mirror of
https://github.com/libretro/scummvm.git
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714 lines
19 KiB
C++
714 lines
19 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "backends/keymapper/keymapper.h"
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#include "common/debug-channels.h"
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#include "common/rect.h"
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#include "common/translation.h"
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#include "engines/achievements.h"
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#include "engines/util.h"
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#include "gui/message.h"
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#include "asylum/asylum.h"
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#include "asylum/resources/actor.h"
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#include "asylum/resources/encounters.h"
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#include "asylum/resources/script.h"
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#include "asylum/resources/special.h"
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#include "asylum/resources/worldstats.h"
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#include "asylum/puzzles/puzzles.h"
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#include "asylum/system/cursor.h"
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#include "asylum/system/savegame.h"
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#include "asylum/system/screen.h"
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#include "asylum/system/speech.h"
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#include "asylum/system/text.h"
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#include "asylum/views/scene.h"
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#include "asylum/views/menu.h"
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#include "asylum/views/video.h"
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#include "asylum/respack.h"
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namespace Asylum {
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AsylumEngine::AsylumEngine(OSystem *system, const ADGameDescription *gd) : Engine(system), _gameDescription(gd),
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_console(nullptr), _cursor(nullptr), _encounter(nullptr), _menu(nullptr), _resource(nullptr), _savegame(nullptr),
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_scene(nullptr), _screen(nullptr), _script(nullptr), _special(nullptr), _speech(nullptr), _sound(nullptr), _text(nullptr),
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_video(nullptr), _handler(nullptr), _puzzles(nullptr) {
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// Init data
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resetFlags();
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_introPlayed = false;
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_tickOffset = 0;
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screenUpdateCount = 0;
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lastScreenUpdate = 0;
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// Debug
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_delayedSceneIndex = kResourcePackInvalid;
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_delayedVideoIndex = -1;
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_previousScene = nullptr;
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// Add default search directories
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const Common::FSNode gamePath(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gamePath, "vids");
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SearchMan.addSubDirectoryMatching(gamePath, "music");
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// Initialize random number source
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_rnd = new Common::RandomSource("asylum");
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}
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AsylumEngine::~AsylumEngine() {
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_handler = nullptr;
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delete _cursor;
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delete _scene;
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delete _encounter;
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delete _puzzles;
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delete _savegame;
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delete _screen;
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delete _script;
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delete _special;
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delete _speech;
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delete _sound;
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delete _text;
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delete _video;
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delete _menu;
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delete _resource;
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_previousScene = nullptr;
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delete _rnd;
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// Zero passed pointers
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_gameDescription = nullptr;
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}
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Common::Error AsylumEngine::run() {
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// Initialize the graphics
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initGraphics(640, 480);
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// Create debugger. It requires GFX to be initialized
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_console = new Console(this);
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setDebugger(_console);
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// Create resource manager
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_resource = new ResourceManager(this);
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_resource->setCdNumber(1);
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// Create all game classes
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_encounter = new Encounter(this);
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_cursor = new Cursor(this);
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_puzzles = new Puzzles(this);
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_savegame = new Savegame(this);
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_screen = new Screen(this);
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_script = new ScriptManager(this);
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_sound = new Sound(this, _mixer);
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_special = new Special(this);
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_speech = new Speech(this);
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_text = new Text(this);
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_video = new VideoPlayer(this, _mixer);
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// Create main menu
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_menu = new Menu(this);
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if (checkGameVersion("Demo")) {
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if (!isAltDemo())
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_video->play(0, nullptr);
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restart();
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} else {
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int saveSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
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bool noError = false;
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if (saveSlot >= 0 && saveSlot < SAVEGAME_COUNT) {
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if (loadGameState(saveSlot).getCode() != Common::kNoError)
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warning("[AsylumEngine::run] Could not load savegame in slot %d", saveSlot);
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else
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noError = true;
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}
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if (!noError)
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_handler = _menu;
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else
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menu()->setLoadingDuringStartup();
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// Load config
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Config.read();
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}
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// Setup mixer
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syncSoundSettings();
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// Set up achievements system
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Common::String gameTarget = ConfMan.getActiveDomainName();
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AchMan.setActiveDomain(getMetaEngine()->getAchievementsInfo(gameTarget));
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// Send init event to our default event handler
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AsylumEvent initEvt(EVENT_ASYLUM_INIT);
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if (_handler)
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_handler->handleEvent(initEvt);
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// Start running event loop
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while (!shouldQuit()) {
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handleEvents();
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_system->delayMillis(10);
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screen()->processPaletteFadeQueue();
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_system->updateScreen();
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if (_scene)
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checkAchievements();
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}
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// Stop all sounds & music
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_sound->stopMusic();
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_sound->stopAll();
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return Common::kNoError;
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}
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bool AsylumEngine::startGame(ResourcePackId sceneId, StartGameType type) {
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if (!_cursor || !_screen || !_savegame)
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error("[AsylumEngine::startGame] Subsystems not initialized properly!");
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if (type == kStartGameLoad && !_savegame->isCompatible()) {
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// I18N: Warn user about loading potentially incompatible saved game
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Common::U32String message = _("WARNING: Attempt to load saved game from a previous version: Version %s / Build %d");
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GUI::MessageDialog dialog(Common::U32String::format(message, _savegame->getVersion(), _savegame->getBuild()), _("Load anyway"), _("Cancel"));
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if (dialog.runModal() != GUI::kMessageOK) {
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_menu->setDword455C80(false);
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return false;
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}
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}
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// Load the default mouse cursor
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// Original sets the cursor to a rotating disc
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_cursor->set(MAKE_RESOURCE(sceneId, 10));
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_cursor->hide();
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// Clear the graphic list
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_screen->clearGraphicsInQueue();
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// Reset scene (this ensures the current resource pack is closed as in the original)
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delete _scene;
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_scene = new Scene(this);
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_handler = _scene;
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// Set the current cd number (necessary for proper SharedSound resource pack initialization)
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int32 cdNumber = _resource->getCdNumber();
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switch (sceneId) {
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default:
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_resource->setCdNumber(-1);
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break;
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case kResourcePackTowerCells:
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case kResourcePackInnocentAbandoned:
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case kResourcePackCourtyardAndChapel:
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_resource->setCdNumber(1);
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break;
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case kResourcePackCircusOfFools:
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case kResourcePackCave:
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case kResourcePackMansion:
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case kResourcePackLaboratory:
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case kResourcePackHive:
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_resource->setCdNumber(2);
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break;
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case kResourcePackMorgueAndCemetery:
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case kResourcePackLostVillage:
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case kResourcePackMaze:
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case kResourcePackGauntlet:
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case kResourcePackMorgansLastGame:
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_resource->setCdNumber(3);
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break;
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}
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if (_resource->getCdNumber() != cdNumber)
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_resource->clearSharedSoundCache();
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_resource->clearMusicCache();
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switch (type) {
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default:
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error("[AsylumEngine::startGame] Invalid start game type!");
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case kStartGamePlayIntro:
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_scene->enter(sceneId);
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playIntro();
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break;
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case kStartGameLoad:
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// Stop all sounds & music
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_sound->stopMusic();
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_sound->stopAll();
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_savegame->load();
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_scene->enterLoad();
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updateReverseStereo();
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break;
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case kStartGameScene:
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_scene->enter(sceneId);
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break;
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}
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_cursor->show();
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return true;
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}
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void AsylumEngine::restart() {
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if (!_cursor || !_script)
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error("[AsylumEngine::restart] Subsystems not initialized properly!");
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_cursor->hide();
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// Cleanup
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resetFlags();
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delete _scene;
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_scene = nullptr;
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delete _encounter;
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_encounter = new Encounter(this);
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_script->resetQueue();
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_data.setGlobalPoint(Common::Point(-1, -1));
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reset();
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_introPlayed = false;
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_screen->clear();
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_sound->playMusic(kResourceNone, 0);
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(void)startGame(kResourcePackTowerCells, kStartGamePlayIntro);
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}
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void AsylumEngine::reset() {
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if (!_menu || !_special || !_puzzles)
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error("[AsylumEngine::reset] Subsystems not initialized properly!");
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// Set game as started
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_menu->setGameStarted();
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// Reset puzzles
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_puzzles->reset();
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// Reset shared data
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_data.reset();
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// Reset special palette info
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_special->reset(true);
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}
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void AsylumEngine::playIntro() {
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if (!_video || !_screen)
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error("[AsylumEngine::playIntro] Subsystems not initialized properly!");
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updateReverseStereo();
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if (!_introPlayed) {
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_cursor->hide();
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_cursor->setForceHide(true);
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if (!Config.showIntro && !checkGameVersion("Demo")) {
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if (_scene->worldstats()->chapter == kChapter1)
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_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
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} else {
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_sound->playMusic(kResourceNone, 0);
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_video->play(1, checkGameVersion("Demo") ? nullptr : _menu);
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if (_scene->worldstats()->musicCurrentResourceIndex != kMusicStopped)
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_sound->playMusic(MAKE_RESOURCE(kResourcePackMusic, _scene->worldstats()->musicCurrentResourceIndex));
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_screen->clear();
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setGameFlag(kGameFlag4);
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setGameFlag(kGameFlag12);
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// Play the intro speech: it is played after the intro video over a black background,
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// and the game is "locked" until the speech is completed.
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ResourceId introSpeech = MAKE_RESOURCE(checkGameVersion("Demo") ? kResourcePackShared : kResourcePackSound, 7);
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_sound->playSound(introSpeech);
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bool skip = false;
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do {
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// Poll events (this ensures we don't freeze the screen)
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Common::Event ev;
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while (_eventMan->pollEvent(ev)) {
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switch (ev.type) {
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_KEYDOWN:
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skip = true;
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break;
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default:
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break;
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}
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}
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_system->updateScreen();
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_system->delayMillis(100);
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} while (_sound->isPlaying(introSpeech) && !skip);
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if (_sound->isPlaying(introSpeech)) {
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_sound->stop(introSpeech);
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}
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}
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_cursor->setForceHide(false);
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_introPlayed = true;
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}
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_cursor->show();
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_savegame->loadMoviesViewed();
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// Switch to scene event handling
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switchEventHandler(_scene);
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}
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void AsylumEngine::handleEvents() {
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if (!_console || !_video || !_screen || !_sound || !_menu || !_cursor)
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error("[AsylumEngine::handleEvents] Subsystems not initialized properly!");
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// Show the debugger if required
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_console->onFrame();
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AsylumEvent ev;
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Common::Keymapper *const keymapper = _eventMan->getKeymapper();
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while (_eventMan->pollEvent(ev)) {
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keymapper->setEnabled(_handler != _menu || (!_menu->isEditingSavegameName() && !_menu->isConfiguringKeyboard()));
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switch (ev.type) {
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default:
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break;
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case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
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// Handle custom actions
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_KEYDOWN:
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if ((ev.kbd.flags & Common::KBD_CTRL) && ev.kbd.keycode == Common::KEYCODE_d) {
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_console->attach();
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break;
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}
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// Handle key events
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_KEYUP:
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// Handle key events
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_MOUSEMOVE:
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_LBUTTONUP:
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case Common::EVENT_RBUTTONDOWN:
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case Common::EVENT_RBUTTONUP:
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case Common::EVENT_MBUTTONUP:
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case Common::EVENT_MBUTTONDOWN:
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// Handle mouse events
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_cursor->setState(ev);
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if (_handler)
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_handler->handleEvent(ev);
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break;
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case Common::EVENT_QUIT:
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quitGame();
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break;
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// TODO handle cases where we receive a midi or music event
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}
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}
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// Animate cursor
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_cursor->animate();
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// Send update event to our event handler
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AsylumEvent updateEvt = AsylumEvent(EVENT_ASYLUM_UPDATE);
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if (_handler)
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_handler->handleEvent(updateEvt);
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// Handle debug events
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processDelayedEvents();
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}
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void AsylumEngine::processDelayedEvents() {
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if (!_video || !_sound || !_menu || !_script || !_screen)
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error("[AsylumEngine::processDelayedEvents] Subsystems not initialized properly!");
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// check for a delayed scene change
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if (_delayedSceneIndex != kResourcePackInvalid && isGameFlagNotSet(kGameFlagScriptProcessing)) {
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ResourcePackId sceneIndex = _delayedSceneIndex;
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_delayedSceneIndex = kResourcePackInvalid;
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// Reset actor and script queue
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_script->resetQueue();
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_script->reset();
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if (_scene)
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_scene->getActor(0)->changeStatus(kActorStatusDisabled);
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// Fade screen to black
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_screen->paletteFade(0, 75, 8);
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_screen->clear();
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// Stop all sounds & music
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_sound->stopMusic();
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_sound->stopAll();
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resetFlags();
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// Switch the scene
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switchScene(sceneIndex);
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}
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// Check for delayed video
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if (_delayedVideoIndex != -1 && isGameFlagNotSet(kGameFlagScriptProcessing)) {
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uint32 index = (uint32)_delayedVideoIndex;
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_delayedVideoIndex = -1;
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_video->play(index, _handler);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Message handlers
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//////////////////////////////////////////////////////////////////////////
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void AsylumEngine::switchEventHandler(EventHandler *handler) {
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if (handler == nullptr && !checkGameVersion("Demo"))
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warning("[AsylumEngine::switchMessageHandler] NULL handler parameter (shouldn't happen outside of debug commands)!");
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// De-init previous handler
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if (_handler != nullptr) {
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AsylumEvent deinit(EVENT_ASYLUM_DEINIT);
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_handler->handleEvent(deinit);
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}
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//////////////////////////////////////////////////////////////////////////
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// DEBUG - If a previous scene is found, replace the current scene by this one
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if (handler == _scene) {
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if (_previousScene) {
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delete _scene;
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_scene = _previousScene;
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handler = _scene;
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_previousScene = nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// replace message handler
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_handler = handler;
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// Init new handler
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AsylumEvent init(EVENT_ASYLUM_INIT);
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if (_handler)
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_handler->handleEvent(init);
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}
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void AsylumEngine::notify(AsylumEventType type, int32 param1, int32 param2) {
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if (_handler == nullptr)
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error("[AsylumEngine::notify] Invalid handler parameter (cannot be NULL)!");
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AsylumEvent evt(type, param1, param2);
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_handler->handleEvent(evt);
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}
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void AsylumEngine::updateReverseStereo() {
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if (_scene && _scene->worldstats())
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_scene->worldstats()->reverseStereo = Config.reverseStereo;
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}
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void AsylumEngine::saveLoadWithSerializer(Common::Serializer &s) {
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if (!_script)
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error("[AsylumEngine::saveLoadWithSerializer] Subsystems not initialized properly!");
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// Game flags
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for (uint32 i = 0; i < ARRAYSIZE(_gameFlags); i++)
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s.syncAsUint32LE(_gameFlags[i]);
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// The original has the script data in the middle of other shared data,
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// so to be compatible with original savegames, we want to save it in
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// the proper order
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_data.saveLoadAmbientSoundData(s);
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// Original skips two elements
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// (original has one unused, one used for debugging screen update counts)
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s.skip(8);
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// Script queue
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_script->saveQueue(s);
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// Shared data (the rest of it)
|
|
_data.saveLoadWithSerializer(s);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Game flags
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void AsylumEngine::setGameFlag(GameFlag flag) {
|
|
_gameFlags[flag / 32] |= 1 << (flag % 32);
|
|
}
|
|
|
|
void AsylumEngine::clearGameFlag(GameFlag flag) {
|
|
_gameFlags[flag / 32] &= ~(1 << (flag % 32));
|
|
}
|
|
|
|
void AsylumEngine::toggleGameFlag(GameFlag flag) {
|
|
_gameFlags[flag / 32] ^= 1 << (flag % 32);
|
|
}
|
|
|
|
bool AsylumEngine::isGameFlagSet(GameFlag flag) const {
|
|
return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) != 0;
|
|
}
|
|
|
|
bool AsylumEngine::isGameFlagNotSet(GameFlag flag) const {
|
|
return ((1 << (flag % 32)) & _gameFlags[flag / 32]) >> (flag % 32) == 0;
|
|
}
|
|
|
|
bool AsylumEngine::areGameFlagsSet(uint from, uint to) const {
|
|
while (from <= to)
|
|
if (isGameFlagNotSet((GameFlag)from++))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Steam achievements
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void AsylumEngine::unlockAchievement(const Common::String &id) {
|
|
AchMan.setAchievement(id);
|
|
}
|
|
|
|
void AsylumEngine::checkAchievements() {
|
|
switch (_scene->worldstats()->chapter) {
|
|
default:
|
|
return;
|
|
|
|
case kChapter2:
|
|
if (isGameFlagSet(kGameFlag128) && !isGameFlagSet(kGameFlag3189)) {
|
|
unlockAchievement("ASYLUM_HIDE_AND_SEEK");
|
|
setGameFlag(kGameFlag3189);
|
|
}
|
|
break;
|
|
|
|
case kChapter3:
|
|
if (isGameFlagSet(kGameFlag86) && !isGameFlagSet(kGameFlag3386))
|
|
setGameFlag(kGameFlag3386);
|
|
if (isGameFlagSet(kGameFlag87) && !isGameFlagSet(kGameFlag3387))
|
|
setGameFlag(kGameFlag3387);
|
|
if (isGameFlagSet(kGameFlag88) && !isGameFlagSet(kGameFlag3388))
|
|
setGameFlag(kGameFlag3388);
|
|
|
|
if (areGameFlagsSet(kGameFlag3386, kGameFlag3388) && !isGameFlagSet(kGameFlag3389)) {
|
|
unlockAchievement("ASYLUM_DANCE");
|
|
setGameFlag(kGameFlag3389);
|
|
}
|
|
break;
|
|
|
|
case kChapter5:
|
|
if (!isGameFlagSet(kGameFlag3351) && areGameFlagsSet(kGameFlag284, kGameFlag289)) {
|
|
unlockAchievement("ASYLUM_PASSWORD");
|
|
setGameFlag(kGameFlag3351);
|
|
}
|
|
break;
|
|
|
|
case kChapter6:
|
|
if (!isGameFlagSet(kGameFlag3754) && isGameFlagSet(kGameFlagSolveHiveMachine) && !isGameFlagSet(kGameFlag3755)) {
|
|
unlockAchievement("ASYLUM_MELODY");
|
|
setGameFlag(kGameFlag3755);
|
|
}
|
|
break;
|
|
|
|
case kChapter8:
|
|
if (!isGameFlagSet(kGameFlag3842) && areGameFlagsSet(kGameFlag3810, kGameFlag3823)) {
|
|
unlockAchievement("ASYLUM_SOCIAL");
|
|
setGameFlag(kGameFlag3842);
|
|
}
|
|
|
|
if (!isGameFlagSet(kGameFlag3843) && isGameFlagSet(kGameFlag899)) {
|
|
unlockAchievement("ASYLUM_SORT");
|
|
setGameFlag(kGameFlag3843);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Save/Load
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AsylumEngine::canLoadGameStateCurrently() {
|
|
return (!checkGameVersion("Demo")
|
|
&& (_handler == _scene || _handler == _menu)
|
|
&& !speech()->getSoundResourceId());
|
|
}
|
|
|
|
bool AsylumEngine::canSaveGameStateCurrently() {
|
|
return (!checkGameVersion("Demo")
|
|
&& (_handler == _scene)
|
|
&& !speech()->getSoundResourceId());
|
|
}
|
|
|
|
bool AsylumEngine::canSaveAutosaveCurrently() {
|
|
return canSaveGameStateCurrently()
|
|
&& (scene()->getActor()->getStatus() == kActorStatusEnabled);
|
|
}
|
|
|
|
Common::Error AsylumEngine::loadGameState(int slot) {
|
|
savegame()->loadList();
|
|
savegame()->setIndex(slot);
|
|
if (savegame()->hasSavegame(slot))
|
|
return startGame(savegame()->getScenePack(), AsylumEngine::kStartGameLoad) ? Common::kNoError : Common::kReadingFailed;
|
|
else
|
|
return Common::kReadingFailed;
|
|
}
|
|
|
|
Common::Error AsylumEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
|
|
savegame()->loadList();
|
|
savegame()->setIndex(slot);
|
|
savegame()->setName(slot, desc);
|
|
savegame()->save();
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// Misc
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AsylumEngine::rectContains(const int16 (*rectPtr)[4], const Common::Point &p) const {
|
|
return ((*rectPtr)[0] <= p.x) && (p.x < (*rectPtr)[2]) && ((*rectPtr)[1] <= p.y) && (p.y < (*rectPtr)[3]);
|
|
}
|
|
|
|
} // namespace Asylum
|