/* 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/bankman.h" #include "queen/command.h" #include "queen/cutaway.h" #include "queen/debug.h" #include "queen/display.h" #include "queen/graphics.h" #include "queen/grid.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::const_iterator 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) { } QueenEngine::~QueenEngine() { delete _bam; delete _resource; delete _bankMan; delete _command; delete _debugger; delete _display; delete _graphics; delete _grid; 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->isDemo() || _resource->isInterview())); ConfMan.registerDefault("subtitles", true); } void QueenEngine::checkOptionSettings() { // check talkspeed value if (_talkSpeed < 4) { _talkSpeed = 4; } else if (_talkSpeed > 95) { _talkSpeed = 100; } // ensure text is always on when voice is off if (!_sound->speechOn()) { _subtitles = true; } } void QueenEngine::readOptionSettings() { _music->setVolume(ConfMan.getInt("music_volume")); _sound->musicToggle(!ConfMan.getBool("music_mute")); _sound->sfxToggle(!ConfMan.getBool("sfx_mute")); _talkSpeed = ConfMan.getInt("talkspeed"); _sound->speechToggle(!ConfMan.getBool("speech_mute")); _subtitles = ConfMan.getBool("subtitles"); checkOptionSettings(); } void QueenEngine::writeOptionSettings() { ConfMan.set("music_volume", _music->volume()); ConfMan.set("music_mute", !_sound->musicOn()); ConfMan.set("sfx_mute", !_sound->sfxOn()); ConfMan.set("talkspeed", _talkSpeed); ConfMan.set("speech_mute", !_sound->speechOn()); ConfMan.set("subtitles", _subtitles); ConfMan.flushToDisk(); } void QueenEngine::update(bool checkPlayerInput) { if (_debugger->isAttached()) { _debugger->onFrame(); } _graphics->update(_logic->currentRoom()); _logic->update(); _input->delay(); if (!_resource->isInterview()) { _display->palCustomScroll(_logic->currentRoom()); } BobSlot *joe = _graphics->bob(0); _display->update(joe->active, joe->x, joe->y); _input->checkKeys(); if (_input->debugger()) { _input->debuggerReset(); _debugger->attach(); } if (!_input->cutawayRunning()) { if (_input->quickSave()) { _input->quickSaveReset(); saveGameState(0, "Quicksave"); } if (_input->quickLoad()) { _input->quickLoadReset(); loadGameState(0); } if (checkPlayerInput) { _command->updatePlayer(); } if (_input->idleTime() >= Input::DELAY_SCREEN_BLANKER) { _display->blankScreen(); } } } void QueenEngine::saveGameState(uint16 slot, const char *desc) { debug(3, "Saving game to slot %d", slot); char name[20]; makeGameStateName(slot, name); SaveFile *file = _saveFileMan->openSavefile(name, true); if (file) { // save data byte *saveData = new byte[30000]; byte *p = saveData; _bam->saveState(p); _grid->saveState(p); _logic->saveState(p); _sound->saveState(p); uint32 dataSize = p - saveData; // write header GameStateHeader header; memset(&header, 0, sizeof(header)); file->writeUint32BE('SCVM'); header.version = TO_BE_32(SAVESTATE_CUR_VER); header.flags = TO_BE_32(0); header.dataSize = TO_BE_32(dataSize); strncpy(header.description, desc, sizeof(header.description) - 1); file->write(&header, sizeof(header)); // write save data if (file->write(saveData, dataSize) != dataSize) { warning("Can't write file '%s'. (Disk full?)", name); } delete[] saveData; delete file; } else { warning("Can't create file '%s', game not saved", name); } } void QueenEngine::loadGameState(uint16 slot) { debug(3, "Loading game from slot %d", slot); GameStateHeader header; SaveFile *file = readGameStateHeader(slot, &header); if (file && header.dataSize != 0) { byte *saveData = new byte[header.dataSize]; byte *p = saveData; if (file->read(saveData, header.dataSize) != header.dataSize) { warning("Error reading savegame file"); } else { _bam->loadState(header.version, p); _grid->loadState(header.version, p); _logic->loadState(header.version, p); _sound->loadState(header.version, p); assert(header.dataSize == (uint32)(p - saveData)); _logic->setupRestoredGame(); } delete[] saveData; delete file; } } SaveFile *QueenEngine::readGameStateHeader(uint16 slot, GameStateHeader *gsh) { char name[20]; makeGameStateName(slot, name); SaveFile *file = _saveFileMan->openSavefile(name, false); if (file && file->readUint32BE() == 'SCVM') { gsh->version = file->readUint32BE(); gsh->flags = file->readUint32BE(); gsh->dataSize = file->readUint32BE(); file->read(gsh->description, sizeof(gsh->description)); } else { memset(gsh, 0, sizeof(GameStateHeader)); } return file; } void QueenEngine::makeGameStateName(uint16 slot, char *buf) { sprintf(buf, "queen.s%02d", slot); } void QueenEngine::findGameStateDescriptions(char descriptions[100][32]) { char filename[20]; makeGameStateName(0, filename); filename[strlen(filename) - 2] = 0; bool marks[SAVESTATE_MAX]; _saveFileMan->listSavefiles(filename, marks, SAVESTATE_MAX); for (int i = 0; i < SAVESTATE_MAX; ++i) { if (marks[i]) { GameStateHeader header; SaveFile *f = readGameStateHeader(i, &header); strcpy(descriptions[i], header.description); delete f; } } } void QueenEngine::errorString(const char *buf1, char *buf2) { strcpy(buf2, buf1); } int QueenEngine::go() { _logic->start(); _quit = false; while (!_quit) { // queen.c lines 4080-4104 if (_logic->newRoom() > 0) { _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 { _logic->joeWalk(JWM_NORMAL); update(true); } } } return 0; } int QueenEngine::init(GameDetector &detector) { _system->beginGFXTransaction(); initCommonGFX(detector); _system->initSize(GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); _system->endGFXTransaction(); _bam = new BamScene(this); _resource = new Resource(); _bankMan = new BankManager(_resource); _command = new Command(this); _debugger = new Debugger(this); _display = new Display(this, _system); _graphics = new Graphics(this); _grid = new Grid(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); } if (!_mixer->isReady()) warning("Sound initialisation failed."); _mixer->setVolume(ConfMan.getInt("sfx_volume")); // Set mixer music volume to maximum, since music volume is regulated by MusicPlayer's MIDI messages _mixer->setMusicVolume(256); int midiDriver = GameDetector::detectMusicDriver(MDT_NATIVE | MDT_ADLIB | MDT_PREFER_NATIVE); MidiDriver *driver = GameDetector::createMidi(midiDriver); if (!driver) driver = MidiDriver_ADLIB_create(_mixer); else if (ConfMan.getBool("native_mt32") || (midiDriver == MD_MT32)) driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE); _music = new Music(driver, this); _music->hasNativeMT32(ConfMan.getBool("native_mt32") || (midiDriver == MD_MT32)); _sound = Sound::giveSound(_mixer, this, _resource->compression()); _walk = new Walk(this); registerDefaultSettings(); readOptionSettings(); return 0; } } // End of namespace Queen