scummvm/queen/queen.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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"
#include "queen/queen.h"
#include "queen/cutaway.h"
#include "queen/talk.h"
#include "queen/walk.h"
#include "queen/graphics.h"
#include "common/config-manager.h"
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#include "common/file.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "queen/display.h"
#include "queen/graphics.h"
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extern uint16 _debugLevel;
#ifdef _WIN32_WCE
extern bool toolbar_drawn;
extern bool draw_keyboard;
#endif
static const GameSettings queen_settings[] = {
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/* Flight of the Amazon Queen */
{ "queen", "Flight of the Amazon Queen", GID_QUEEN_FIRST, 99, MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "queen.1" },
{ NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
};
const GameSettings *Engine_QUEEN_targetList() {
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return queen_settings;
}
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_targetList, Engine_QUEEN_create);
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namespace Queen {
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QueenEngine::QueenEngine(GameDetector *detector, OSystem *syst)
: Engine(detector, syst) {
_game = detector->_game.id;
if (!_mixer->bindToSystem(syst))
warning("Sound initialisation failed.");
_mixer->setVolume(ConfMan.getInt("sfx_volume"));
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_debugMode = ConfMan.hasKey("debuglevel");
_debugLevel = ConfMan.getInt("debuglevel");
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_detector = detector;
_fastMode = 0;
_system->init_size(320, 200);
}
QueenEngine::~QueenEngine() {
delete _resource;
delete _display;
delete _graphics;
delete _logic;
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}
void QueenEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
void QueenEngine::roomChanged() {
// queen.c function SETUP_ROOM, lines 398-428
// This function uses lots of variables in logic, but we can't move it to
// logic because that would cause a circular dependency between Cutaway and
// Logic... :-(
if (_logic->currentRoom() == 7) {
warning("Room 7 not yet handled!");
// XXX R_MAP();
// XXX fadeout(0,223);
}
else if (_logic->currentRoom() == 95 && _logic->gameState(117) == 0) {
char nextFilename[20];
_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_NOJOE, 100, 2, true);
if (_resource->isDemo()) {
if (_resource->exists("pclogo.cut"))
Cutaway::run("pclogo.cut", nextFilename, _graphics, _logic, _resource);
else
Cutaway::run("clogo.cut", nextFilename, _graphics, _logic, _resource);
}
else {
Cutaway::run("copy.cut", nextFilename, _graphics, _logic, _resource);
Cutaway::run("clogo.cut", nextFilename, _graphics, _logic, _resource);
// TODO enable talking for talkie version
Cutaway::run("cdint.cut", nextFilename, _graphics, _logic, _resource);
// XXX _graphics->panelLoad();
Cutaway::run("cred.cut", nextFilename, _graphics, _logic, _resource);
}
_logic->currentRoom(73);
// XXX _entryObj = 584;
_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 2, true);
Cutaway::run("c70d.cut", nextFilename, _graphics, _logic, _resource);
_logic->gameState(117, 1);
// XXX setupItems();
// XXX inventory();
}
else {
_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 1, false);
}
// XXX _drawMouseFlag = 1;
}
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void QueenEngine::go() {
if (!_dump_file)
_dump_file = stdout;
initialise();
_logic->oldRoom(0);
_logic->newRoom(_logic->currentRoom());
for (;;) {
// queen.c lines 4080-4104
if (_logic->newRoom() > 0) {
_graphics->textClear(151, 151);
_graphics->update();
_logic->oldRoom(_logic->currentRoom());
_logic->currentRoom(_logic->newRoom());
roomChanged();
// XXX _logic->fullScreen(false);
if (_logic->currentRoom() == _logic->newRoom())
_logic->newRoom(0);
}
else {
if (_logic->joeWalk() == 2) {
_logic->joeWalk(0);
// XXX executeAction(yes);
}
else {
// XXX if (_parse == 1)
// XXX clearCommand(1);
_logic->joeWalk(0);
// XXX checkPlayer();
}
}
break; // XXX don't loop yet
}
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while (1) { //main loop
delay(1000);
}
}
void QueenEngine::initialise(void) {
_resource = new Resource(_gameDataPath);
_display = new Display(_system);
_graphics = new Graphics(_display, _resource);
_logic = new Logic(_resource, _graphics, _display);
//_sound = new Sound(_mixer, _detector->_sfx_volume);
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}
void QueenEngine::delay(uint amount) {
OSystem::Event event;
uint32 start = _system->get_msecs();
uint32 cur = start;
_key_pressed = 0; //reset
do {
while (_system->poll_event(&event)) {
switch (event.event_code) {
case OSystem::EVENT_KEYDOWN:
if (event.kbd.flags == OSystem::KBD_CTRL) {
if (event.kbd.keycode == 'f') {
_fastMode ^= 1;
break;
}
if (event.kbd.keycode == 'g') {
_fastMode ^= 2;
break;
}
}
// Make sure backspace works right (this fixes a small issue on OS X)
if (event.kbd.keycode == 8)
_key_pressed = 8;
else
_key_pressed = (byte)event.kbd.ascii;
break;
case OSystem::EVENT_MOUSEMOVE:
_sdl_mouse_x = event.mouse.x;
_sdl_mouse_y = event.mouse.y;
break;
case OSystem::EVENT_LBUTTONDOWN:
#ifdef _WIN32_WCE
_sdl_mouse_x = event.mouse.x;
_sdl_mouse_y = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
break;
case OSystem::EVENT_QUIT:
_system->quit();
break;
default:
break;
}
}
if (amount == 0)
break;
{
uint this_delay = 20; // 1?
if (this_delay > amount)
this_delay = amount;
_system->delay_msecs(this_delay);
}
cur = _system->get_msecs();
} while (cur < start + amount);
}
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} // End of namespace Queen