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
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
|
/* 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 "xeen/xeen.h"
#include "xeen/files.h"
#include "xeen/resources.h"
namespace Xeen {
XeenEngine *g_vm = nullptr;
XeenEngine::XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc)
: Engine(syst), _gameDescription(gameDesc), _randomSource("Xeen") {
// Set up debug channels
DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
DebugMan.addDebugChannel(kDebugSound, "sound", "Sound processing");
_combat = nullptr;
_debugger = nullptr;
_events = nullptr;
_files = nullptr;
_interface = nullptr;
_locations = nullptr;
_map = nullptr;
_party = nullptr;
_patcher = nullptr;
_resources = nullptr;
_saves = nullptr;
_screen = nullptr;
_scripts = nullptr;
_sound = nullptr;
_spells = nullptr;
_windows = nullptr;
_noDirectionSense = false;
_startupWindowActive = false;
_gameMode = GMODE_STARTUP;
_mode = MODE_STARTUP;
_endingScore = 0;
_loadSaveSlot = -1;
_gameWon[0] = _gameWon[1] = _gameWon[2] = false;
_finalScore = 0;
g_vm = this;
}
XeenEngine::~XeenEngine() {
delete _combat;
delete _debugger;
delete _events;
delete _interface;
delete _locations;
delete _map;
delete _party;
delete _patcher;
delete _saves;
delete _screen;
delete _scripts;
delete _sound;
delete _spells;
delete _windows;
delete _resources;
delete _files;
g_vm = nullptr;
}
bool XeenEngine::initialize() {
// Create sub-objects of the engine
_files = new FileManager(this);
if (!_files->setup())
return false;
_resources = new Resources();
_combat = new Combat(this);
_debugger = new Debugger(this);
_events = new EventsManager(this);
_interface = new Interface(this);
_locations = new LocationManager();
_map = new Map(this);
_party = new Party(this);
_patcher = new Patcher();
_saves = new SavesManager(_targetName);
_screen = new Screen(this);
_scripts = new Scripts(this);
_sound = new Sound(_mixer);
_spells = new Spells(this);
_windows = new Windows();
// Set graphics mode
initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT);
// Setup mixer
syncSoundSettings();
// Load settings
loadSettings();
return true;
}
void XeenEngine::loadSettings() {
_gameWon[0] = ConfMan.hasKey("game_won") && ConfMan.getBool("game_won");
_gameWon[1] = ConfMan.hasKey("game_won2") && ConfMan.getBool("game_won2");
_gameWon[2] = ConfMan.hasKey("game_won3") && ConfMan.getBool("game_won3");
_finalScore = ConfMan.hasKey("final_score") ? ConfMan.getInt("final_score") : 0;
_extOptions._showItemCosts = ConfMan.hasKey("ShowItemCosts") && ConfMan.getBool("ShowItemCosts");
_extOptions._durableArmor = ConfMan.hasKey("DurableArmor") && ConfMan.getBool("DurableArmor");
// If requested, load a savegame instead of showing the intro
if (ConfMan.hasKey("save_slot")) {
int saveSlot = ConfMan.getInt("save_slot");
if (saveSlot >= 0 && saveSlot <= 999)
_loadSaveSlot = saveSlot;
}
}
Common::Error XeenEngine::run() {
if (initialize())
outerGameLoop();
return Common::kNoError;
}
void XeenEngine::outerGameLoop() {
if (_loadSaveSlot != -1)
// Loading savegame from launcher, so Skip menu and go straight to game
_gameMode = GMODE_PLAY_GAME;
while (!shouldQuit() && _gameMode != GMODE_QUIT) {
GameMode mode = _gameMode;
_gameMode = GMODE_NONE;
assert(mode != GMODE_NONE);
switch (mode) {
case GMODE_STARTUP:
showStartup();
break;
case GMODE_MENU:
showMainMenu();
break;
case GMODE_PLAY_GAME:
playGame();
break;
default:
break;
}
}
}
int XeenEngine::getRandomNumber(int maxNumber) {
return _randomSource.getRandomNumber(maxNumber);
}
int XeenEngine::getRandomNumber(int minNumber, int maxNumber) {
return getRandomNumber(maxNumber - minNumber) + minNumber;
}
Common::Error XeenEngine::saveGameState(int slot, const Common::String &desc) {
return _saves->saveGameState(slot, desc);
}
Common::Error XeenEngine::loadGameState(int slot) {
_loadSaveSlot = slot;
return Common::kNoError;
}
bool XeenEngine::canLoadGameStateCurrently() {
return _mode != MODE_STARTUP;
}
bool XeenEngine::canSaveGameStateCurrently() {
return _mode != MODE_COMBAT && _mode != MODE_STARTUP && _mode != MODE_SCRIPT_IN_PROGRESS
&& (_map->mazeData()._mazeFlags & RESTRICTION_SAVE) == 0;
}
void XeenEngine::playGame() {
_files->setGameCc(0);
_sound->stopAllAudio();
SpriteResource::setClippedBottom(140);
play();
_sound->stopAllAudio();
}
void XeenEngine::play() {
_interface->setup();
_screen->loadBackground("back.raw");
_screen->loadPalette("mm4.pal");
if (getGameID() == GType_DarkSide && !_map->_loadCcNum) {
_map->_loadCcNum = 1;
_party->_mazeId = 29;
_party->_mazeDirection = DIR_NORTH;
_party->_mazePosition.x = 25;
_party->_mazePosition.y = 21;
}
_map->clearMaze();
if (_loadSaveSlot >= 0) {
_saves->newGame();
_saves->loadGameState(_loadSaveSlot);
_loadSaveSlot = -1;
} else {
_map->load(_party->_mazeId);
}
_interface->startup();
if (_mode == MODE_STARTUP) {
// _screen->fadeOut();
}
(*_windows)[0].update();
_interface->mainIconsPrint();
(*_windows)[0].update();
_events->setCursor(0);
_combat->_moveMonsters = true;
if (_mode == MODE_STARTUP) {
_mode = MODE_INTERACTIVE;
_screen->fadeIn();
}
_combat->_moveMonsters = true;
gameLoop();
if (_party->_dead)
death();
_mode = MODE_STARTUP;
_gameMode = GMODE_MENU;
}
void XeenEngine::gameLoop() {
// Main game loop
while (isLoadPending() || !shouldExit()) {
if (isLoadPending()) {
// Load any pending savegame
int saveSlot = _loadSaveSlot;
_loadSaveSlot = -1;
(void)_saves->loadGameState(saveSlot);
_interface->drawParty(true);
}
_map->cellFlagLookup(_party->_mazePosition);
if (_map->_currentIsEvent) {
_gameMode = (GameMode)_scripts->checkEvents();
if (isLoadPending())
continue;
if (shouldExit())
return;
}
_party->giveTreasure();
// Main user interface handler for waiting for and processing user input
_interface->perform();
if (_party->_dead)
break;
}
}
Common::String XeenEngine::printMil(uint value) {
return (value >= 1000000) ? Common::String::format("%u mil", value / 1000000) :
Common::String::format("%u", value);
}
Common::String XeenEngine::printK(uint value) {
return (value > 9999) ? Common::String::format("%uk", value / 1000) :
Common::String::format("%u", value);
}
Common::String XeenEngine::printK2(uint value) {
return (value > 999) ? Common::String::format("%uk", value / 1000) :
Common::String::format("%u", value);
}
void XeenEngine::syncSoundSettings() {
Engine::syncSoundSettings();
if (_sound)
_sound->updateSoundSettings();
}
void XeenEngine::saveSettings() {
if (_gameWon[0])
ConfMan.setBool("game_won", true);
if (_gameWon[1])
ConfMan.setBool("game_won2", true);
if (_gameWon[2])
ConfMan.setBool("game_won3", true);
ConfMan.setInt("final_score", _finalScore);
ConfMan.flushToDisk();
}
void XeenEngine::GUIError(const Common::String &msg) {
GUIErrorMessage(msg);
}
void XeenEngine::autoSaveCheck(int &lastSaveTime) {
if (shouldPerformAutoSave(lastSaveTime) && canSaveGameStateCurrently() &&
(_map && !(_map->mazeData()._mazeFlags & RESTRICTION_SAVE))) {
_saves->doAutosave();
lastSaveTime = g_system->getMillis();
}
}
} // End of namespace Xeen
|