scummvm/engines/mutationofjb/mutationofjb.cpp
Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
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
2020-02-16 15:44:28 -08:00

242 lines
6.9 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/error.h"
#include "common/system.h"
#include "common/events.h"
#include "common/fs.h"
#include "common/savefile.h"
#include "graphics/screen.h"
#include "graphics/cursorman.h"
#include "engines/util.h"
#include "mutationofjb/mutationofjb.h"
#include "mutationofjb/game.h"
#include "mutationofjb/gamedata.h"
#include "mutationofjb/gamescreen.h"
#include "mutationofjb/debug.h"
#include "mutationofjb/room.h"
namespace MutationOfJB {
MutationOfJBEngine::MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst),
_gameDesc(gameDesc),
_screen(nullptr),
_game(nullptr),
_mapObjectId(0),
_cursorState(CURSOR_IDLE),
_currentScreen(nullptr) {
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "data");
}
MutationOfJBEngine::~MutationOfJBEngine() {}
void MutationOfJBEngine::setupCursor() {
const uint8 cursor[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
updateCursorPalette();
CursorMan.disableCursorPalette(true);
CursorMan.pushCursor(cursor, 15, 15, 7, 7, 0);
CursorMan.showMouse(true);
}
void MutationOfJBEngine::updateCursorPalette() {
if (_cursorState == CURSOR_OFF) {
return;
}
const uint8 white[] = {0xFF, 0xFF, 0xFF};
const uint8 blue[] = {0x00, 0xFF, 0xC3};
_screen->setPalette(_cursorState == CURSOR_ACTIVE ? blue : white, 0xFF, 1);
}
Graphics::Screen *MutationOfJBEngine::getScreen() const {
return _screen;
}
Game &MutationOfJBEngine::getGame() {
return *_game;
}
void MutationOfJBEngine::setCursorState(CursorState cursorState) {
if (_cursorState == cursorState) {
return;
}
_cursorState = cursorState;
updateCursorPalette();
}
bool MutationOfJBEngine::hasFeature(Engine::EngineFeature f) const {
if (f == kSupportsLoadingDuringRuntime || f == kSupportsSavingDuringRuntime) {
return true;
}
return false;
}
bool MutationOfJBEngine::canLoadGameStateCurrently() {
return _game->loadSaveAllowed();
}
Common::Error MutationOfJBEngine::loadGameState(int slot) {
const Common::String saveName = getSaveStateName(slot);
Common::InSaveFile *const saveFile = g_system->getSavefileManager()->openForLoading(saveName);
if (!saveFile)
return Common::kReadingFailed;
Common::Serializer sz(saveFile, nullptr);
SaveHeader saveHdr;
saveHdr.sync(sz);
_game->getGameData().saveLoadWithSerializer(sz);
delete saveFile;
_game->changeScene(_game->getGameData()._currentScene, _game->getGameData()._partB);
_game->getGameScreen().markDirty();
return Common::kNoError;
}
bool MutationOfJBEngine::canSaveGameStateCurrently() {
return _game->loadSaveAllowed();
}
Common::Error MutationOfJBEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
Common::OutSaveFile *const saveFile = g_system->getSavefileManager()->openForSaving(
getSaveStateName(slot));
if (!saveFile)
return Common::kWritingFailed;
Common::Serializer sz(nullptr, saveFile);
SaveHeader saveHdr;
saveHdr._description = desc;
saveHdr.sync(sz);
_game->getGameData().saveLoadWithSerializer(sz);
saveFile->finalize();
delete saveFile;
return Common::kNoError;
}
const ADGameDescription *MutationOfJBEngine::getGameDescription() const {
return _gameDesc;
}
Common::Error MutationOfJBEngine::run() {
initGraphics(320, 200);
setDebugger(new Console(this));
_screen = new Graphics::Screen();
_game = new Game(this);
_currentScreen = &_game->getGameScreen();
setupCursor();
if (ConfMan.hasKey("save_slot")) {
const Common::Error err = loadGameState(ConfMan.getInt("save_slot"));
if (err.getCode() != Common::kNoError)
return err;
} else {
_game->changeScene(13, false); // Initial scene.
}
while (!shouldQuit()) {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN: {
if (event.kbd.keycode == Common::KEYCODE_F5 && event.kbd.hasFlags(0)) {
openMainMenuDialog();
}
break;
}
default:
break;
}
if (_currentScreen)
_currentScreen->handleEvent(event);
}
_game->update();
if (_currentScreen)
_currentScreen->update();
_system->delayMillis(10);
_screen->update();
}
return Common::kNoError;
}
bool SaveHeader::sync(Common::Serializer &sz) {
const uint32 SAVE_MAGIC_NUMBER = MKTAG('M', 'O', 'J', 'B');
const uint32 SAVE_FILE_VERSION = 1;
if (sz.isLoading()) {
uint32 magic = 0;
sz.syncAsUint32BE(magic);
if (magic != SAVE_MAGIC_NUMBER) {
warning("Invalid save");
return false;
}
} else {
uint32 magic = SAVE_MAGIC_NUMBER;
sz.syncAsUint32BE(magic);
}
sz.syncVersion(SAVE_FILE_VERSION);
sz.syncString(_description);
return true;
}
}