scummvm/queen/queen.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
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*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
#include "base/plugins.h"
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#include "common/config-manager.h"
#include "common/file.h"
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#include "common/timer.h"
#include "queen/queen.h"
#include "queen/bankman.h"
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#include "queen/command.h"
#include "queen/cutaway.h"
#include "queen/debug.h"
#include "queen/display.h"
#include "queen/graphics.h"
#include "queen/grid.h"
#include "queen/input.h"
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#include "queen/logic.h"
#include "queen/music.h"
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#include "queen/resource.h"
#include "queen/sound.h"
#include "queen/talk.h"
#include "queen/walk.h"
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#include "sound/mididrv.h"
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/* Flight of the Amazon Queen */
static const GameSettings queen_setting =
{ "queen", "Flight of the Amazon Queen", 0 };
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GameList Engine_QUEEN_gameList() {
GameList games;
games.push_back(queen_setting);
return games;
}
DetectedGameList Engine_QUEEN_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *gameName = file->displayName().c_str();
if (0 == scumm_stricmp("queen.1", gameName) || 0 == scumm_stricmp("queen.1c", gameName)) {
// Match found, add to list of candidates, then abort loop.
detectedGames.push_back(queen_setting);
break;
}
}
}
return detectedGames;
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}
Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst) {
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return new Queen::QueenEngine(detector, syst);
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}
REGISTER_PLUGIN("Flight of the Amazon Queen", Engine_QUEEN_gameList, Engine_QUEEN_create, Engine_QUEEN_detectGames)
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namespace Queen {
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QueenEngine::QueenEngine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
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}
QueenEngine::~QueenEngine() {
delete _bam;
delete _resource;
delete _bankMan;
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delete _command;
delete _debugger;
delete _display;
delete _graphics;
delete _grid;
delete _input;
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delete _logic;
delete _music;
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delete _sound;
delete _walk;
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}
void QueenEngine::registerDefaultSettings() {
ConfMan.registerDefault("music_mute", false);
ConfMan.registerDefault("sfx_mute", false);
ConfMan.registerDefault("talkspeed", Logic::DEFAULT_TALK_SPEED);
ConfMan.registerDefault("speech_mute", _resource->isDemo() || _resource->isInterview());
ConfMan.registerDefault("subtitles", true);
}
void QueenEngine::checkOptionSettings() {
// check talkspeed value
if (_talkSpeed < 4) {
_talkSpeed = 4;
} else if (_talkSpeed > 95) {
_talkSpeed = 100;
}
// ensure text is always on when voice is off
if (!_sound->speechOn()) {
_subtitles = true;
}
// demo and interview versions don't have speech at all
if (_sound->speechOn() && (_resource->isDemo() || _resource->isInterview())) {
_sound->speechToggle(false);
}
}
void QueenEngine::readOptionSettings() {
_music->setVolume(ConfMan.getInt("music_volume"));
_sound->musicToggle(!ConfMan.getBool("music_mute"));
_sound->sfxToggle(!ConfMan.getBool("sfx_mute"));
_talkSpeed = ConfMan.getInt("talkspeed");
_sound->speechToggle(!ConfMan.getBool("speech_mute"));
_subtitles = ConfMan.getBool("subtitles");
checkOptionSettings();
}
void QueenEngine::writeOptionSettings() {
ConfMan.set("music_volume", _music->volume());
ConfMan.set("music_mute", !_sound->musicOn());
ConfMan.set("sfx_mute", !_sound->sfxOn());
ConfMan.set("talkspeed", _talkSpeed);
ConfMan.set("speech_mute", !_sound->speechOn());
ConfMan.set("subtitles", _subtitles);
ConfMan.flushToDisk();
}
void QueenEngine::update(bool checkPlayerInput) {
if (_debugger->isAttached()) {
_debugger->onFrame();
}
_graphics->update(_logic->currentRoom());
_logic->update();
_input->delay();
if (!_resource->isInterview()) {
_display->palCustomScroll(_logic->currentRoom());
}
BobSlot *joe = _graphics->bob(0);
_display->update(joe->active, joe->x, joe->y);
_input->checkKeys();
if (_input->debugger()) {
_input->debuggerReset();
_debugger->attach();
}
if (canLoadOrSave()) {
if (_input->quickSave()) {
_input->quickSaveReset();
saveGameState(0, "Quicksave");
}
if (_input->quickLoad()) {
_input->quickLoadReset();
loadGameState(0);
}
if (_system->getMillis() - _lastSaveTime >= AUTOSAVE_INTERVAL) {
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saveGameState(AUTOSAVE_SLOT, "Autosave");
_lastSaveTime = _system->getMillis();
}
}
if (!_input->cutawayRunning()) {
if (checkPlayerInput) {
_command->updatePlayer();
}
if (_input->idleTime() >= Input::DELAY_SCREEN_BLANKER) {
_display->blankScreen();
}
}
}
bool QueenEngine::canLoadOrSave() {
return !_input->cutawayRunning() && !(_resource->isDemo() || _resource->isInterview());
}
void QueenEngine::saveGameState(uint16 slot, const char *desc) {
debug(3, "Saving game to slot %d", slot);
char name[20];
makeGameStateName(slot, name);
SaveFile *file = _saveFileMan->openSavefile(name, true);
if (file) {
// save data
byte *saveData = new byte[30000];
byte *p = saveData;
_bam->saveState(p);
_grid->saveState(p);
_logic->saveState(p);
_sound->saveState(p);
uint32 dataSize = p - saveData;
// write header
GameStateHeader header;
memset(&header, 0, sizeof(header));
file->writeUint32BE('SCVM');
header.version = TO_BE_32(SAVESTATE_CUR_VER);
header.flags = TO_BE_32(0);
header.dataSize = TO_BE_32(dataSize);
strncpy(header.description, desc, sizeof(header.description) - 1);
file->write(&header, sizeof(header));
// write save data
if (file->write(saveData, dataSize) != dataSize) {
warning("Can't write file '%s'. (Disk full?)", name);
}
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delete[] saveData;
delete file;
} else {
warning("Can't create file '%s', game not saved", name);
}
}
void QueenEngine::loadGameState(uint16 slot) {
debug(3, "Loading game from slot %d", slot);
GameStateHeader header;
SaveFile *file = readGameStateHeader(slot, &header);
if (file && header.dataSize != 0) {
byte *saveData = new byte[header.dataSize];
byte *p = saveData;
if (file->read(saveData, header.dataSize) != header.dataSize) {
warning("Error reading savegame file");
} else {
_bam->loadState(header.version, p);
_grid->loadState(header.version, p);
_logic->loadState(header.version, p);
_sound->loadState(header.version, p);
if (header.dataSize != (uint32)(p - saveData)) {
error("Corrupted savegame file");
}
_logic->setupRestoredGame();
}
delete[] saveData;
delete file;
}
}
SaveFile *QueenEngine::readGameStateHeader(uint16 slot, GameStateHeader *gsh) {
char name[20];
makeGameStateName(slot, name);
SaveFile *file = _saveFileMan->openSavefile(name, false);
if (file && file->readUint32BE() == 'SCVM') {
gsh->version = file->readUint32BE();
gsh->flags = file->readUint32BE();
gsh->dataSize = file->readUint32BE();
file->read(gsh->description, sizeof(gsh->description));
} else {
memset(gsh, 0, sizeof(GameStateHeader));
}
return file;
}
void QueenEngine::makeGameStateName(uint16 slot, char *buf) {
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if (slot == AUTOSAVE_SLOT) {
strcpy(buf, "queen.asd");
} else {
sprintf(buf, "queen.s%02d", slot);
}
}
void QueenEngine::findGameStateDescriptions(char descriptions[100][32]) {
char filename[20];
makeGameStateName(0, filename);
filename[strlen(filename) - 2] = 0;
bool marks[SAVESTATE_MAX];
_saveFileMan->listSavefiles(filename, marks, SAVESTATE_MAX);
for (int i = 0; i < SAVESTATE_MAX; ++i) {
if (marks[i]) {
GameStateHeader header;
SaveFile *f = readGameStateHeader(i, &header);
strcpy(descriptions[i], header.description);
delete f;
}
}
}
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void QueenEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
int QueenEngine::go() {
_logic->start();
if (ConfMan.hasKey("save_slot") && canLoadOrSave()) {
loadGameState(ConfMan.getInt("save_slot"));
}
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_lastSaveTime = _system->getMillis();
_quit = false;
while (!_quit) {
if (_logic->newRoom() > 0) {
_logic->update();
_logic->oldRoom(_logic->currentRoom());
_logic->currentRoom(_logic->newRoom());
_logic->changeRoom();
_display->fullscreen(false);
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if (_logic->currentRoom() == _logic->newRoom()) {
_logic->newRoom(0);
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}
} else if (_logic->joeWalk() == JWM_EXECUTE) {
_logic->joeWalk(JWM_NORMAL);
_command->executeCurrentAction();
} else {
_logic->joeWalk(JWM_NORMAL);
update(true);
}
}
return 0;
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}
int QueenEngine::init(GameDetector &detector) {
_system->beginGFXTransaction();
initCommonGFX(detector);
_system->initSize(GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT);
_system->endGFXTransaction();
_bam = new BamScene(this);
_resource = new Resource();
_bankMan = new BankManager(_resource);
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_command = new Command(this);
_debugger = new Debugger(this);
_display = new Display(this, _system);
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_graphics = new Graphics(this);
_grid = new Grid(this);
_input = new Input(_resource->getLanguage(), _system);
if (_resource->isDemo()) {
_logic = new LogicDemo(this);
} else if (_resource->isInterview()) {
_logic = new LogicInterview(this);
} else {
_logic = new LogicGame(this);
}
if (!_mixer->isReady())
warning("Sound initialisation failed.");
_mixer->setVolumeForSoundType(SoundMixer::kSFXAudioDataType, ConfMan.getInt("sfx_volume"));
// Set mixer music volume to maximum, since music volume is regulated by MusicPlayer's MIDI messages
_mixer->setVolumeForSoundType(SoundMixer::kMusicAudioDataType, SoundMixer::kMaxMixerVolume);
int midiDriver = MidiDriver::detectMusicDriver(MDT_NATIVE | MDT_ADLIB | MDT_PREFER_NATIVE);
MidiDriver *driver = MidiDriver::createMidi(midiDriver);
if (!driver)
driver = MidiDriver_ADLIB_create(_mixer);
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else if (ConfMan.getBool("native_mt32") || (midiDriver == MD_MT32))
driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_music = new Music(driver, this);
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_music->hasNativeMT32(ConfMan.getBool("native_mt32") || (midiDriver == MD_MT32));
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_sound = Sound::giveSound(_mixer, this, _resource->compression());
_walk = new Walk(this);
registerDefaultSettings();
readOptionSettings();
return 0;
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}
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} // End of namespace Queen