Files
scummvm-cursorfix/engines/alcachofa/alcachofa.cpp
2026-02-02 04:50:13 +01:00

494 lines
15 KiB
C++

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