mirror of
https://github.com/libretro/scummvm.git
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225 lines
5.6 KiB
C++
225 lines
5.6 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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Labyrinth of Time code with assistance of
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*
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* Copyright (c) 1993 Terra Nova Development
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* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
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*
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*/
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/error.h"
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#include "common/file.h"
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#include "engines/util.h"
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#include "lab/lab.h"
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#include "lab/anim.h"
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#include "lab/console.h"
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#include "lab/dispman.h"
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#include "lab/eventman.h"
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#include "lab/image.h"
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#include "lab/interface.h"
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#include "lab/music.h"
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#include "lab/processroom.h"
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#include "lab/resource.h"
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#include "lab/speciallocks.h"
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#include "lab/utils.h"
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namespace Lab {
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LabEngine::LabEngine(OSystem *syst, const ADGameDescription *gameDesc)
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: Engine(syst), _gameDescription(gameDesc), _extraGameFeatures(0) {
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_lastWaitTOFTicks = 0;
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_isHiRes = false;
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_roomNum = -1;
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for (int i = 0; i < MAX_CRUMBS; i++) {
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_breadCrumbs[i]._crumbRoomNum = 0;
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_breadCrumbs[i]._crumbDirection = kDirectionNorth;
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}
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_numCrumbs = 0;
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_droppingCrumbs = false;
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_followingCrumbs = false;
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_followCrumbsFast = false;
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_isCrumbTurning = false;
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_isCrumbWaiting = false;
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_noUpdateDiff = false;
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_quitLab = false;
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_mainDisplay = true;
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_numInv = 0;
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_manyRooms = 0;
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_direction = 0;
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_highestCondition = 0;
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_crumbTimestamp = 0;
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_maxRooms = 0;
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_event = nullptr;
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_interface = nullptr;
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_resource = nullptr;
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_music = nullptr;
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_anim = nullptr;
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_closeDataPtr = nullptr;
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_conditions = nullptr;
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_graphics = nullptr;
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_rooms = nullptr;
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_roomsFound = nullptr;
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_specialLocks = nullptr;
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_utils = nullptr;
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_journalBackImage = nullptr;
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_lastTooLong = false;
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_alternate = false;
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for (int i = 0; i < 20; i++)
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_moveImages[i] = nullptr;
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for (int i = 0; i < 10; i++)
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_invImages[i] = nullptr;
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_curFileName = " ";
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_msgFont = nullptr;
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_inventory = nullptr;
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_imgMap = nullptr;
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_imgRoom = nullptr;
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_imgUpArrowRoom = nullptr;
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_imgDownArrowRoom = nullptr;
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_imgBridge = nullptr;
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_imgHRoom = nullptr;
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_imgVRoom = nullptr;
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_imgMaze = nullptr;
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_imgHugeMaze = nullptr;
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_imgPath = nullptr;
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for (int i = 0; i < 4; i++)
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_imgMapX[i] = nullptr;
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_maps = nullptr;
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_blankJournal = nullptr;
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_journalFont = nullptr;
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_journalPage = 0;
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_lastPage = false;
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_monitorPage = 0;
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_monitorTextFilename = "";
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_monitorButton = nullptr;
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_monitorButtonHeight = 1;
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for (int i = 0; i < 20; i++)
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_highPalette[i] = 0;
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_introPlaying = false;
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "game", 0, 4);
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}
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LabEngine::~LabEngine() {
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freeMapData();
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delete[] _rooms;
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delete[] _inventory;
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delete _conditions;
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delete _roomsFound;
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delete _event;
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delete _interface;
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delete _resource;
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delete _music;
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delete _anim;
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delete _graphics;
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delete _specialLocks;
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delete _utils;
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delete _journalBackImage;
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}
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Common::Error LabEngine::run() {
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if (getFeatures() & GF_LOWRES)
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initGraphics(320, 200);
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else
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initGraphics(640, 480);
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_interface = new Interface(this);
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_event = new EventManager(this);
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_resource = new Resource(this);
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_music = new Music(this);
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_graphics = new DisplayMan(this);
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_anim = new Anim(this);
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_specialLocks = new SpecialLocks(this);
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_utils = new Utils(this);
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setDebugger(new Console(this));
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_journalBackImage = new Image(this);
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go();
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return Common::kNoError;
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}
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void LabEngine::drawStaticMessage(byte index) {
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_graphics->drawMessage(_resource->getStaticText((StaticText)index), false);
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}
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void LabEngine::changeVolume(int delta) {
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int sfxPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType);
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int musicPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType);
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int sfxNew = (delta > 0) ? MIN<int>(sfxPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX<int>(sfxPrev - 10, 0);
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int musicNew = (delta > 0) ? MIN<int>(musicPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX<int>(musicPrev - 10, 0);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, sfxNew);
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, musicNew);
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}
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void LabEngine::waitTOF() {
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_graphics->screenUpdate();
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uint32 now;
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for (now = _system->getMillis(); now - _lastWaitTOFTicks <= 0xF; now = _system->getMillis() )
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_system->delayMillis(_lastWaitTOFTicks - now + 17);
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_lastWaitTOFTicks = now;
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}
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void LabEngine::updateEvents() {
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_event->processInput();
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_interface->handlePressedButton();
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}
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Common::Error LabEngine::loadGameState(int slot) {
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bool result = loadGame(slot);
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return (result) ? Common::kNoError : Common::kUserCanceled;
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}
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Common::Error LabEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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bool result = saveGame(slot, desc);
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return (result) ? Common::kNoError : Common::kUserCanceled;
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}
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bool LabEngine::canLoadGameStateCurrently() {
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return !_introPlaying;
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}
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bool LabEngine::canSaveGameStateCurrently() {
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return !_introPlaying;
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}
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} // End of namespace Lab
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