1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
|
/* 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") {
// 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() {
// Set up debug channels
DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
// 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, false);
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
|