mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-17 07:07:10 +00:00
d1ff236f3c
svn-id: r11017
235 lines
6.0 KiB
C++
235 lines
6.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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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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* 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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* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "queen/command.h"
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#include "queen/cutaway.h"
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#include "queen/display.h"
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#include "queen/graphics.h"
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#include "queen/input.h"
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#include "queen/queen.h"
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#include "queen/sound.h"
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#include "queen/talk.h"
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#include "queen/walk.h"
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extern uint16 _debugLevel;
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#ifdef _WIN32_WCE
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extern bool toolbar_drawn;
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extern bool draw_keyboard;
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#endif
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static const GameSettings queen_settings[] = {
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/* Flight of the Amazon Queen */
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{ "queen", "Flight of the Amazon Queen", MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "queen.1" },
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{ "queencomp", "Flight of the Amazon Queen", MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "queen.1c" },
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{ NULL, NULL, MDT_NONE, 0, NULL}
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};
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GameList Engine_QUEEN_gameList() {
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const GameSettings *g = queen_settings;
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GameList games;
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while (g->gameName)
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games.push_back(*g++);
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return games;
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}
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GameList Engine_QUEEN_detectGames(const FSList &fslist) {
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GameList detectedGames;
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const GameSettings *g = &queen_settings[0];
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while(g->detectname) {
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// Iterate over all files in the given directory
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for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp(g->detectname, gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(*g);
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break;
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}
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}
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g++;
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}
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return detectedGames;
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}
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Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst) {
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return new Queen::QueenEngine(detector, syst);
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}
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REGISTER_PLUGIN("Flight of the Amazon Queen", Engine_QUEEN_gameList, Engine_QUEEN_create, Engine_QUEEN_detectGames);
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namespace Queen {
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QueenEngine::QueenEngine(GameDetector *detector, OSystem *syst)
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: Engine(detector, syst) {
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if (!_mixer->bindToSystem(syst))
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warning("Sound initialisation failed.");
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_mixer->setVolume(ConfMan.getInt("sfx_volume"));
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_debugMode = ConfMan.hasKey("debuglevel");
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_debugLevel = ConfMan.getInt("debuglevel");
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_detector = detector;
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_fastMode = 0;
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_system->init_size(320, 200);
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}
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QueenEngine::~QueenEngine() {
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delete _resource;
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delete _display;
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delete _logic;
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delete _graphics;
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delete _input;
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}
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void QueenEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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void QueenEngine::roomChanged() {
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// queen.c function SETUP_ROOM, lines 398-428
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// This function uses lots of variables in logic, but we can't move it to
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// logic because that would cause a circular dependency between Cutaway and
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// Logic... :-(
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if (_logic->currentRoom() == 7) {
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warning("Room 7 not yet handled!");
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// XXX R_MAP();
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// XXX fadeout(0,223);
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}
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else if (_logic->currentRoom() == 95 && _logic->gameState(VAR_INTRO_PLAYED) == 0) {
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_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_NOJOE, 100, 2, true);
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if (_resource->isDemo()) {
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if (_resource->exists("pclogo.cut"))
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_logic->playCutaway("pclogo.cut");
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else
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_logic->playCutaway("clogo.cut");
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}
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else {
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_logic->playCutaway("copy.cut");
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_logic->playCutaway("clogo.cut");
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// TODO enable talking for talkie version
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_logic->playCutaway("cdint.cut");
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// restore palette colors ranging from 144 to 256
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_graphics->loadPanel();
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_logic->playCutaway("cred.cut");
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}
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_logic->currentRoom(73);
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_logic->entryObj(584);
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_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 2, true);
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_logic->playCutaway("c70d.cut");
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_logic->gameState(VAR_INTRO_PLAYED, 1);
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_logic->inventorySetup();
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_logic->inventoryRefresh();
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}
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else {
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_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 1, false);
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}
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_display->mouseCursorShow(true); // _drawMouseFlag = 1;
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}
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void QueenEngine::go() {
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if (!_dump_file)
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_dump_file = stdout;
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initialise();
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_logic->oldRoom(0);
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_logic->newRoom(_logic->currentRoom());
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for (;;) {
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// queen.c lines 4080-4104
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if (_logic->newRoom() > 0) {
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_graphics->textClear(151, 151);
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_logic->update();
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_logic->oldRoom(_logic->currentRoom());
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_logic->currentRoom(_logic->newRoom());
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roomChanged();
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// XXX _logic->fullScreen(false);
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if (_logic->currentRoom() == _logic->newRoom()) {
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_logic->newRoom(0);
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}
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}
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else {
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if (_logic->joeWalk() == 2) {
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_logic->joeWalk(0);
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_logic->command()->executeCurrentAction(true);
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}
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else {
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if (_logic->command()->parse()) {
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_logic->command()->clear(true);
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}
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_logic->joeWalk(0);
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_logic->checkPlayer();
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}
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}
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break; // XXX don't loop yet
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}
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}
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void QueenEngine::initialise(void) {
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_resource = new Resource(_gameDataPath, _detector->_game.detectname);
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_display = new Display(_system);
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_input = new Input(_system);
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_graphics = new Graphics(_display, _input, _resource);
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_sound = Sound::giveSound(_mixer, _input, _resource, _resource->compression());
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_logic = new Logic(_resource, _graphics, _display, _input, _sound);
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_timer->installTimerProc(&timerHandler, 1000000 / 50, this); //call 50 times per second
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}
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void QueenEngine::timerHandler(void *ptr) {
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((QueenEngine *)ptr)->gotTimerTick();
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}
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void QueenEngine::gotTimerTick() {
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_display->handleTimer();
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}
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} // End of namespace Queen
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