/* 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. * */ /* * This code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/error.h" #include "common/file.h" #include "engines/util.h" #include "lab/lab.h" #include "lab/anim.h" #include "lab/console.h" #include "lab/dispman.h" #include "lab/eventman.h" #include "lab/image.h" #include "lab/interface.h" #include "lab/music.h" #include "lab/processroom.h" #include "lab/resource.h" #include "lab/speciallocks.h" #include "lab/utils.h" namespace Lab { LabEngine::LabEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _extraGameFeatures(0) { _lastWaitTOFTicks = 0; _isHiRes = false; _roomNum = -1; for (int i = 0; i < MAX_CRUMBS; i++) { _breadCrumbs[i]._crumbRoomNum = 0; _breadCrumbs[i]._crumbDirection = kDirectionNorth; } _numCrumbs = 0; _droppingCrumbs = false; _followingCrumbs = false; _followCrumbsFast = false; _isCrumbTurning = false; _isCrumbWaiting = false; _noUpdateDiff = false; _quitLab = false; _mainDisplay = true; _numInv = 0; _manyRooms = 0; _direction = 0; _highestCondition = 0; _crumbTimestamp = 0; _maxRooms = 0; _event = nullptr; _interface = nullptr; _resource = nullptr; _music = nullptr; _anim = nullptr; _closeDataPtr = nullptr; _conditions = nullptr; _graphics = nullptr; _rooms = nullptr; _roomsFound = nullptr; _specialLocks = nullptr; _utils = nullptr; _console = nullptr; _journalBackImage = nullptr; _lastTooLong = false; _alternate = false; for (int i = 0; i < 20; i++) _moveImages[i] = nullptr; for (int i = 0; i < 10; i++) _invImages[i] = nullptr; _curFileName = " "; _msgFont = nullptr; _inventory = nullptr; _imgMap = nullptr; _imgRoom = nullptr; _imgUpArrowRoom = nullptr; _imgDownArrowRoom = nullptr; _imgBridge = nullptr; _imgHRoom = nullptr; _imgVRoom = nullptr; _imgMaze = nullptr; _imgHugeMaze = nullptr; _imgPath = nullptr; for (int i = 0; i < 4; i++) _imgMapX[i] = nullptr; _maps = nullptr; _blankJournal = nullptr; _journalFont = nullptr; _journalPage = 0; _lastPage = false; _monitorPage = 0; _monitorTextFilename = ""; _monitorButton = nullptr; _monitorButtonHeight = 1; for (int i = 0; i < 20; i++) _highPalette[i] = 0; _introPlaying = false; const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "game", 0, 4); } LabEngine::~LabEngine() { // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); freeMapData(); delete[] _rooms; delete[] _inventory; delete _conditions; delete _roomsFound; delete _event; delete _interface; delete _resource; delete _music; delete _anim; delete _graphics; delete _specialLocks; delete _utils; delete _console; delete _journalBackImage; } Common::Error LabEngine::run() { if (getFeatures() & GF_LOWRES) initGraphics(320, 200, false); else initGraphics(640, 480, true); _interface = new Interface(this); _event = new EventManager(this); _resource = new Resource(this); _music = new Music(this); _graphics = new DisplayMan(this); _anim = new Anim(this); _specialLocks = new SpecialLocks(this); _utils = new Utils(this); _console = new Console(this); _journalBackImage = new Image(this); go(); return Common::kNoError; } Common::String LabEngine::generateSaveFileName(uint slot) { return Common::String::format("%s.%03u", _targetName.c_str(), slot); } void LabEngine::drawStaticMessage(byte index) { _graphics->drawMessage(_resource->getStaticText((StaticText)index), false); } void LabEngine::changeVolume(int delta) { int sfxPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType); int musicPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType); int sfxNew = (delta > 0) ? MIN(sfxPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX(sfxPrev - 10, 0); int musicNew = (delta > 0) ? MIN(musicPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX(musicPrev - 10, 0); _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, sfxNew); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, musicNew); } void LabEngine::waitTOF() { _graphics->screenUpdate(); uint32 now; for (now = _system->getMillis(); now - _lastWaitTOFTicks <= 0xF; now = _system->getMillis() ) _system->delayMillis(_lastWaitTOFTicks - now + 17); _lastWaitTOFTicks = now; } void LabEngine::updateEvents() { _event->processInput(); _interface->handlePressedButton(); } Common::Error LabEngine::loadGameState(int slot) { bool result = loadGame(slot); return (result) ? Common::kNoError : Common::kUserCanceled; } Common::Error LabEngine::saveGameState(int slot, const Common::String &desc) { bool result = saveGame(slot, desc); return (result) ? Common::kNoError : Common::kUserCanceled; } bool LabEngine::canLoadGameStateCurrently() { return !_introPlaying; } bool LabEngine::canSaveGameStateCurrently() { return !_introPlaying; } } // End of namespace Lab