scummvm/engines/mutationofjb/mutationofjb.cpp
Ľubomír Remák d556890673 MUTATIONOFJB: Add support for combining items.
Introduce game screen and game widget.
Add status bar to show currently hovered and picked items.
Load hardcoded strings from game executable.
2018-10-28 13:08:41 +01:00

248 lines
7.2 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 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),
_console(nullptr),
_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 = Common::String::format("%s.%03d", _targetName.c_str(), 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) {
const Common::String saveName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
Common::OutSaveFile *const saveFile = g_system->getSavefileManager()->openForSaving(saveName);
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);
_console = 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.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) ||
event.kbd.ascii == '~' || event.kbd.ascii == '#') {
_console->attach();
}
if (event.kbd.keycode == Common::KEYCODE_F5 && event.kbd.hasFlags(0)) {
openMainMenuDialog();
}
break;
}
default:
break;
}
if (_currentScreen)
_currentScreen->handleEvent(event);
}
_console->onFrame();
_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;
}
}