/* ScummVM - Scumm Interpreter * Copyright (C) 2003-2004 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 "common/timer.h" #include "queen/queen.h" #include "queen/command.h" #include "queen/cutaway.h" #include "queen/debug.h" #include "queen/display.h" #include "queen/graphics.h" #include "queen/input.h" #include "queen/logic.h" #include "queen/music.h" #include "queen/resource.h" #include "queen/sound.h" #include "queen/talk.h" #include "queen/walk.h" #include "sound/mididrv.h" #ifdef _WIN32_WCE extern bool toolbar_drawn; extern bool draw_keyboard; #endif /* Flight of the Amazon Queen */ static const GameSettings queen_setting = { "queen", "Flight of the Amazon Queen", 0 }; GameList Engine_QUEEN_gameList() { GameList games; games.push_back(queen_setting); return games; } DetectedGameList Engine_QUEEN_detectGames(const FSList &fslist) { DetectedGameList detectedGames; // 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("queen.1", gameName) || 0 == scumm_stricmp("queen.1c", gameName)) { // Match found, add to list of candidates, then abort loop. detectedGames.push_back(queen_setting); break; } } 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(syst) { if (!_mixer->isReady()) warning("Sound initialisation failed."); _mixer->setVolume(ConfMan.getInt("sfx_volume")); _system->init_size(GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); } QueenEngine::~QueenEngine() { _timer->removeTimerProc(&timerHandler); delete _bam; delete _resource; delete _bankMan; delete _command; delete _debugger; delete _display; delete _graphics; delete _input; delete _logic; delete _music; delete _sound; delete _walk; } void QueenEngine::registerDefaultSettings() { ConfMan.registerDefault("master_volume", 255); ConfMan.registerDefault("music_mute", false); ConfMan.registerDefault("sfx_mute", false); ConfMan.registerDefault("talkspeed", Logic::DEFAULT_TALK_SPEED); ConfMan.registerDefault("speech_mute", _resource->isFloppy()); ConfMan.registerDefault("subtitles", true); } void QueenEngine::checkOptionSettings() { // check talkspeed value if (_logic->talkSpeed() < 4) { _logic->talkSpeed(4); } else if (_logic->talkSpeed() > 95) { _logic->talkSpeed(100); } // XXX check master_volume value // only CD-ROM version has speech if (_resource->isFloppy() && _sound->speechOn()) { _sound->speechToggle(false); } // ensure text is always on when voice is off if (!_sound->speechOn()) { _logic->subtitles(true); } } void QueenEngine::readOptionSettings() { // XXX master_volume _sound->musicToggle(!ConfMan.getBool("music_mute")); _sound->sfxToggle(!ConfMan.getBool("sfx_mute")); _logic->talkSpeed(ConfMan.getInt("talkspeed")); _sound->speechToggle(!ConfMan.getBool("speech_mute")); _logic->subtitles(ConfMan.getBool("subtitles")); checkOptionSettings(); } void QueenEngine::writeOptionSettings() { // XXX master_volume ConfMan.set("music_mute", !_sound->musicOn()); ConfMan.set("sfx_mute", !_sound->sfxOn()); ConfMan.set("talkspeed", _logic->talkSpeed()); ConfMan.set("speech_mute", !_sound->speechOn()); ConfMan.set("subtitles", _logic->subtitles()); ConfMan.flushToDisk(); } void QueenEngine::errorString(const char *buf1, char *buf2) { strcpy(buf2, buf1); if (_debugger && !_debugger->isAttached()) { _debugger->attach(buf2); _debugger->onFrame(); } } void QueenEngine::go() { initialise(); registerDefaultSettings(); readOptionSettings(); _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()); _logic->changeRoom(); _display->fullscreen(false); if (_logic->currentRoom() == _logic->newRoom()) { _logic->newRoom(0); } } else { if (_logic->joeWalk() == JWM_EXECUTE) { _logic->joeWalk(JWM_NORMAL); _command->executeCurrentAction(); } else { // if (_command->parse()) { // _command->clear(true); // } _logic->joeWalk(JWM_NORMAL); _logic->checkPlayer(); } } } } void QueenEngine::initialise(void) { _bam = new BamScene(this); _resource = new Resource(_gameDataPath, _system->get_savefile_manager(), getSavePath()); _bankMan = new BankManager(_resource); _command = new Command(this); _debugger = new Debugger(this); _display = new Display(this, _system); _graphics = new Graphics(this); _input = new Input(_resource->getLanguage(), _system); if (_resource->isDemo()) { _logic = new LogicDemo(this); } else if (_resource->isInterview()) { _logic = new LogicInterview(this); } else { _logic = new LogicGame(this); } MidiDriver *driver = GameDetector::createMidi(GameDetector::detectMusicDriver(MDT_NATIVE | MDT_ADLIB | MDT_PREFER_NATIVE)); if (!driver) driver = MidiDriver_ADLIB_create(_mixer); _music = new Music(driver, this); _sound = Sound::giveSound(_mixer, this, _resource->compression()); _walk = new Walk(this); _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