mirror of
https://github.com/libretro/scummvm.git
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d556890673
Introduce game screen and game widget. Add status bar to show currently hovered and picked items. Load hardcoded strings from game executable.
248 lines
7.2 KiB
C++
248 lines
7.2 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.h"
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#include "common/error.h"
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#include "common/system.h"
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#include "common/events.h"
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#include "common/fs.h"
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#include "common/savefile.h"
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#include "graphics/screen.h"
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#include "graphics/cursorman.h"
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#include "engines/util.h"
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#include "mutationofjb/mutationofjb.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/gamescreen.h"
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#include "mutationofjb/debug.h"
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#include "mutationofjb/room.h"
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namespace MutationOfJB {
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MutationOfJBEngine::MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc)
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: Engine(syst),
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_gameDesc(gameDesc),
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_console(nullptr),
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_screen(nullptr),
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_game(nullptr),
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_mapObjectId(0),
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_cursorState(CURSOR_IDLE),
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_currentScreen(nullptr) {
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "data");
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}
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MutationOfJBEngine::~MutationOfJBEngine() {}
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void MutationOfJBEngine::setupCursor() {
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const uint8 cursor[] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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};
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updateCursorPalette();
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CursorMan.disableCursorPalette(true);
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CursorMan.pushCursor(cursor, 15, 15, 7, 7, 0);
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CursorMan.showMouse(true);
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}
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void MutationOfJBEngine::updateCursorPalette() {
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if (_cursorState == CURSOR_OFF) {
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return;
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}
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const uint8 white[] = {0xFF, 0xFF, 0xFF};
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const uint8 blue[] = {0x00, 0xFF, 0xC3};
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_screen->setPalette(_cursorState == CURSOR_ACTIVE ? blue : white, 0xFF, 1);
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}
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Graphics::Screen *MutationOfJBEngine::getScreen() const {
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return _screen;
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}
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Game &MutationOfJBEngine::getGame() {
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return *_game;
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}
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void MutationOfJBEngine::setCursorState(CursorState cursorState) {
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if (_cursorState == cursorState) {
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return;
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}
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_cursorState = cursorState;
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updateCursorPalette();
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}
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bool MutationOfJBEngine::hasFeature(Engine::EngineFeature f) const {
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if (f == kSupportsLoadingDuringRuntime || f == kSupportsSavingDuringRuntime) {
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return true;
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}
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return false;
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}
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bool MutationOfJBEngine::canLoadGameStateCurrently() {
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return _game->loadSaveAllowed();
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}
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Common::Error MutationOfJBEngine::loadGameState(int slot) {
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const Common::String saveName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
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Common::InSaveFile *const saveFile = g_system->getSavefileManager()->openForLoading(saveName);
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if (!saveFile)
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return Common::kReadingFailed;
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Common::Serializer sz(saveFile, nullptr);
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SaveHeader saveHdr;
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saveHdr.sync(sz);
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_game->getGameData().saveLoadWithSerializer(sz);
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delete saveFile;
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_game->changeScene(_game->getGameData()._currentScene, _game->getGameData()._partB);
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_game->getGameScreen().markDirty();
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return Common::kNoError;
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}
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bool MutationOfJBEngine::canSaveGameStateCurrently() {
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return _game->loadSaveAllowed();
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}
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Common::Error MutationOfJBEngine::saveGameState(int slot, const Common::String &desc) {
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const Common::String saveName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
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Common::OutSaveFile *const saveFile = g_system->getSavefileManager()->openForSaving(saveName);
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if (!saveFile)
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return Common::kWritingFailed;
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Common::Serializer sz(nullptr, saveFile);
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SaveHeader saveHdr;
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saveHdr._description = desc;
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saveHdr.sync(sz);
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_game->getGameData().saveLoadWithSerializer(sz);
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saveFile->finalize();
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delete saveFile;
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return Common::kNoError;
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}
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const ADGameDescription *MutationOfJBEngine::getGameDescription() const {
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return _gameDesc;
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}
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Common::Error MutationOfJBEngine::run() {
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initGraphics(320, 200);
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_console = new Console(this);
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_screen = new Graphics::Screen();
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_game = new Game(this);
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_currentScreen = &_game->getGameScreen();
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setupCursor();
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if (ConfMan.hasKey("save_slot")) {
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const Common::Error err = loadGameState(ConfMan.getInt("save_slot"));
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if (err.getCode() != Common::kNoError)
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return err;
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} else {
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_game->changeScene(13, false); // Initial scene.
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}
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while (!shouldQuit()) {
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN: {
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if ((event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) ||
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event.kbd.ascii == '~' || event.kbd.ascii == '#') {
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_console->attach();
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}
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if (event.kbd.keycode == Common::KEYCODE_F5 && event.kbd.hasFlags(0)) {
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openMainMenuDialog();
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}
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break;
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}
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default:
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break;
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}
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if (_currentScreen)
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_currentScreen->handleEvent(event);
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}
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_console->onFrame();
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_game->update();
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if (_currentScreen)
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_currentScreen->update();
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_system->delayMillis(10);
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_screen->update();
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}
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return Common::kNoError;
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}
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bool SaveHeader::sync(Common::Serializer &sz) {
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const uint32 SAVE_MAGIC_NUMBER = MKTAG('M', 'O', 'J', 'B');
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const uint32 SAVE_FILE_VERSION = 1;
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if (sz.isLoading()) {
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uint32 magic = 0;
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sz.syncAsUint32BE(magic);
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if (magic != SAVE_MAGIC_NUMBER) {
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warning("Invalid save");
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return false;
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}
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} else {
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uint32 magic = SAVE_MAGIC_NUMBER;
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sz.syncAsUint32BE(magic);
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}
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sz.syncVersion(SAVE_FILE_VERSION);
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sz.syncString(_description);
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return true;
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}
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}
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