scummvm/engines/mads/mads.cpp

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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/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "engines/util.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/sound.h"
#include "mads/sprites.h"
namespace MADS {
MADSEngine::MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc) :
_gameDescription(gameDesc), Engine(syst), _randomSource("MADS") {
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// Set up debug channels
DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
// Initialize game/engine options
_easyMouse = true;
_invObjectsAnimated = true;
_textWindowStill = false;
_screenFade = SCREEN_FADE_SMOOTH;
_musicFlag = true;
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_soundFlag = true;
_dithering = false;
_disableFastwalk = false;
_debugger = nullptr;
_dialogs = nullptr;
_events = nullptr;
_font = nullptr;
_game = nullptr;
_gameConv = nullptr;
_palette = nullptr;
_resources = nullptr;
_sound = nullptr;
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_audio = nullptr;
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_screen = nullptr;
}
MADSEngine::~MADSEngine() {
delete _debugger;
delete _dialogs;
delete _events;
delete _font;
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Font::deinit();
delete _game;
delete _gameConv;
delete _palette;
delete _resources;
delete _sound;
delete _audio;
_mixer->stopAll();
}
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void MADSEngine::initialize() {
// Initial sub-system engine references
MSurface::setVm(this);
MSprite::setVm(this);
Resources::init(this);
Conversation::init(this);
_debugger = new Debugger(this);
_dialogs = Dialogs::init(this);
_events = new EventsManager(this);
_palette = new Palette(this);
Font::init(this);
_font = new Font();
_screen = new Screen();
_sound = new SoundManager(this, _mixer);
_audio = new AudioPlayer(_mixer, getGameID());
_game = Game::init(this);
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_gameConv = new GameConversations(this);
loadOptions();
_screen->clear();
}
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void MADSEngine::loadOptions() {
if (ConfMan.hasKey("EasyMouse"))
_easyMouse = ConfMan.getBool("EasyMouse");
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if (ConfMan.hasKey("mute") && ConfMan.getBool("mute")) {
_soundFlag = false;
_musicFlag = false;
} else {
_soundFlag = !ConfMan.hasKey("sfx_mute") || !ConfMan.getBool("sfx_mute");
_musicFlag = !ConfMan.hasGameDomain("music_mute") || !ConfMan.getBool("music_mute");
}
if (ConfMan.hasKey("ScreenFade"))
_screenFade = (ScreenFade)ConfMan.getInt("ScreenFade");
//if (ConfMan.hasKey("GraphicsDithering"))
// _dithering = ConfMan.getBool("GraphicsDithering");
if (getGameID() == GType_RexNebular) {
if (ConfMan.hasKey("InvObjectsAnimated"))
_invObjectsAnimated = ConfMan.getBool("InvObjectsAnimated");
if (ConfMan.hasKey("TextWindowStill"))
_textWindowStill = !ConfMan.getBool("TextWindowAnimated");
if (ConfMan.hasKey("NaughtyMode"))
_game->setNaughtyMode(ConfMan.getBool("NaughtyMode"));
}
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// Note: MADS is weird in that sfx and music are handled by the same driver,
// and the game scripts themselves check for music being enabled before playing
// a "music" sound. Which means we can independantly mute music in ScummVM, but
// otherwise all sound, music and sfx, is controlled by the SFX volume slider.
int soundVolume = MIN(255, ConfMan.getInt("sfx_volume"));
_sound->setVolume(soundVolume);
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}
void MADSEngine::saveOptions() {
ConfMan.setBool("EasyMouse", _easyMouse);
ConfMan.setInt("ScreenFade", (int)_screenFade);
//ConfMan.setBool("GraphicsDithering", _dithering);
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ConfMan.setBool("mute", !_soundFlag && !_musicFlag);
ConfMan.setBool("sfx_mute", !_soundFlag && _musicFlag);
ConfMan.setBool("music_mute", _soundFlag && !_musicFlag);
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if (getGameID() == GType_RexNebular) {
ConfMan.setBool("InvObjectsAnimated", _invObjectsAnimated);
ConfMan.setBool("TextWindowAnimated", !_textWindowStill);
ConfMan.setBool("NaughtyMode", _game->getNaughtyMode());
}
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ConfMan.flushToDisk();
}
Common::Error MADSEngine::run() {
initGraphics(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT);
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initialize();
// Run the game
_game->run();
return Common::kNoError;
}
int MADSEngine::getRandomNumber(int maxNumber) {
return _randomSource.getRandomNumber(maxNumber);
}
int MADSEngine::getRandomNumber(int minNumber, int maxNumber) {
int range = maxNumber - minNumber;
return minNumber + _randomSource.getRandomNumber(range);
}
int MADSEngine::hypotenuse(int xv, int yv) {
return (int)sqrt((double)(xv * xv + yv * yv));
}
bool MADSEngine::canLoadGameStateCurrently() {
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return !_game->_winStatus && !_game->globals()[5]
&& _dialogs->_pendingDialog == DIALOG_NONE
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&& _events->_cursorId != CURSOR_WAIT;
}
bool MADSEngine::canSaveGameStateCurrently() {
return !_game->_winStatus && !_game->globals()[5]
&& _dialogs->_pendingDialog == DIALOG_NONE
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&& _events->_cursorId != CURSOR_WAIT;
}
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void MADSEngine::syncSoundSettings() {
Engine::syncSoundSettings();
loadOptions();
}
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String MADSEngine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
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Common::Error MADSEngine::loadGameState(int slot) {
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_game->_loadGameSlot = slot;
_game->_scene._currentSceneId = -1;
_game->_currentSectionNumber = -1;
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return Common::kNoError;
}
Common::Error MADSEngine::saveGameState(int slot, const Common::String &desc) {
_game->saveGame(slot, desc);
return Common::kNoError;
}
} // End of namespace MADS