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+/* 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-channels.h"
+#include "common/events.h"
+#include "engines/util.h"
+#include "mads/mads.h"
+#include "mads/game.h"
+#include "mads/screen.h"
+#include "mads/msurface.h"
+#include "mads/resources.h"
+#include "mads/sound.h"
+#include "mads/sprites.h"
+
+namespace MADS {
+
+MADSEngine::MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc) :
+ _gameDescription(gameDesc), Engine(syst), _randomSource("MADS") {
+
+ // Initialize game/engine options
+ _easyMouse = true;
+ _invObjectsAnimated = true;
+ _textWindowStill = false;
+ _screenFade = SCREEN_FADE_SMOOTH;
+ _musicFlag = true;
+ _soundFlag = true;
+ _dithering = false;
+
+ _debugger = nullptr;
+ _dialogs = nullptr;
+ _events = nullptr;
+ _font = nullptr;
+ _game = nullptr;
+ _palette = nullptr;
+ _resources = nullptr;
+ _sound = nullptr;
+ _audio = nullptr;
+}
+
+MADSEngine::~MADSEngine() {
+ delete _debugger;
+ delete _dialogs;
+ delete _events;
+ delete _font;
+ Font::deinit();
+ delete _game;
+ delete _palette;
+ delete _resources;
+ delete _sound;
+ delete _audio;
+
+ _mixer->stopAll();
+}
+
+void MADSEngine::initialize() {
+ // Set up debug channels
+ DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
+ DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
+ DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
+
+ // Initial sub-system engine references
+ MSurface::setVm(this);
+ MSprite::setVm(this);
+
+ Resources::init(this);
+ Conversation::init(this);
+ _debugger = new Debugger(this);
+ _dialogs = Dialogs::init(this);
+ _events = new EventsManager(this);
+ _palette = new Palette(this);
+ Font::init(this);
+ _font = new Font();
+ _screen.init();
+ _sound = new SoundManager(this, _mixer);
+ _audio = new AudioPlayer(_mixer, getGameID());
+ _game = Game::init(this);
+
+ loadOptions();
+
+ _screen.empty();
+}
+
+void MADSEngine::loadOptions() {
+ if (ConfMan.hasKey("EasyMouse"))
+ _easyMouse = ConfMan.getBool("EasyMouse");
+
+ if (ConfMan.hasKey("mute") && ConfMan.getBool("mute")) {
+ _soundFlag = false;
+ _musicFlag = false;
+ } else {
+ _soundFlag = !ConfMan.hasKey("sfx_mute") || !ConfMan.getBool("sfx_mute");
+ _musicFlag = !ConfMan.hasGameDomain("music_mute") || !ConfMan.getBool("music_mute");
+ }
+
+ if (ConfMan.hasKey("ScreenFade"))
+ _screenFade = (ScreenFade)ConfMan.getInt("ScreenFade");
+ //if (ConfMan.hasKey("GraphicsDithering"))
+ // _dithering = ConfMan.getBool("GraphicsDithering");
+
+ if (getGameID() == GType_RexNebular) {
+ if (ConfMan.hasKey("InvObjectsAnimated"))
+ _invObjectsAnimated = ConfMan.getBool("InvObjectsAnimated");
+ if (ConfMan.hasKey("TextWindowStill"))
+ _textWindowStill = !ConfMan.getBool("TextWindowAnimated");
+ if (ConfMan.hasKey("NaughtyMode"))
+ _game->setNaughtyMode(ConfMan.getBool("NaughtyMode"));
+ }
+
+ // Note: MADS is weird in that sfx and music are handled by the same driver,
+ // and the game scripts themselves check for music being enabled before playing
+ // a "music" sound. Which means we can independantly mute music in ScummVM, but
+ // otherwise all sound, music and sfx, is controlled by the SFX volume slider.
+ int soundVolume = MIN(255, ConfMan.getInt("sfx_volume"));
+ _sound->setVolume(soundVolume);
+}
+
+void MADSEngine::saveOptions() {
+ ConfMan.setBool("EasyMouse", _easyMouse);
+ ConfMan.setInt("ScreenFade", (int)_screenFade);
+ //ConfMan.setBool("GraphicsDithering", _dithering);
+
+ ConfMan.setBool("mute", !_soundFlag && !_musicFlag);
+ ConfMan.setBool("sfx_mute", !_soundFlag && _musicFlag);
+ ConfMan.setBool("music_mute", _soundFlag && !_musicFlag);
+
+ if (getGameID() == GType_RexNebular) {
+ ConfMan.setBool("InvObjectsAnimated", _invObjectsAnimated);
+ ConfMan.setBool("TextWindowAnimated", !_textWindowStill);
+ ConfMan.setBool("NaughtyMode", _game->getNaughtyMode());
+ }
+
+ ConfMan.flushToDisk();
+}
+
+Common::Error MADSEngine::run() {
+ initGraphics(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT, false);
+ initialize();
+
+ // Run the game
+ _game->run();
+
+ return Common::kNoError;
+}
+
+int MADSEngine::getRandomNumber(int maxNumber) {
+ return _randomSource.getRandomNumber(maxNumber);
+}
+
+int MADSEngine::getRandomNumber(int minNumber, int maxNumber) {
+ int range = maxNumber - minNumber;
+
+ return minNumber + _randomSource.getRandomNumber(range);
+}
+
+int MADSEngine::hypotenuse(int xv, int yv) {
+ return (int)sqrt((double)(xv * xv + yv * yv));
+}
+
+bool MADSEngine::canLoadGameStateCurrently() {
+ return !_game->_winStatus && !_game->globals()[5]
+ && _dialogs->_pendingDialog == DIALOG_NONE
+ && _events->_cursorId != CURSOR_WAIT;
+}
+
+bool MADSEngine::canSaveGameStateCurrently() {
+ return !_game->_winStatus && !_game->globals()[5]
+ && _dialogs->_pendingDialog == DIALOG_NONE
+ && _events->_cursorId != CURSOR_WAIT;
+}
+
+void MADSEngine::syncSoundSettings() {
+ Engine::syncSoundSettings();
+
+ loadOptions();
+}
+
+/**
+* Support method that generates a savegame name
+* @param slot Slot number
+*/
+Common::String MADSEngine::generateSaveName(int slot) {
+ return Common::String::format("%s.%03d", _targetName.c_str(), slot);
+}
+
+Common::Error MADSEngine::loadGameState(int slot) {
+ _game->_loadGameSlot = slot;
+ _game->_scene._currentSceneId = -1;
+ _game->_currentSectionNumber = -1;
+ return Common::kNoError;
+}
+
+Common::Error MADSEngine::saveGameState(int slot, const Common::String &desc) {
+ _game->saveGame(slot, desc);
+ return Common::kNoError;
+}
+
+} // End of namespace MADS