlot != -1)
		return g_vm->_loadSaveSlot;

	// If the user selected a savegame from the launcher, return it
	if (ConfMan.hasKey("save_slot"))
		return ConfMan.getInt("save_slot");

	CContinueSaveDialog dialog;
	bool hasSavegames = false;

	// Loop through save slots to find any existing save slots
	for (int idx = 0; idx <= MAX_SAVES; ++idx) {
		CString saveName = g_vm->getSavegameName(idx);
		if (!saveName.empty()) {
			dialog.addSavegame(idx, saveName);
			hasSavegames = true;
		}
	}

	// If there are savegames, show the select dialog and get a choice.
	// If there aren't, return -1 to indicate starting a new game
	return hasSavegames ? dialog.show() : -1;
}

void CMainGameWindow::setActiveView(CViewItem *viewItem) {
	_gameManager->_gameState._gameLocation.setView(viewItem);

	CResourceKey key;
	if (viewItem->getResourceKey(&key)) {
		// Create a surface based on the key
		_gameView->createSurface(key);
	}
}

void CMainGameWindow::draw() {
	if (_gameManager) {
		if (!_gameView->_surface) {
			CViewItem *view = _gameManager->getView();
			if (view)
				setActiveView(view);
		}

		CScreenManager *scrManager = CScreenManager::setCurrent();
		scrManager->clearSurface(SURFACE_BACKBUFFER, &_gameManager->_bounds);

		switch (_gameManager->_gameState._mode) {
		case GSMODE_PENDING_LOAD:
			// Pending savegame to load
			_gameManager->_gameState.setMode(GSMODE_INTERACTIVE);
			_project->loadGame(_pendingLoadSlot);
			_pendingLoadSlot = -1;

			_gameManager->markAllDirty();
			scrManager->setSurfaceBounds(SURFACE_PRIMARY, Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));

			// Intentional fall-through
			// to draw loaded game

		case GSMODE_INTERACTIVE:
		case GSMODE_CUTSCENE:
			if (_gameManager->_gameState._petActive)
				drawPet(scrManager);

			drawView();
			drawViewContents(scrManager);
			scrManager->drawCursors();
			break;

		case GSMODE_INSERT_CD:
			scrManager->drawCursors();
			_vm->_filesManager->insertCD(scrManager);
			break;

		default:
			break;
		}
	}
}

void CMainGameWindow::drawPet(CScreenManager *screenManager) {
	if (_gameView && _gameView->_surface) {
		CPetControl *petControl = _gameManager->_project->getPetControl();
		if (petControl)
			petControl->draw(screenManager);
	}
}

void CMainGameWindow::drawView() {
	if (_gameView->_surface)
		_gameView->drawView();
}

void CMainGameWindow::drawViewContents(CScreenManager *screenManager) {
	// Get a reference to the room, validating that it's present
	if (!screenManager)
		return;
	CViewItem *view = _gameManager->getView();
	if (!view)
		return;
	CNodeItem *node = view->findNode();
	if (!node)
		return;
	CRoomItem *room = node->findRoom();
	if (!room)
		return;

	double xVal = 0.0, yVal = 0.0;
	room->calcNodePosition(node->_nodePos, xVal, yVal);

	// Iterate through drawing all the items in the scene except any item
	// that's currently being dragged
	for (CTreeItem *treeItem = view; treeItem; treeItem = treeItem->scan(view)) {
		if (treeItem != _gameManager->_dragItem)
			treeItem->draw(screenManager);
	}

	// Finally draw the drag item if there is one
	if (_gameManager->_dragItem)
		_gameManager->_dragItem->draw(screenManager);
}

void CMainGameWindow::mouseChanged() {
	if (_gameManager->_gameState._mode != GSMODE_INSERT_CD)
		_gameManager->update();
}

void CMainGameWindow::loadGame(int slotId) {
	_pendingLoadSlot = slotId;
	_gameManager->_gameState.setMode(GSMODE_PENDING_LOAD);
}

void CMainGameWindow::onIdle() {
	if (!_inputAllowed)
		return;
	CGameManager *gameManager = _gameManager;
	if (!gameManager)
		return;

	// Let the game manager perform any game updates
	gameManager->update();

	if (gameManager->_gameState._quitGame) {
		// Game needs to shut down
		_vm->quitGame();
	}
}

#define HANDLE_MESSAGE(METHOD) 	if (_inputAllowed) { \
	_gameManager->_inputTranslator.METHOD(g_vm->_events->getSpecialButtons(), mousePos); \
	mouseChanged(); \
	}


void CMainGameWindow::mouseMove(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	HANDLE_MESSAGE(mouseMove)
}

void CMainGameWindow::leftButtonDown(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	if ((_vm->_events->getTicksCount() - _priorLeftDownTime) < DOUBLE_CLICK_TIME) {
		_priorLeftDownTime = 0;
		leftButtonDoubleClick(mousePos);
	} else {
		_priorLeftDownTime = _vm->_events->getTicksCount();
		HANDLE_MESSAGE(leftButtonDown)
	}
}

void CMainGameWindow::leftButtonUp(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	HANDLE_MESSAGE(leftButtonUp)
}

void CMainGameWindow::leftButtonDoubleClick(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	HANDLE_MESSAGE(leftButtonDoubleClick)
}

void CMainGameWindow::middleButtonDown(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	if ((_vm->_events->getTicksCount() - _priorMiddleDownTime) < DOUBLE_CLICK_TIME) {
		_priorMiddleDownTime = 0;
		middleButtonDoubleClick(mousePos);
	} else {
		_priorMiddleDownTime = _vm->_events->getTicksCount();
		HANDLE_MESSAGE(middleButtonDown)
	}
}

void CMainGameWindow::middleButtonUp(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	HANDLE_MESSAGE(middleButtonUp)
}

void CMainGameWindow::middleButtonDoubleClick(const Point &mousePos) {
	if (!isMouseControlEnabled())
		return;

	HANDLE_MESSAGE(middleButtonDoubleClick)
}

void CMainGameWindow::mouseWheel(const Point &mousePos, bool wheelUp) {
	if (!isMouseControlEnabled())
		return;

	_gameManager->_inputTranslator.mouseWheel(wheelUp, mousePos);
	mouseChanged();
}

void CMainGameWindow::keyDown(Common::KeyState keyState) {
	if (keyState.keycode == Common::KEYCODE_d && (keyState.flags & Common::KBD_CTRL)) {
		// Attach to the debugger
		_vm->_debugger->attach();
		_vm->_debugger->onFrame();

	} else if (keyState.keycode == Common::KEYCODE_c && (keyState.flags & Common::KBD_CTRL)) {
		// Cheat action
		if (_project && g_vm->canLoadGameStateCurrently()) {
			CViewItem *newView = _project->parseView("Cheat Room.Node 1.Cheat Rooms View");
			_gameManager->_gameState.changeView(newView, nullptr);
		}

	} else if (keyState.keycode == Common::KEYCODE_F5) {
		// Show the GMM save dialog
		g_vm->showScummVMSaveDialog();
	} else if (keyState.keycode == Common::KEYCODE_F7) {
		// Show the GMM load dialog
		g_vm->showScummVMRestoreDialog();
	} else if (_inputAllowed) {
		_gameManager->_inputTranslator.keyDown(keyState);
	}
}

bool CMainGameWindow::isMouseControlEnabled() const {
	if (!_gameManager)
		return false;

	CScreenManager *screenMan = CScreenManager::_screenManagerPtr;
	if (!screenMan || !screenMan->_mouseCursor)
		return true;

	return screenMan->_mouseCursor->_inputEnabled;
}

} // End of namespace Titanic