/* ScummVM - Scumm Interpreter * Copyright (C) 2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "backends/fs/fs.h" #include "base/gameDetector.h" #include "base/plugins.h" #include "common/config-manager.h" #include "common/file.h" #include "queen/cutaway.h" #include "queen/display.h" #include "queen/graphics.h" #include "queen/input.h" #include "queen/queen.h" #include "queen/sound.h" #include "queen/talk.h" #include "queen/walk.h" extern uint16 _debugLevel; #ifdef _WIN32_WCE extern bool toolbar_drawn; extern bool draw_keyboard; #endif static const GameSettings queen_settings[] = { /* Flight of the Amazon Queen */ { "queen", "Flight of the Amazon Queen", MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "queen.1" }, { "queencomp", "Flight of the Amazon Queen", MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "queen.1c" }, { NULL, NULL, MDT_NONE, 0, NULL} }; GameList Engine_QUEEN_gameList() { const GameSettings *g = queen_settings; GameList games; while (g->gameName) games.push_back(*g++); return games; } GameList Engine_QUEEN_detectGames(const FSList &fslist) { GameList detectedGames; const GameSettings *g = &queen_settings[0]; while(g->detectname) { // Iterate over all files in the given directory for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) { const char *gameName = file->displayName().c_str(); if (0 == scumm_stricmp(g->detectname, gameName)) { // Match found, add to list of candidates, then abort inner loop. detectedGames.push_back(*g); break; } } g++; } return detectedGames; } Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst) { return new Queen::QueenEngine(detector, syst); } REGISTER_PLUGIN("Flight of the Amazon Queen", Engine_QUEEN_gameList, Engine_QUEEN_create, Engine_QUEEN_detectGames); namespace Queen { QueenEngine::QueenEngine(GameDetector *detector, OSystem *syst) : Engine(detector, syst) { if (!_mixer->bindToSystem(syst)) warning("Sound initialisation failed."); _mixer->setVolume(ConfMan.getInt("sfx_volume")); _debugMode = ConfMan.hasKey("debuglevel"); _debugLevel = ConfMan.getInt("debuglevel"); _detector = detector; _fastMode = 0; _system->init_size(320, 200); } QueenEngine::~QueenEngine() { delete _resource; delete _display; delete _logic; delete _graphics; delete _input; } void QueenEngine::errorString(const char *buf1, char *buf2) { strcpy(buf2, buf1); } void QueenEngine::roomChanged() { // queen.c function SETUP_ROOM, lines 398-428 // This function uses lots of variables in logic, but we can't move it to // logic because that would cause a circular dependency between Cutaway and // Logic... :-( if (_logic->currentRoom() == 7) { warning("Room 7 not yet handled!"); // XXX R_MAP(); // XXX fadeout(0,223); } else if (_logic->currentRoom() == 95 && _logic->gameState(VAR_INTRO_PLAYED) == 0) { _logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_NOJOE, 100, 2, true); if (_resource->isDemo()) { if (_resource->exists("pclogo.cut")) _logic->playCutaway("pclogo.cut"); else _logic->playCutaway("clogo.cut"); } else { _logic->playCutaway("copy.cut"); _logic->playCutaway("clogo.cut"); // TODO enable talking for talkie version _logic->playCutaway("cdint.cut"); // restore palette colors ranging from 144 to 256 _graphics->loadPanel(); _logic->playCutaway("cred.cut"); } _logic->currentRoom(73); _logic->entryObj(584); _logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 2, true); _logic->playCutaway("c70d.cut"); _logic->gameState(VAR_INTRO_PLAYED, 1); // XXX setupItems(); // XXX inventory(); } else { _logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 1, false); } // XXX _drawMouseFlag = 1; } void QueenEngine::go() { if (!_dump_file) _dump_file = stdout; initialise(); _logic->oldRoom(0); _logic->newRoom(_logic->currentRoom()); for (;;) { // queen.c lines 4080-4104 if (_logic->newRoom() > 0) { _graphics->textClear(151, 151); _logic->update(); _logic->oldRoom(_logic->currentRoom()); _logic->currentRoom(_logic->newRoom()); roomChanged(); // XXX _logic->fullScreen(false); if (_logic->currentRoom() == _logic->newRoom()) _logic->newRoom(0); } else { if (_logic->joeWalk() == 2) { _logic->joeWalk(0); // XXX executeAction(yes); } else { // XXX if (_parse == 1) // XXX clearCommand(1); _logic->joeWalk(0); // XXX checkPlayer(); } } break; // XXX don't loop yet } } void QueenEngine::initialise(void) { _resource = new Resource(_gameDataPath, _detector->_game.detectname); _display = new Display(_system); _input = new Input(_system); _graphics = new Graphics(_display, _input, _resource); _sound = Sound::giveSound(_mixer, _input, _resource, _resource->compression()); _logic = new Logic(_resource, _graphics, _display, _input, _sound); _timer->installTimerProc(&timerHandler, 1000000 / 50, this); //call 50 times per second } void QueenEngine::timerHandler(void *ptr) { ((QueenEngine *)ptr)->gotTimerTick(); } void QueenEngine::gotTimerTick() { _display->handleTimer(); } } // End of namespace Queen