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authorWillem Jan Palenstijn2015-07-22 22:37:40 +0200
committerWillem Jan Palenstijn2015-07-22 22:43:42 +0200
commit6ec9c81b575f13b2c4b30aeac592ebf2557b5890 (patch)
tree503d50902bad2d800165593039d08d5ccf0c98ab /engines/scumm/scumm.cpp
parent5ec05f6b647c5ea41418be7ed19ad381f97cabd8 (diff)
parent4e5c8d35f7e133e2e72a846fdbd54900c91eeb73 (diff)
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Merge branch 'master' into mm
Conflicts: engines/access/access.cpp engines/access/asurface.h engines/access/bubble_box.cpp engines/access/bubble_box.h engines/access/martian/martian_game.cpp engines/access/player.cpp engines/access/player.h engines/access/resources.cpp engines/access/screen.cpp engines/access/screen.h engines/access/sound.cpp engines/access/sound.h
Diffstat (limited to 'engines/scumm/scumm.cpp')
-rw-r--r--engines/scumm/scumm.cpp52
1 files changed, 48 insertions, 4 deletions
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index 6040344c2c..24d676a1ff 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -316,6 +316,7 @@ ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr)
_NES_lastTalkingActor = 0;
_NES_talkColor = 0;
_keepText = false;
+ _msgCount = 0;
_costumeLoader = NULL;
_costumeRenderer = NULL;
_2byteFontPtr = 0;
@@ -1904,7 +1905,7 @@ void ScummEngine::setupMusic(int midi) {
// EGA/VGA. However, we support multi MIDI for that game and we cannot
// support this with the Player_AD code at the moment. The reason here
// is that multi MIDI is supported internally by our iMuse output.
- _musicEngine = new Player_AD(this, _mixer);
+ _musicEngine = new Player_AD(this);
} else if (_game.version >= 3 && _game.heversion <= 62) {
MidiDriver *nativeMidiDriver = 0;
MidiDriver *adlibMidiDriver = 0;
@@ -2597,9 +2598,52 @@ void ScummEngine_v90he::runBootscript() {
}
#endif
-void ScummEngine::startManiac() {
- debug(0, "stub startManiac()");
- displayMessage(0, "%s", _("Usually, Maniac Mansion would start now. But ScummVM doesn't do that yet. To play it, go to 'Add Game' in the ScummVM start menu and select the 'Maniac' directory inside the Tentacle game directory."));
+bool ScummEngine::startManiac() {
+ Common::String currentPath = ConfMan.get("path");
+ Common::String maniacTarget;
+
+ if (!ConfMan.hasKey("easter_egg")) {
+ // Look for a game with a game path pointing to a 'Maniac' directory
+ // as a subdirectory to the current game.
+ Common::ConfigManager::DomainMap::iterator iter = ConfMan.beginGameDomains();
+ for (; iter != ConfMan.endGameDomains(); ++iter) {
+ Common::ConfigManager::Domain &dom = iter->_value;
+ Common::String path = dom.getVal("path");
+
+ if (path.hasPrefix(currentPath)) {
+ path.erase(0, currentPath.size() + 1);
+ if (path.equalsIgnoreCase("maniac")) {
+ maniacTarget = iter->_key;
+ break;
+ }
+ }
+ }
+ } else {
+ maniacTarget = ConfMan.get("easter_egg");
+ }
+
+ if (!maniacTarget.empty()) {
+ // Request a temporary save game to be made.
+ _saveLoadFlag = 1;
+ _saveLoadSlot = 100;
+ _saveTemporaryState = true;
+
+ // Set up the chanined games to Maniac Mansion, and then back
+ // to the current game again with that save slot.
+ ChainedGamesMan.push(maniacTarget);
+ ChainedGamesMan.push(ConfMan.getActiveDomainName(), 100);
+
+ // Force a return to the launcher. This will start the first
+ // chained game.
+ Common::EventManager *eventMan = g_system->getEventManager();
+ Common::Event event;
+ event.type = Common::EVENT_RTL;
+ eventMan->pushEvent(event);
+ return true;
+ } else {
+ displayMessage(0, "%s", _("Usually, Maniac Mansion would start now. But for that to work, the game files for Maniac Mansion have to be in the 'Maniac' directory inside the Tentacle game directory, and the game has to be added to ScummVM."));
+ return false;
+ }
}
#pragma mark -