494 lines
15 KiB
C++
494 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "engines/util.h"
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#include "graphics/paletteman.h"
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#include "graphics/framelimiter.h"
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#include "graphics/thumbnail.h"
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#include "graphics/managed_surface.h"
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#include "image/png.h"
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#include "video/avi_decoder.h"
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#include "video/mpegps_decoder.h"
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#include "alcachofa/alcachofa.h"
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#include "alcachofa/metaengine.h"
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#include "alcachofa/console.h"
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#include "alcachofa/detection.h"
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#include "alcachofa/player.h"
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#include "alcachofa/rooms.h"
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#include "alcachofa/script.h"
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#include "alcachofa/global-ui.h"
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#include "alcachofa/menu.h"
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#include "alcachofa/debug.h"
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#include "alcachofa/game.h"
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using namespace Math;
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using namespace Graphics;
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namespace Alcachofa {
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constexpr uint kDefaultFramerate = 100; // the original target framerate, not critical
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AlcachofaEngine *g_engine;
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AlcachofaEngine::AlcachofaEngine(OSystem *syst, const AlcachofaGameDescription *gameDesc)
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: Engine(syst)
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, _gameDescription(gameDesc)
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, _eventLoopSemaphore("engine") {
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assert(gameDesc != nullptr);
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g_engine = this;
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}
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AlcachofaEngine::~AlcachofaEngine() {
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// do not delete, this is done by `Engine::~Engine` with `delete _debugger;`
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_console = nullptr; //-V773
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}
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uint32 AlcachofaEngine::getFeatures() const {
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return _gameDescription->desc.flags;
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}
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Common::String AlcachofaEngine::getGameId() const {
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return _gameDescription->desc.gameId;
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}
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Common::Error AlcachofaEngine::run() {
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g_system->showMouse(false);
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setDebugger(_console);
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_game.reset(Game::createForMovieAdventure());
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_renderer.reset(IRenderer::createOpenGLRenderer(Common::Point(1024, 768)));
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_drawQueue.reset(new DrawQueue(_renderer.get()));
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_world.reset(new World());
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_script.reset(new Script());
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_player.reset(new Player());
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_globalUI.reset(new GlobalUI());
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_menu.reset(new Menu());
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setMillis(0);
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game().onLoadedGameFiles();
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if (!tryLoadFromLauncher()) {
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_script->createProcess(MainCharacterKind::None, "CREDITOS_INICIALES");
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_scheduler.run();
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// we run once to set the initial room, otherwise we could run into currentRoom == nullptr
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}
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Common::Event e;
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Graphics::FrameLimiter limiter(g_system, kDefaultFramerate, false);
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while (!shouldQuit()) {
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_input.nextFrame();
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while (g_system->getEventManager()->pollEvent(e)) {
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if (_input.handleEvent(e))
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continue;
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if (e.type == EVENT_CUSTOM_ENGINE_ACTION_START &&
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e.customType == (CustomEventType)EventAction::LoadFromMenu)
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menu().triggerLoad();
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}
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_sounds.update();
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_renderer->begin();
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_drawQueue->clear();
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_camera.shake() = Vector2d();
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_player->preUpdate();
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if (_player->currentRoom() != nullptr)
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_player->currentRoom()->update();
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if (_player->currentRoom() != nullptr) // update() might clear currentRoom
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_player->currentRoom()->draw();
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_player->postUpdate();
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if (_debugHandler != nullptr)
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_debugHandler->update();
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_renderer->end();
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// Delay for a bit. All events loops should have a delay
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// to prevent the system being unduly loaded
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if (!_renderer->hasOutput()) {
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limiter.delayBeforeSwap();
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g_system->updateScreen();
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}
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// else we just rendered to some surface and will use it in the next frame
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// no need to update the screen or wait
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limiter.startFrame();
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}
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return Common::kNoError;
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}
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void AlcachofaEngine::playVideo(int32 videoId) {
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if (game().isKnownBadVideo(videoId)) {
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warning("Skipping known bad video %d", videoId);
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return;
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}
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// Video files are either MPEG PS or AVI
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FakeLock lock("playVideo", _eventLoopSemaphore);
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File *file = new File();
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if (!file->open(Path(Common::String::format("Data/DATA%02d.BIN", videoId + 1)))) {
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delete file;
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game().invalidVideo(videoId, "open file");
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return;
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}
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char magic[4];
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if (file->read(magic, sizeof(magic)) != sizeof(magic) || !file->seek(0)) {
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delete file;
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game().invalidVideo(videoId, "read magic");
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return;
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}
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ScopedPtr<Video::VideoDecoder> decoder;
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if (memcmp(magic, "RIFF", sizeof(magic)) == 0)
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decoder.reset(new Video::AVIDecoder());
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else
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decoder.reset(new Video::MPEGPSDecoder());
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if (!decoder->loadStream(file)) {
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game().invalidVideo(videoId, "decode video");
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return;
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}
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decoder->setOutputPixelFormat(g_engine->renderer().getPixelFormat());
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Vector2d texMax(1.0f, 1.0f);
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int16 texWidth = decoder->getWidth(), texHeight = decoder->getHeight();
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ManagedSurface tmpSurface;
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if (_renderer->requiresPoTTextures() &&
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(!isPowerOfTwo(texWidth) || !isPowerOfTwo(texHeight))) {
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texWidth = nextHigher2(texWidth);
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texHeight = nextHigher2(texHeight);
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texMax = {
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decoder->getWidth() / (float)texWidth,
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decoder->getHeight() / (float)texHeight,
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};
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tmpSurface.create(texWidth, texHeight, _renderer->getPixelFormat());
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}
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auto texture = _renderer->createTexture(texWidth, texHeight, false);
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Common::Event e;
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_sounds.stopAll();
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decoder->start();
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while (!decoder->endOfVideo() && !shouldQuit()) {
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if (decoder->needsUpdate()) {
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auto surface = decoder->decodeNextFrame();
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if (surface) {
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if (tmpSurface.empty())
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texture->update(*surface);
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else {
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tmpSurface.blitFrom(*surface);
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texture->update(tmpSurface);
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}
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}
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_renderer->begin();
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_renderer->setBlendMode(BlendMode::Alpha);
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_renderer->setLodBias(0.0f);
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_renderer->setTexture(texture.get());
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_renderer->quad(
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{},
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{ (float)g_system->getWidth(), (float)g_system->getHeight() },
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kWhite,
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{},
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{},
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texMax);
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_renderer->end();
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g_system->updateScreen();
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}
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_input.nextFrame();
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while (g_system->getEventManager()->pollEvent(e)) {
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if (_input.handleEvent(e))
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continue;
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}
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if (_input.wasAnyMouseReleased() || _input.wasMenuKeyPressed())
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break;
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g_system->delayMillis(decoder->getTimeToNextFrame());
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}
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decoder->stop();
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}
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void AlcachofaEngine::fadeExit() {
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constexpr uint kFadeOutDuration = 1000;
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FakeLock lock("fadeExit", _eventLoopSemaphore);
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Event e;
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Graphics::FrameLimiter limiter(g_system, kDefaultFramerate, false);
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uint32 startTime = g_system->getMillis();
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Room *room = g_engine->player().currentRoom();
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_renderer->end(); // we were in a frame, let's exit
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while (g_system->getMillis() - startTime < kFadeOutDuration && !shouldQuit()) {
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_input.nextFrame();
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while (g_system->getEventManager()->pollEvent(e)) {
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if (_input.handleEvent(e))
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continue;
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}
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_renderer->begin();
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_drawQueue->clear();
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float t = ((float)(g_system->getMillis() - startTime)) / kFadeOutDuration;
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_drawQueue->add<FadeDrawRequest>(FadeType::ToBlack, t, -kForegroundOrderCount);
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if (room != nullptr)
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room->draw(); // this executes the drawQueue as well
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_renderer->end();
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limiter.delayBeforeSwap();
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g_system->updateScreen();
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limiter.startFrame();
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}
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quitGame();
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player().changeRoom("SALIR", false); // this skips some update steps along the way
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}
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void AlcachofaEngine::setDebugMode(DebugMode mode, int32 param) {
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switch (mode) {
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case DebugMode::ClosestFloorPoint:
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_debugHandler.reset(new ClosestFloorPointDebugHandler(param));
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break;
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case DebugMode::FloorIntersections:
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_debugHandler.reset(new FloorIntersectionsDebugHandler(param));
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break;
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case DebugMode::TeleportCharacter:
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_debugHandler.reset(new TeleportCharacterDebugHandler(param));
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break;
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case DebugMode::FloorAlpha:
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_debugHandler.reset(FloorColorDebugHandler::create(param, false));
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break;
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case DebugMode::FloorColor:
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_debugHandler.reset(FloorColorDebugHandler::create(param, true));
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break;
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default:
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_debugHandler.reset(nullptr);
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break;
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}
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_input.toggleDebugInput(isDebugModeActive());
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}
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uint32 AlcachofaEngine::getMillis() const {
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// Time is stored in savestate at various points e.g. to persist animation progress
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// We wrap the system-provided time to offset it to the expected game-time
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// This would also double as playtime
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return g_system->getMillis() - _timeNegOffset + _timePosOffset;
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}
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void AlcachofaEngine::setMillis(uint32 newMillis) {
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const uint32 sysMillis = g_system->getMillis();
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if (newMillis > sysMillis) {
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_timeNegOffset = 0;
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_timePosOffset = newMillis - sysMillis;
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} else {
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_timeNegOffset = sysMillis - newMillis;
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_timePosOffset = 0;
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}
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}
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void AlcachofaEngine::pauseEngineIntern(bool pause) {
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// Audio::Mixer also implements recursive pausing,
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// so ScummVM pausing and Menu pausing will not conflict
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_sounds.pauseAll(pause);
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if (pause)
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_timeBeforePause = getMillis();
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else
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setMillis(_timeBeforePause);
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}
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bool AlcachofaEngine::canLoadGameStateCurrently(U32String *msg) {
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if (!_eventLoopSemaphore.isReleased())
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return false;
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return
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(menu().isOpen() && menu().interactionSemaphore().isReleased()) ||
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player().isAllowedToOpenMenu();
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}
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Common::String AlcachofaEngine::getSaveStatePattern() {
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return getMetaEngine()->getSavegameFilePattern(_targetName.c_str());
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}
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Common::Error AlcachofaEngine::syncGame(MySerializer &s) {
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if (!s.syncVersion((Serializer::Version)kCurrentSaveVersion))
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return { kUnknownError, "Gamestate version is higher than expected" };
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Graphics::ManagedSurface *thumbnail = nullptr;
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if (s.isSaving()) {
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thumbnail = new Graphics::ManagedSurface();
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getSavegameThumbnail(*thumbnail->surfacePtr());
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}
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bool couldSyncThumbnail = syncThumbnail(s, thumbnail);
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if (thumbnail != nullptr)
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delete thumbnail;
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if (!couldSyncThumbnail)
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return { kUnknownError, "Could not read thumbnail" };
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uint32 millis = menu().isOpen()
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? menu().millisBeforeMenu()
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: getMillis();
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s.syncAsUint32LE(millis);
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if (s.isLoading())
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setMillis(millis);
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/* Some notes about the order:
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* 1. The scheduler should prepare due to our FakeSemaphores
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* By destructing all previous processes we also release all locks and
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* can assert that the semaphores are released on loading.
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* 2. The player should come late as it changes the room
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* 3. With the room current, the tasks can now better find the referenced objects
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* 4. Redundant: The world has to be synced before the tasks to reset the semaphores to 0
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*/
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scheduler().prepareSyncGame(s);
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world().syncGame(s);
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camera().syncGame(s);
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script().syncGame(s);
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globalUI().syncGame(s);
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player().syncGame(s);
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scheduler().syncGame(s);
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if (s.isLoading()) {
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menu().resetAfterLoad();
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sounds().stopAll();
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sounds().setMusicToRoom(player().currentRoom()->musicID());
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}
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return Common::kNoError;
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}
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static constexpr uint32 kNoThumbnailMagicValue = 0xBADBAD;
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bool AlcachofaEngine::syncThumbnail(MySerializer &s, Graphics::ManagedSurface *thumbnail) {
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if (s.isLoading()) {
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auto prevPosition = s.readStream().pos();
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Image::PNGDecoder pngDecoder;
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if (pngDecoder.loadStream(s.readStream()) && pngDecoder.getSurface() != nullptr) {
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if (thumbnail != nullptr) {
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thumbnail->free();
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thumbnail->copyFrom(*pngDecoder.getSurface());
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}
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} else {
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// If we do not get a thumbnail, maybe we get at least the marker that there is no thumbnail
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s.readStream().seek(prevPosition, SEEK_SET);
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uint32 magicValue = s.readStream().readUint32LE();
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if (magicValue != kNoThumbnailMagicValue)
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return false; // the savegame is not valid
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else // this is not an error, just a pity
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warning("No thumbnail stored in in-game savestate");
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}
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} else {
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if (thumbnail == nullptr ||
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thumbnail->getPixels() == nullptr ||
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!Image::writePNG(s.writeStream(), *thumbnail)) {
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// We were not able to get a thumbnail, save a value that denotes that situation
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warning("Could not save in-game thumbnail");
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s.writeStream().writeUint32LE(kNoThumbnailMagicValue);
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}
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}
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return true;
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}
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void AlcachofaEngine::getSavegameThumbnail(Graphics::Surface &thumbnail) {
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thumbnail.free();
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auto *bigThumbnail = g_engine->menu().getBigThumbnail();
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if (bigThumbnail != nullptr) {
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// we still have a one from the in-game menu opening, reuse that
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thumbnail.copyFrom(*bigThumbnail);
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return;
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}
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// otherwise we have to rerender
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thumbnail.create(kBigThumbnailWidth, kBigThumbnailHeight, g_engine->renderer().getPixelFormat());
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if (g_engine->player().currentRoom() == nullptr)
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return; // but without a room we would render only black anyway
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g_engine->drawQueue().clear();
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g_engine->renderer().begin();
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g_engine->renderer().setOutput(thumbnail);
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g_engine->player().currentRoom()->draw(); // drawQueue is drawn here as well
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g_engine->renderer().end();
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// we should be within the event loop. as such it is quite safe to mess with the drawQueue or renderer
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}
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bool AlcachofaEngine::tryLoadFromLauncher() {
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int saveSlot = ConfMan.getInt("save_slot");
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if (!ConfMan.hasKey("save_slot") || saveSlot < 0)
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return false;
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auto *saveFile = g_system->getSavefileManager()->openForLoading(getSaveStateName(saveSlot));
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if (saveFile == nullptr)
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return false;
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bool result = loadGameStream(saveFile).getCode() == kNoError;
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delete saveFile;
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return result;
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}
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Config::Config() {
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loadFromScummVM();
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}
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void Config::loadFromScummVM() {
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_musicVolume = (uint8)CLIP(ConfMan.getInt("music_volume"), 0, 255);
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_speechVolume = (uint8)CLIP(ConfMan.getInt("speech_volume"), 0, 255);
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_subtitles = ConfMan.getBool("subtitles");
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_highQuality = ConfMan.getBool("high_quality");
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_bits32 = ConfMan.getBool("32_bits");
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}
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void Config::saveToScummVM() {
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ConfMan.setBool("subtitles", _subtitles);
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ConfMan.setBool("high_quality", _highQuality);
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ConfMan.setBool("32_bits", _bits32);
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ConfMan.setInt("music_volume", _musicVolume);
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ConfMan.setInt("speech_volume", _speechVolume);
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ConfMan.setInt("sfx_volume", _speechVolume);
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ConfMan.flushToDisk();
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// ^ a bit unfortunate, that means if you change in-game it overrides.
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// if you set it in ScummVMs dialog it sticks
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}
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DelayTask::DelayTask(Process &process, uint32 millis)
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: Task(process)
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, _endTime(millis) {}
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DelayTask::DelayTask(Process &process, Serializer &s)
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: Task(process) {
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DelayTask::syncGame(s);
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}
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TaskReturn DelayTask::run() {
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TASK_BEGIN;
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_endTime += g_engine->getMillis();
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while (g_engine->getMillis() < _endTime)
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TASK_YIELD(1);
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TASK_END;
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}
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void DelayTask::debugPrint() {
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uint32 remaining = g_engine->getMillis() <= _endTime ? _endTime - g_engine->getMillis() : 0;
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g_engine->getDebugger()->debugPrintf("Delay for further %ums\n", remaining);
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}
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void DelayTask::syncGame(Serializer &s) {
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Task::syncGame(s);
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s.syncAsUint32LE(_endTime);
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}
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DECLARE_TASK(DelayTask)
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} // End of namespace Alcachofa
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