mirror of
https://github.com/libretro/scummvm.git
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9f175c4053
This removes filename methods when it matched the Engine method. Secondly, ensuring there was an overriden getSaveStateName method for engines that didn't do the standard target.00x save filenames
216 lines
6.1 KiB
C++
216 lines
6.1 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 "mads/mads.h"
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#include "mads/game.h"
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#include "mads/screen.h"
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#include "mads/msurface.h"
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#include "mads/resources.h"
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#include "mads/sound.h"
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#include "mads/sprites.h"
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namespace MADS {
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MADSEngine::MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc) :
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_gameDescription(gameDesc), Engine(syst), _randomSource("MADS") {
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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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// Initialize game/engine options
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_easyMouse = true;
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_invObjectsAnimated = true;
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_textWindowStill = false;
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_screenFade = SCREEN_FADE_SMOOTH;
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_musicFlag = true;
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_soundFlag = true;
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_dithering = false;
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_disableFastwalk = false;
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_dialogs = nullptr;
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_events = nullptr;
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_font = nullptr;
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_game = nullptr;
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_gameConv = nullptr;
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_palette = nullptr;
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_resources = nullptr;
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_sound = nullptr;
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_audio = nullptr;
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_screen = nullptr;
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}
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MADSEngine::~MADSEngine() {
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delete _dialogs;
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delete _events;
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delete _font;
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Font::deinit();
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delete _game;
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delete _gameConv;
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delete _palette;
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delete _resources;
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delete _sound;
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delete _audio;
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//_debugger Debugger is deleted by Engine
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_mixer->stopAll();
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}
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void MADSEngine::initialize() {
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// Initial sub-system engine references
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MSurface::setVm(this);
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MSprite::setVm(this);
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Resources::init(this);
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Conversation::init(this);
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_debugger = new Debugger(this);
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setDebugger(_debugger);
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_dialogs = Dialogs::init(this);
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_events = new EventsManager(this);
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_palette = new Palette(this);
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Font::init(this);
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_font = new Font();
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_screen = new Screen();
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_sound = new SoundManager(this, _mixer);
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_audio = new AudioPlayer(_mixer, getGameID());
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_game = Game::init(this);
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_gameConv = new GameConversations(this);
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loadOptions();
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_screen->clear();
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}
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void MADSEngine::loadOptions() {
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if (ConfMan.hasKey("EasyMouse"))
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_easyMouse = ConfMan.getBool("EasyMouse");
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if (ConfMan.hasKey("mute") && ConfMan.getBool("mute")) {
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_soundFlag = false;
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_musicFlag = false;
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} else {
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_soundFlag = !ConfMan.hasKey("sfx_mute") || !ConfMan.getBool("sfx_mute");
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_musicFlag = !ConfMan.hasGameDomain("music_mute") || !ConfMan.getBool("music_mute");
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}
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if (ConfMan.hasKey("ScreenFade"))
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_screenFade = (ScreenFade)ConfMan.getInt("ScreenFade");
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//if (ConfMan.hasKey("GraphicsDithering"))
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// _dithering = ConfMan.getBool("GraphicsDithering");
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if (getGameID() == GType_RexNebular) {
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if (ConfMan.hasKey("InvObjectsAnimated"))
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_invObjectsAnimated = ConfMan.getBool("InvObjectsAnimated");
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if (ConfMan.hasKey("TextWindowStill"))
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_textWindowStill = !ConfMan.getBool("TextWindowAnimated");
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if (ConfMan.hasKey("NaughtyMode"))
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_game->setNaughtyMode(ConfMan.getBool("NaughtyMode"));
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}
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// Note: MADS is weird in that sfx and music are handled by the same driver,
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// and the game scripts themselves check for music being enabled before playing
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// a "music" sound. Which means we can independantly mute music in ScummVM, but
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// otherwise all sound, music and sfx, is controlled by the SFX volume slider.
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int soundVolume = MIN(255, ConfMan.getInt("sfx_volume"));
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_sound->setVolume(soundVolume);
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}
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void MADSEngine::saveOptions() {
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ConfMan.setBool("EasyMouse", _easyMouse);
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ConfMan.setInt("ScreenFade", (int)_screenFade);
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//ConfMan.setBool("GraphicsDithering", _dithering);
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ConfMan.setBool("mute", !_soundFlag && !_musicFlag);
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ConfMan.setBool("sfx_mute", !_soundFlag && _musicFlag);
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ConfMan.setBool("music_mute", _soundFlag && !_musicFlag);
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if (getGameID() == GType_RexNebular) {
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ConfMan.setBool("InvObjectsAnimated", _invObjectsAnimated);
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ConfMan.setBool("TextWindowAnimated", !_textWindowStill);
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ConfMan.setBool("NaughtyMode", _game->getNaughtyMode());
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}
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ConfMan.flushToDisk();
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}
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Common::Error MADSEngine::run() {
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initGraphics(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT);
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initialize();
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// Run the game
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_game->run();
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return Common::kNoError;
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}
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int MADSEngine::getRandomNumber(int maxNumber) {
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return _randomSource.getRandomNumber(maxNumber);
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}
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int MADSEngine::getRandomNumber(int minNumber, int maxNumber) {
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int range = maxNumber - minNumber;
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return minNumber + _randomSource.getRandomNumber(range);
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}
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int MADSEngine::hypotenuse(int xv, int yv) {
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return (int)sqrt((double)(xv * xv + yv * yv));
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}
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bool MADSEngine::canLoadGameStateCurrently() {
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return !_game->_winStatus && !_game->globals()[5]
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&& _dialogs->_pendingDialog == DIALOG_NONE
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&& _events->_cursorId != CURSOR_WAIT;
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}
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bool MADSEngine::canSaveGameStateCurrently() {
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return !_game->_winStatus && !_game->globals()[5]
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&& _dialogs->_pendingDialog == DIALOG_NONE
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&& _events->_cursorId != CURSOR_WAIT;
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}
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void MADSEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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loadOptions();
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}
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Common::Error MADSEngine::loadGameState(int slot) {
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_game->_loadGameSlot = slot;
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_game->_scene._currentSceneId = -1;
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_game->_currentSectionNumber = -1;
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return Common::kNoError;
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}
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Common::Error MADSEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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_game->saveGame(slot, desc);
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return Common::kNoError;
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}
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} // End of namespace MADS
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