forked from scummvm/scummvm
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathasylum.cpp
704 lines (555 loc) · 18.6 KB
/
asylum.cpp
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
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/keymapper/keymapper.h"
#include "common/debug-channels.h"
#include "common/rect.h"
#include "common/translation.h"
#include "engines/achievements.h"
#include "engines/util.h"
#include "gui/message.h"
#include "asylum/asylum.h"
#include "asylum/resources/actor.h"
#include "asylum/resources/encounters.h"
#include "asylum/resources/script.h"
#include "asylum/resources/special.h"
#include "asylum/resources/worldstats.h"
#include "asylum/puzzles/puzzles.h"
#include "asylum/system/cursor.h"
#include "asylum/system/savegame.h"
#include "asylum/system/screen.h"
#include "asylum/system/speech.h"
#include "asylum/system/text.h"
#include "asylum/views/scene.h"
#include "asylum/views/menu.h"
#include "asylum/views/video.h"
#include "asylum/console.h"
#include "asylum/respack.h"
namespace Asylum {
const char *const engineKeyMapId = "asylum";
const char *const resviewerKeyMapId = "asylum-resviewer";
AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engine(system), _gameDescription(gd),
_cursor(nullptr), _encounter(nullptr), _menu(nullptr), _resource(nullptr), _savegame(nullptr),
_scene(nullptr), _screen(nullptr), _script(nullptr), _special(nullptr), _speech(nullptr), _sound(nullptr), _text(nullptr),
_video(nullptr), _handler(nullptr), _puzzles(nullptr) {
// Init data
resetFlags();
_introPlayed = false;
_tickOffset = 0;
screenUpdateCount = 0;
lastScreenUpdate = 0;
// Debug
_delayedSceneIndex = kResourcePackInvalid;
_delayedVideoIndex = -1;
_previousScene = nullptr;
// Add default search directories
const Common::FSNode gamePath(ConfMan.getPath("path"));
SearchMan.addSubDirectoryMatching(gamePath, "vids");
SearchMan.addSubDirectoryMatching(gamePath, "music");
// Initialize random number source
_rnd = new Common::RandomSource("asylum");
}
AsylumEngine::~AsylumEngine() {
_handler = nullptr;
delete _cursor;
delete _scene;
delete _encounter;
delete _puzzles;
delete _savegame;
delete _screen;
delete _script;
delete _special;
delete _speech;
delete _sound;
delete _text;
delete _video;
delete _menu;
delete _resource;
_previousScene = nullptr;
delete _rnd;
// Zero passed pointers
_gameDescription = nullptr;
}
Common::Error AsylumEngine::run() {
// Initialize the graphics
initGraphics(640, 480);
// Create debugger. It requires GFX to be initialized
setDebugger(new Console(this));
// Create resource manager
_resource = new ResourceManager(this);
_resource->setCdNumber(1);
// Create all game classes
_encounter = new Encounter(this);
_cursor = new Cursor(this);
_puzzles = new Puzzles(this);
_savegame = new Savegame(this);
_screen = new Screen(this);
_script = new ScriptManager(this);
_sound = new Sound(this, _mixer);
_special = new Special(this);
_speech = new Speech(this);
_text = new Text(this);
_video = new VideoPlayer(this, _mixer);
// Create main menu
_menu = new Menu(this);
if (checkGameVersion("Demo")) {
if (!isAltDemo())
_video->play(0, nullptr);
restart();
} else {
int saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
bool noError = false;
if (saveSlot >= 0 && saveSlot < SAVEGAME_COUNT) {
if (loadGameState(saveSlot).getCode() != Common::kNoError)
warning("[AsylumEngine::run] Could not load savegame in slot %d", saveSlot);
else
noError = true;
}
if (!noError)
_handler = _menu;
else
menu()->setLoadingDuringStartup();
// Load config
Config.read();
}
// Setup mixer
syncSoundSettings();
// Set up achievements system
Common::String gameTarget = ConfMan.getActiveDomainName();
AchMan.setActiveDomain(getMetaEngine()->getAchievementsInfo(gameTarget));
// Send init event to our default event handler
AsylumEvent initEvt(EVENT_ASYLUM_INIT);
if (_handler)
_handler->handleEvent(initEvt);
// Start running event loop
while (!shouldQuit()) {
handleEvents();
_system->delayMillis(10);
screen()->processPaletteFadeQueue();
_system->updateScreen();
if (_scene)
checkAchievements();
}
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
return Common::kNoError;
}
bool AsylumEngine::startGame(ResourcePackId sceneId, StartGameType type) {
if (!_cursor || !_screen || !_savegame)
error("[AsylumEngine::startGame] Subsystems not initialized properly!");
if (type == kStartGameLoad && !_savegame->isCompatible()) {
// I18N: Warn user about loading potentially incompatible saved game
Common::U32String message = _("WARNING: Attempt to load saved game from a previous version: Version %s / Build %d");
GUI::MessageDialog dialog(Common::U32String::format(message, _savegame->getVersion(), _savegame->getBuild()), _("Load anyway"), _("Cancel"));
if (dialog.runModal() != GUI::kMessageOK) {
_menu->setDword455C80(false);
return false;
}
}
// Load the default mouse cursor
// Original sets the cursor to a rotating disc
_cursor->set(MAKE_RESOURCE(sceneId, 10));
_cursor->hide();
// Clear the graphic list
_screen->clearGraphicsInQueue();
// Reset scene (this ensures the current resource pack is closed as in the original)
delete _scene;
_scene = new Scene(this);
_handler = _scene;
// Set the current cd number (necessary for proper SharedSound resource pack initialization)
int32 cdNumber = _resource->getCdNumber();
switch (sceneId) {
default:
_resource->setCdNumber(-1);
break;
case kResourcePackTowerCells:
case kResourcePackInnocentAbandoned:
case kResourcePackCourtyardAndChapel:
_resource->setCdNumber(1);
break;
case kResourcePackCircusOfFools:
case kResourcePackCave:
case kResourcePackMansion:
case kResourcePackLaboratory:
case kResourcePackHive:
_resource->setCdNumber(2);
break;
case kResourcePackMorgueAndCemetery:
case kResourcePackLostVillage:
case kResourcePackMaze:
case kResourcePackGauntlet:
case kResourcePackMorgansLastGame:
_resource->setCdNumber(3);
break;
}
if (_resource->getCdNumber() != cdNumber)
_resource->clearSharedSoundCache();
_resource->clearMusicCache();
switch (type) {
default:
error("[AsylumEngine::startGame] Invalid start game type!");
case kStartGamePlayIntro:
_scene->enter(sceneId);
playIntro();
break;
case kStartGameLoad:
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
_savegame->load();
_scene->enterLoad();
updateReverseStereo();
break;
case kStartGameScene:
_scene->enter(sceneId);
break;
}
_cursor->show();
return true;
}
void AsylumEngine::restart() {
if (!_cursor || !_script)
error("[AsylumEngine::restart] Subsystems not initialized properly!");
_cursor->hide();
// Cleanup
resetFlags();
delete _scene;
_scene = nullptr;
delete _encounter;
_encounter = new Encounter(this);
_script->resetQueue();
_data.setGlobalPoint(Common::Point(-1, -1));
reset();
_introPlayed = false;
_screen->clear();
_sound->playMusic(kResourceNone, 0);
(void)startGame(kResourcePackTowerCells, kStartGamePlayIntro);
}
void AsylumEngine::reset() {
if (!_menu || !_special || !_puzzles)
error("[AsylumEngine::reset] Subsystems not initialized properly!");
// Set game as started
_menu->setGameStarted();
// Reset puzzles
_puzzles->reset();
// Reset shared data
_data.reset();
// Reset special palette info
_special->reset(true);
}
void AsylumEngine::playIntro() {
if (!_video || !_screen)
error("[AsylumEngine::playIntro] Subsystems not initialized properly!");
updateReverseStereo();
if (!_introPlayed) {
_cursor->hide();
_cursor->setForceHide(true);
if (!Config.showIntro && !checkGameVersion("Demo")) {
if (_scene->worldstats()->chapter == kChapter1)
_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
} else {
_sound->playMusic(kResourceNone, 0);
_video->play(1, checkGameVersion("Demo") ? nullptr : _menu);
if (_scene->worldstats()->musicCurrentResourceIndex != kMusicStopped)
_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
_screen->clear();
setGameFlag(kGameFlag4);
setGameFlag(kGameFlag12);
// Play the intro speech: it is played after the intro video over a black background,
// and the game is "locked" until the speech is completed.
ResourceId introSpeech = MAKE_RESOURCE(checkGameVersion("Demo") ? kResourcePackShared : kResourcePackSound, 7);
_sound->playSound(introSpeech);
bool skip = false;
do {
// Poll events (this ensures we don't freeze the screen)
Common::Event ev;
while (_eventMan->pollEvent(ev)) {
switch (ev.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_KEYDOWN:
case Common::EVENT_JOYBUTTON_DOWN:
case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
skip = true;
break;
default:
break;
}
}
_system->updateScreen();
_system->delayMillis(100);
} while (_sound->isPlaying(introSpeech) && !skip);
if (_sound->isPlaying(introSpeech)) {
_sound->stop(introSpeech);
}
}
_cursor->setForceHide(false);
_introPlayed = true;
}
_cursor->show();
_savegame->loadMoviesViewed();
// Switch to scene event handling
switchEventHandler(_scene);
}
void AsylumEngine::handleEvents() {
if (!_video || !_screen || !_sound || !_menu || !_cursor)
error("[AsylumEngine::handleEvents] Subsystems not initialized properly!");
AsylumEvent ev;
Common::Keymapper *const keymapper = _eventMan->getKeymapper();
while (_eventMan->pollEvent(ev)) {
keymapper->setEnabled(_handler != _menu || (!_menu->isEditingSavegameName() && !_menu->isConfiguringKeyboard()));
switch (ev.type) {
default:
break;
case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
case Common::EVENT_CUSTOM_ENGINE_ACTION_END:
case Common::EVENT_JOYBUTTON_DOWN:
case Common::EVENT_JOYBUTTON_UP:
case Common::EVENT_KEYDOWN:
case Common::EVENT_KEYUP:
case Common::EVENT_MOUSEMOVE:
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_RBUTTONUP:
// Handle events
if (_handler)
_handler->handleEvent(ev);
break;
case Common::EVENT_QUIT:
quitGame();
break;
// TODO handle cases where we receive a midi or music event
}
}
// Animate cursor
_cursor->animate();
// Send update event to our event handler
AsylumEvent updateEvt = AsylumEvent(EVENT_ASYLUM_UPDATE);
if (_handler)
_handler->handleEvent(updateEvt);
// Handle debug events
processDelayedEvents();
}
void AsylumEngine::processDelayedEvents() {
if (!_video || !_sound || !_menu || !_script || !_screen)
error("[AsylumEngine::processDelayedEvents] Subsystems not initialized properly!");
// check for a delayed scene change
if (_delayedSceneIndex != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) {
ResourcePackId sceneIndex = _delayedSceneIndex;
_delayedSceneIndex = kResourcePackInvalid;
// Reset actor and script queue
_script->resetQueue();
_script->reset();
if (_scene)
_scene->getActor(0)->changeStatus(kActorStatusDisabled);
// Fade screen to black
_screen->paletteFade(0, 75, 8);
_screen->clear();
// Stop all sounds & music
_sound->stopMusic();
_sound->stopAll();
resetFlags();
// Switch the scene
switchScene(sceneIndex);
}
// Check for delayed video
if (_delayedVideoIndex != -1 && isGameFlagNotSet(kGameFlagScriptProcessing)) {
uint32 index = (uint32)_delayedVideoIndex;
_delayedVideoIndex = -1;
_video->play(index, _handler);
}
}
//////////////////////////////////////////////////////////////////////////
// Message handlers
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::switchEventHandler(EventHandler *handler) {
if (handler == nullptr && !checkGameVersion("Demo"))
warning("[AsylumEngine::switchMessageHandler] NULL handler parameter (shouldn't happen outside of debug commands)!");
// De-init previous handler
if (_handler != nullptr) {
AsylumEvent deinit(EVENT_ASYLUM_DEINIT);
_handler->handleEvent(deinit);
}
//////////////////////////////////////////////////////////////////////////
// DEBUG - If a previous scene is found, replace the current scene by this one
if (handler == _scene) {
if (_previousScene) {
delete _scene;
_scene = _previousScene;
handler = _scene;
_previousScene = nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
// replace message handler
_handler = handler;
// Init new handler
AsylumEvent init(EVENT_ASYLUM_INIT);
if (_handler)
_handler->handleEvent(init);
}
void AsylumEngine::notify(AsylumEventType type, int32 param1, int32 param2) {
if (_handler == nullptr)
error("[AsylumEngine::notify] Invalid handler parameter (cannot be NULL)!");
AsylumEvent evt(type, param1, param2);
_handler->handleEvent(evt);
}
void AsylumEngine::updateReverseStereo() {
if (_scene && _scene->worldstats())
_scene->worldstats()->reverseStereo = Config.reverseStereo;
}
void AsylumEngine::saveLoadWithSerializer(Common::Serializer &s) {
if (!_script)
error("[AsylumEngine::saveLoadWithSerializer] Subsystems not initialized properly!");
// Game flags
for (uint32 i = 0; i < ARRAYSIZE(_gameFlags); i++)
s.syncAsUint32LE(_gameFlags[i]);
// The original has the script data in the middle of other shared data,
// so to be compatible with original savegames, we want to save it in
// the proper order
_data.saveLoadAmbientSoundData(s);
// Original skips two elements
// (original has one unused, one used for debugging screen update counts)
s.skip(8);
// Script queue
_script->saveQueue(s);
// Shared data (the rest of it)
_data.saveLoadWithSerializer(s);
}
//////////////////////////////////////////////////////////////////////////
// Game flags
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::setGameFlag(GameFlag flag) {
_gameFlags[flag / 32] |= 1 << (flag % 32);
}
void AsylumEngine::clearGameFlag(GameFlag flag) {
_gameFlags[flag / 32] &= ~(1 << (flag % 32));
}
void AsylumEngine::toggleGameFlag(GameFlag flag) {
_gameFlags[flag / 32] ^= 1 << (flag % 32);
}
bool AsylumEngine::isGameFlagSet(GameFlag flag) const {
return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) != 0;
}
bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) == 0;
}
bool AsylumEngine::areGameFlagsSet(uint from, uint to) const {
while (from <= to)
if (isGameFlagNotSet((GameFlag)from++))
return false;
return true;
}
//////////////////////////////////////////////////////////////////////////
// Steam achievements
//////////////////////////////////////////////////////////////////////////
void AsylumEngine::unlockAchievement(const Common::String &id) {
AchMan.setAchievement(id);
}
void AsylumEngine::checkAchievements() {
switch (_scene->worldstats()->chapter) {
default:
return;
case kChapter2:
if (isGameFlagSet(kGameFlag128) && !isGameFlagSet(kGameFlag3189)) {
unlockAchievement("ASYLUM_HIDE_AND_SEEK");
setGameFlag(kGameFlag3189);
}
break;
case kChapter3:
if (isGameFlagSet(kGameFlag86) && !isGameFlagSet(kGameFlag3386))
setGameFlag(kGameFlag3386);
if (isGameFlagSet(kGameFlag87) && !isGameFlagSet(kGameFlag3387))
setGameFlag(kGameFlag3387);
if (isGameFlagSet(kGameFlag88) && !isGameFlagSet(kGameFlag3388))
setGameFlag(kGameFlag3388);
if (areGameFlagsSet(kGameFlag3386, kGameFlag3388) && !isGameFlagSet(kGameFlag3389)) {
unlockAchievement("ASYLUM_DANCE");
setGameFlag(kGameFlag3389);
}
break;
case kChapter5:
if (!isGameFlagSet(kGameFlag3351) && areGameFlagsSet(kGameFlag284, kGameFlag289)) {
unlockAchievement("ASYLUM_PASSWORD");
setGameFlag(kGameFlag3351);
}
break;
case kChapter6:
if (!isGameFlagSet(kGameFlag3754) && isGameFlagSet(kGameFlagSolveHiveMachine) && !isGameFlagSet(kGameFlag3755)) {
unlockAchievement("ASYLUM_MELODY");
setGameFlag(kGameFlag3755);
}
break;
case kChapter8:
if (!isGameFlagSet(kGameFlag3842) && areGameFlagsSet(kGameFlag3810, kGameFlag3823)) {
unlockAchievement("ASYLUM_SOCIAL");
setGameFlag(kGameFlag3842);
}
if (!isGameFlagSet(kGameFlag3843) && isGameFlagSet(kGameFlag899)) {
unlockAchievement("ASYLUM_SORT");
setGameFlag(kGameFlag3843);
}
break;
}
}
//////////////////////////////////////////////////////////////////////////
// Save/Load
//////////////////////////////////////////////////////////////////////////
bool AsylumEngine::canLoadGameStateCurrently(Common::U32String *msg) {
if (checkGameVersion("Demo")) {
if (msg)
*msg = _("This game does not support loading");
return false;
}
return ((_handler == _scene || _handler == _menu) && !speech()->getSoundResourceId());
}
bool AsylumEngine::canSaveGameStateCurrently(Common::U32String *msg) {
if (checkGameVersion("Demo")) {
if (msg)
*msg = _("This game does not support saving");
return false;
}
return ((_handler == _scene) && !speech()->getSoundResourceId());
}
bool AsylumEngine::canSaveAutosaveCurrently() {
return canSaveGameStateCurrently()
&& (scene()->getActor()->getStatus() == kActorStatusEnabled);
}
Common::Error AsylumEngine::loadGameState(int slot) {
savegame()->loadList();
savegame()->setIndex(slot);
if (savegame()->hasSavegame(slot))
return startGame(savegame()->getScenePack(), AsylumEngine::kStartGameLoad) ? Common::kNoError : Common::kReadingFailed;
else
return Common::kReadingFailed;
}
Common::Error AsylumEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
savegame()->loadList();
savegame()->setIndex(slot);
savegame()->setName(slot, desc);
savegame()->save();
return Common::kNoError;
}
//////////////////////////////////////////////////////////////////////////
// Misc
//////////////////////////////////////////////////////////////////////////
bool AsylumEngine::rectContains(const int16 (*rectPtr)[4], const Common::Point &p) const {
return ((*rectPtr)[0] <= p.x) && (p.x < (*rectPtr)[2]) && ((*rectPtr)[1] <= p.y) && (p.y < (*rectPtr)[3]);
}
} // namespace Asylum