mirror of
https://github.com/libretro/scummvm.git
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250 lines
6.0 KiB
C++
250 lines
6.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "engines/util.h"
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#include "xeen/xeen.h"
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#include "xeen/files.h"
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#include "xeen/resources.h"
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namespace Xeen {
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XeenEngine *g_vm = nullptr;
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XeenEngine::XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc)
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: Engine(syst), _gameDescription(gameDesc), _randomSource("Xeen") {
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// Set up debug channels
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DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
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DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
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DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
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DebugMan.addDebugChannel(kDebugSound, "sound", "Sound processing");
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_combat = nullptr;
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_debugger = nullptr;
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_events = nullptr;
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_files = nullptr;
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_interface = nullptr;
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_locations = nullptr;
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_map = nullptr;
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_party = nullptr;
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_resources = nullptr;
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_saves = nullptr;
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_screen = nullptr;
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_scripts = nullptr;
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_sound = nullptr;
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_spells = nullptr;
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_windows = nullptr;
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_eventData = nullptr;
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_noDirectionSense = false;
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_startupWindowActive = false;
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_quitMode = 0;
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_mode = MODE_0;
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_endingScore = 0;
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_loadSaveSlot = -1;
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g_vm = this;
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}
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XeenEngine::~XeenEngine() {
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delete _combat;
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delete _debugger;
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delete _events;
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delete _interface;
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delete _locations;
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delete _map;
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delete _party;
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delete _saves;
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delete _screen;
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delete _scripts;
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delete _sound;
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delete _spells;
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delete _windows;
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delete _eventData;
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delete _resources;
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delete _files;
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g_vm = nullptr;
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}
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void XeenEngine::initialize() {
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// Create sub-objects of the engine
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_files = new FileManager(this);
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_resources = Resources::init(this);
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_combat = new Combat(this);
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_debugger = new Debugger(this);
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_events = new EventsManager(this);
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_interface = new Interface(this);
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_locations = new LocationManager();
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_map = new Map(this);
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_party = new Party(this);
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_saves = new SavesManager(_targetName);
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_screen = new Screen(this);
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_scripts = new Scripts(this);
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_sound = new Sound(this, _mixer);
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_spells = new Spells(this);
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_windows = new Windows();
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File f("029.obj", 1);
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_eventData = f.readStream(f.size());
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// Set graphics mode
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initGraphics(320, 200);
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// If requested, load a savegame instead of showing the intro
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if (ConfMan.hasKey("save_slot")) {
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0 && saveSlot <= 999)
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_loadSaveSlot = saveSlot;
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}
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}
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Common::Error XeenEngine::run() {
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initialize();
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outerGameLoop();
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return Common::kNoError;
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}
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int XeenEngine::getRandomNumber(int maxNumber) {
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return _randomSource.getRandomNumber(maxNumber);
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}
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int XeenEngine::getRandomNumber(int minNumber, int maxNumber) {
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return getRandomNumber(maxNumber - minNumber) + minNumber;
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}
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Common::Error XeenEngine::saveGameState(int slot, const Common::String &desc) {
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return _saves->saveGameState(slot, desc);
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}
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Common::Error XeenEngine::loadGameState(int slot) {
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_loadSaveSlot = slot;
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return Common::kNoError;
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}
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bool XeenEngine::canLoadGameStateCurrently() {
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return true;
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}
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bool XeenEngine::canSaveGameStateCurrently() {
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return true;
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}
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void XeenEngine::playGame() {
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_files->setGameCc(0);
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_sound->stopAllAudio();
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play();
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}
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void XeenEngine::play() {
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// TODO: Init variables
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_quitMode = 0;
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_interface->setup();
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_screen->loadBackground("back.raw");
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_screen->loadPalette("mm4.pal");
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if (getGameID() != GType_WorldOfXeen && !_map->_loadDarkSide) {
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_map->_loadDarkSide = true;
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_party->_mazeId = 29;
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_party->_mazeDirection = DIR_NORTH;
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_party->_mazePosition.x = 25;
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_party->_mazePosition.y = 21;
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}
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if (_loadSaveSlot >= 0) {
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_saves->loadGameState(_loadSaveSlot);
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_loadSaveSlot = -1;
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} else {
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_map->load(_party->_mazeId);
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}
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_interface->startup();
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if (_mode == MODE_0) {
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// _screen->fadeOut();
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}
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(*_windows)[0].update();
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_interface->mainIconsPrint();
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(*_windows)[0].update();
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_events->setCursor(0);
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_combat->_moveMonsters = true;
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if (_mode == MODE_0) {
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_mode = MODE_1;
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_screen->fadeIn();
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}
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_combat->_moveMonsters = true;
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gameLoop();
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if (_party->_dead)
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death();
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}
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void XeenEngine::gameLoop() {
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// Main game loop
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while (!shouldQuit()) {
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if (_loadSaveSlot >= 0) {
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// Load any pending savegame
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int saveSlot = _loadSaveSlot;
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_loadSaveSlot = -1;
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_saves->loadGameState(saveSlot);
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}
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_map->cellFlagLookup(_party->_mazePosition);
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if (_map->_currentIsEvent) {
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_quitMode = _scripts->checkEvents();
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if (shouldQuit() || _quitMode)
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return;
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}
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_party->giveTreasure();
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// Main user interface handler for waiting for and processing user input
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_interface->perform();
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if (_party->_dead)
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break;
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}
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}
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Common::String XeenEngine::printMil(uint value) {
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return (value >= 1000000) ? Common::String::format("%u mil", value / 1000000) :
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Common::String::format("%u", value);
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}
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Common::String XeenEngine::printK(uint value) {
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return (value > 9999) ? Common::String::format("%uk", value / 1000) :
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Common::String::format("%u", value);
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}
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Common::String XeenEngine::printK2(uint value) {
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return (value > 999) ? Common::String::format("%uk", value / 1000) :
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Common::String::format("%u", value);
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}
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} // End of namespace Xeen
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