/* 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") { // Set up debug channels DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level"); DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts"); DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling"); // Initialize game/engine options _easyMouse = true; _invObjectsAnimated = true; _textWindowStill = false; _screenFade = SCREEN_FADE_SMOOTH; _musicFlag = true; _soundFlag = true; _dithering = false; _disableFastwalk = false; _debugger = nullptr; _dialogs = nullptr; _events = nullptr; _font = nullptr; _game = nullptr; _gameConv = nullptr; _palette = nullptr; _resources = nullptr; _sound = nullptr; _audio = nullptr; _screen = nullptr; } MADSEngine::~MADSEngine() { delete _debugger; delete _dialogs; delete _events; delete _font; Font::deinit(); delete _game; delete _gameConv; delete _palette; delete _resources; delete _sound; delete _audio; _mixer->stopAll(); } void MADSEngine::initialize() { // 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 = new Screen(); _sound = new SoundManager(this, _mixer); _audio = new AudioPlayer(_mixer, getGameID()); _game = Game::init(this); _gameConv = new GameConversations(this); loadOptions(); _screen->clear(); } 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); 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