scummvm/engines/cge/cge.cpp
athrxx bd1dbecde9 TTS: (ENGINES) - add support for tts enable function
The new option only works as intended if the engine that have TTS support apply their own settings. It cannot be globally implemented before and after runGame(), since the engines don't all use the same config manager variables (sometimes "tts_enabled_speech", "tts_enabled" or "tts_narrator, sometimes more than one of these).
2022-04-26 21:08:41 +03:00

259 lines
6.2 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/text-to-speech.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "gui/message.h"
#include "cge/cge.h"
#include "cge/vga13h.h"
#include "cge/cge_main.h"
#include "cge/talk.h"
#include "cge/text.h"
#include "cge/walk.h"
namespace CGE {
const int CGEEngine::_maxSceneArr[5] = {1, 8, 16, 23, 24};
CGEEngine::CGEEngine(OSystem *syst, const ADGameDescription *gameDescription)
: Engine(syst), _gameDescription(gameDescription), _randomSource("cge") {
_bitmapPalette = nullptr;
_pocLight = nullptr;
_keyboard = nullptr;
_mouse = nullptr;
_sprite = nullptr;
_miniScene = nullptr;
_shadow = nullptr;
_horzLine = nullptr;
_infoLine = nullptr;
_debugLine = nullptr;
_sceneLight = nullptr;
_commandHandler = nullptr;
_commandHandlerTurbo = nullptr;
_eventManager = nullptr;
_fx = nullptr;
_sound = nullptr;
_resman = nullptr;
for (int i = 0; i < 8; i++)
_pocket[i] = nullptr;
_hero = nullptr;
_text = nullptr;
_talk = nullptr;
_midiPlayer = nullptr;
_miniShp = nullptr;
_miniShpList = nullptr;
_sprTv = nullptr;
_sprK1 = nullptr;
_sprK2 = nullptr;
_sprK3 = nullptr;
_font = nullptr;
_vga = nullptr;
_sys = nullptr;
_quitFlag = false;
_showBoundariesFl = false;
_music = true;
_dark = false;
_game = false;
_endGame = false;
for (int i = 0; i < 4; i++)
_flag[i] = false;
_startupMode = 1;
_oldLev = 0;
_pocPtr = 0;
_startGameSlot = -1;
_recentStep = -2;
_lastFrame = 0;
_lastTick = 0;
_maxScene = 0;
_now = 1;
_lev = -1;
_mode = 0;
_gameCase2Cpt = 0;
_offUseCount = 0;
_volume[0] = 0;
_volume[1] = 0;
for (int i = 0; i < kPocketNX; i++)
_pocref[i] = -1;
initSceneValues();
}
void CGEEngine::initSceneValues() {
for (int i = 0; i < kSceneMax; i++) {
_heroXY[i].x = 0;
_heroXY[i].y = 0;
}
for (int i = 0; i < kSceneMax + 1; i++) {
_barriers[i]._horz = 0xFF;
_barriers[i]._vert = 0xFF;
}
}
void CGEEngine::init() {
debugC(1, kCGEDebugEngine, "CGEEngine::init()");
// Initialize fields
_hero = nullptr;
_shadow = nullptr;
_miniScene = nullptr;
_miniShp = nullptr;
_miniShpList = nullptr;
_sprite = nullptr;
_resman = new ResourceManager();
// Create debugger console
setDebugger(new CGEConsole(this));
// Initialize engine objects
_font = new Font(this, "CGE");
_text = new Text(this, "CGE");
_talk = nullptr;
_vga = new Vga(this);
_sys = new System(this);
_pocLight = new PocLight(this);
for (int i = 0; i < kPocketNX; i++)
_pocket[i] = nullptr;
_horzLine = new HorizLine(this);
_infoLine = new InfoLine(this, kInfoW);
_sceneLight = new SceneLight(this);
_debugLine = new InfoLine(this, kScrWidth);
_commandHandler = new CommandHandler(this, false);
_commandHandlerTurbo = new CommandHandler(this, true);
_midiPlayer = new MusicPlayer(this);
_mouse = new Mouse(this);
_keyboard = new Keyboard(this);
_eventManager = new EventManager(this);
_fx = new Fx(this, 16); // must precede SOUND!!
_sound = new Sound(this);
_offUseCount = atoi(_text->getText(kOffUseCount));
_startGameSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr)
ttsMan->enable(ConfMan.getBool("tts_enabled"));
}
void CGEEngine::deinit() {
// Delete engine objects
delete _vga;
delete _sys;
delete _sprite;
delete _miniScene;
delete _shadow;
delete _horzLine;
delete _infoLine;
delete _sceneLight;
delete _debugLine;
delete _text;
delete _pocLight;
delete _keyboard;
delete _mouse;
delete _eventManager;
delete _sound;
delete _fx;
delete _midiPlayer;
delete _font;
delete _commandHandler;
delete _commandHandlerTurbo;
delete _hero;
delete _resman;
if (_miniShpList) {
for (int i = 0; _miniShpList[i]; ++i)
delete _miniShpList[i];
delete[] _miniShpList;
}
}
CGEEngine::~CGEEngine() {
debugC(1, kCGEDebugEngine, "CGEEngine::~CGEEngine()");
}
Common::Error CGEEngine::run() {
debugC(1, kCGEDebugEngine, "CGEEngine::run()");
if (_gameDescription->flags & ADGF_DEMO) {
warning("Demos of Soltys are not supported.\nPlease get a free version on ScummVM download page");
return Common::kUnsupportedGameidError;
}
// Initialize graphics using following:
initGraphics(kScrWidth, kScrHeight);
// Setup necessary game objects
init();
// Run the game
cge_main();
// If game is finished, display ending message
if (_flag[3]) {
Common::String msg = Common::String(_text->getText(kSayTheEnd));
if (!msg.empty()) {
g_system->delayMillis(10);
GUI::MessageDialog dialog(msg);
dialog.runModal();
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr && ConfMan.getBool("tts_enabled")) {
ttsMan->say(msg);
}
}
}
// Remove game objects
deinit();
return Common::kNoError;
}
bool CGEEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool CGEEngine::canLoadGameStateCurrently() {
return (_startupMode == 0) && _mouse->_active;
}
bool CGEEngine::canSaveGameStateCurrently() {
return (_startupMode == 0) && _mouse->_active &&
_commandHandler->idle() && !_hero->_flags._hide;
}
} // End of namespace CGE