scummvm/engines/mads/mads.cpp
Colin Snover 432fd522d2 ENGINES: Remove default1x scaler flag
This flag is removed for a few reasons:

* Engines universally set this flag to true for widths > 320,
  which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
  since its behaviour was almost completely undocumented and users
  would need to figure out that they'd need an explicit non-default
  scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
  deciding how the backend may choose to render its virtual screen.
  The choice of rendering behaviour belongs to the user, and the
  backend, in that order.

A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
2017-10-07 12:30:29 -05:00

224 lines
6.3 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 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") {
// 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;
_soundFlag = true;
_dithering = false;
_disableFastwalk = false;
_debugger = nullptr;
_dialogs = nullptr;
_events = nullptr;
_font = nullptr;
_game = nullptr;
_gameConv = nullptr;
_palette = nullptr;
_resources = nullptr;
_sound = nullptr;
_audio = nullptr;
_screen = nullptr;
}
MADSEngine::~MADSEngine() {
delete _debugger;
delete _dialogs;
delete _events;
delete _font;
Font::deinit();
delete _game;
delete _gameConv;
delete _palette;
delete _resources;
delete _sound;
delete _audio;
_mixer->stopAll();
}
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);
_gameConv = new GameConversations(this);
loadOptions();
_screen->clear();
}
void MADSEngine::loadOptions() {
if (ConfMan.hasKey("EasyMouse"))
_easyMouse = ConfMan.getBool("EasyMouse");
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"));
}
// 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);
}
void MADSEngine::saveOptions() {
ConfMan.setBool("EasyMouse", _easyMouse);
ConfMan.setInt("ScreenFade", (int)_screenFade);
//ConfMan.setBool("GraphicsDithering", _dithering);
ConfMan.setBool("mute", !_soundFlag && !_musicFlag);
ConfMan.setBool("sfx_mute", !_soundFlag && _musicFlag);
ConfMan.setBool("music_mute", _soundFlag && !_musicFlag);
if (getGameID() == GType_RexNebular) {
ConfMan.setBool("InvObjectsAnimated", _invObjectsAnimated);
ConfMan.setBool("TextWindowAnimated", !_textWindowStill);
ConfMan.setBool("NaughtyMode", _game->getNaughtyMode());
}
ConfMan.flushToDisk();
}
Common::Error MADSEngine::run() {
initGraphics(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT);
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() {
return !_game->_winStatus && !_game->globals()[5]
&& _dialogs->_pendingDialog == DIALOG_NONE
&& _events->_cursorId != CURSOR_WAIT;
}
bool MADSEngine::canSaveGameStateCurrently() {
return !_game->_winStatus && !_game->globals()[5]
&& _dialogs->_pendingDialog == DIALOG_NONE
&& _events->_cursorId != CURSOR_WAIT;
}
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);
}
Common::Error MADSEngine::loadGameState(int slot) {
_game->_loadGameSlot = slot;
_game->_scene._currentSceneId = -1;
_game->_currentSectionNumber = -1;
return Common::kNoError;
}
Common::Error MADSEngine::saveGameState(int slot, const Common::String &desc) {
_game->saveGame(slot, desc);
return Common::kNoError;
}
} // End of namespace MADS