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-rw-r--r--base/main.cpp28
-rw-r--r--engines/engine.cpp31
-rw-r--r--engines/engine.h28
-rw-r--r--engines/scumm/saveload.cpp2
-rw-r--r--engines/scumm/script_v6.cpp6
-rw-r--r--engines/scumm/scumm.cpp49
-rw-r--r--engines/scumm/scumm.h2
7 files changed, 136 insertions, 10 deletions
diff --git a/base/main.cpp b/base/main.cpp
index b5de7d94d2..0f5ebc7845 100644
--- a/base/main.cpp
+++ b/base/main.cpp
@@ -523,22 +523,42 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
}
#endif
+ // At this point, we usually return to the launcher. However, the
+ // game may have requested that one or more other games be "chained"
+ // to the current one, with optional save slots to start the games
+ // at. At the time of writing, this is used for the Maniac Mansion
+ // easter egg in Day of the Tentacle.
+
+ Common::String chainedGame;
+ int saveSlot = -1;
+
+ ChainedGamesMan.pop(chainedGame, saveSlot);
+
// Discard any command line options. It's unlikely that the user
// wanted to apply them to *all* games ever launched.
ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
- // Clear the active config domain
- ConfMan.setActiveDomain("");
+ if (!chainedGame.empty()) {
+ if (saveSlot != -1) {
+ ConfMan.setInt("save_slot", saveSlot, Common::ConfigManager::kTransientDomain);
+ }
+ // Start the chained game
+ ConfMan.setActiveDomain(chainedGame);
+ } else {
+ // Clear the active config domain
+ ConfMan.setActiveDomain("");
+ }
PluginManager::instance().loadAllPlugins(); // only for cached manager
-
} else {
GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
}
// reset the graphics to default
setupGraphics(system);
- launcherDialog();
+ if (0 == ConfMan.getActiveDomain()) {
+ launcherDialog();
+ }
}
PluginManager::instance().unloadAllPlugins();
PluginManager::destroy();
diff --git a/engines/engine.cpp b/engines/engine.cpp
index c63437f800..24008dd073 100644
--- a/engines/engine.cpp
+++ b/engines/engine.cpp
@@ -45,6 +45,7 @@
#include "common/taskbar.h"
#include "common/textconsole.h"
#include "common/translation.h"
+#include "common/singleton.h"
#include "backends/keymapper/keymapper.h"
@@ -101,6 +102,36 @@ static void defaultErrorHandler(const char *msg) {
}
}
+// Chained games manager
+
+ChainedGamesManager::ChainedGamesManager() {
+ clear();
+}
+
+void ChainedGamesManager::clear() {
+ _chainedGames.clear();
+}
+
+void ChainedGamesManager::push(const Common::String target, const int slot) {
+ Game game;
+ game.target = target;
+ game.slot = slot;
+ _chainedGames.push(game);
+}
+
+bool ChainedGamesManager::pop(Common::String &target, int &slot) {
+ if (_chainedGames.empty()) {
+ return false;
+ }
+ Game game = _chainedGames.pop();
+ target = game.target;
+ slot = game.slot;
+ return true;
+}
+
+namespace Common {
+DECLARE_SINGLETON(ChainedGamesManager);
+}
Engine::Engine(OSystem *syst)
: _system(syst),
diff --git a/engines/engine.h b/engines/engine.h
index e325cc1ba2..d3415d584c 100644
--- a/engines/engine.h
+++ b/engines/engine.h
@@ -27,6 +27,8 @@
#include "common/str.h"
#include "common/language.h"
#include "common/platform.h"
+#include "common/queue.h"
+#include "common/singleton.h"
class OSystem;
@@ -334,6 +336,32 @@ protected:
};
+// Chained games
+
+/**
+ * Singleton class which manages chained games. A chained game is one that
+ * starts automatically, optionally loading a saved game, instead of returning
+ * to the launcher.
+ */
+class ChainedGamesManager : public Common::Singleton<ChainedGamesManager> {
+private:
+ struct Game {
+ Common::String target;
+ int slot;
+ };
+
+ Common::Queue<Game> _chainedGames;
+
+public:
+ ChainedGamesManager();
+ void clear();
+ void push(const Common::String target, const int slot = -1);
+ bool pop(Common::String &target, int &slot);
+};
+
+/** Convenience shortcut for accessing the chained games manager. */
+#define ChainedGamesMan ChainedGamesManager::instance()
+
// FIXME: HACK for MidiEmu & error()
extern Engine *g_engine;
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp
index 0c0f6be73b..e5673c1803 100644
--- a/engines/scumm/saveload.cpp
+++ b/engines/scumm/saveload.cpp
@@ -149,7 +149,7 @@ void ScummEngine::requestSave(int slot, const Common::String &name) {
void ScummEngine::requestLoad(int slot) {
_saveLoadSlot = slot;
- _saveTemporaryState = false;
+ _saveTemporaryState = (slot == 100);
_saveLoadFlag = 2; // 2 for load
}
diff --git a/engines/scumm/script_v6.cpp b/engines/scumm/script_v6.cpp
index d2f4133f74..6c81f17f2f 100644
--- a/engines/scumm/script_v6.cpp
+++ b/engines/scumm/script_v6.cpp
@@ -2597,7 +2597,11 @@ void ScummEngine_v6::o6_kernelSetFunctions() {
fadeIn(args[1]);
break;
case 8:
- startManiac();
+ if (startManiac()) {
+ // This is so that the surprised exclamation happens
+ // after we return to the game again, not before.
+ o6_breakHere();
+ }
break;
case 9:
killAllScriptsExceptCurrent();
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index 6040344c2c..7d927b0cda 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -2597,9 +2597,52 @@ 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 = dom.getVal("gameid");
+ 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 -
diff --git a/engines/scumm/scumm.h b/engines/scumm/scumm.h
index 967909e505..30b4d61880 100644
--- a/engines/scumm/scumm.h
+++ b/engines/scumm/scumm.h
@@ -654,7 +654,7 @@ protected:
int getScriptSlot();
void startScene(int room, Actor *a, int b);
- void startManiac();
+ bool startManiac();
public:
void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);