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/* 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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/file.h"
#include "engines/util.h"
#include "lab/lab.h"
#include "lab/anim.h"
#include "lab/console.h"
#include "lab/dispman.h"
#include "lab/eventman.h"
#include "lab/image.h"
#include "lab/interface.h"
#include "lab/music.h"
#include "lab/processroom.h"
#include "lab/resource.h"
#include "lab/speciallocks.h"
#include "lab/utils.h"
namespace Lab {
LabEngine::LabEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst), _gameDescription(gameDesc), _extraGameFeatures(0) {
_lastWaitTOFTicks = 0;
_isHiRes = false;
_roomNum = -1;
for (int i = 0; i < MAX_CRUMBS; i++) {
_breadCrumbs[i]._crumbRoomNum = 0;
_breadCrumbs[i]._crumbDirection = kDirectionNorth;
}
_numCrumbs = 0;
_droppingCrumbs = false;
_followingCrumbs = false;
_followCrumbsFast = false;
_isCrumbTurning = false;
_isCrumbWaiting = false;
_noUpdateDiff = false;
_quitLab = false;
_mainDisplay = true;
_numInv = 0;
_manyRooms = 0;
_direction = 0;
_highestCondition = 0;
_crumbTimestamp = 0;
_maxRooms = 0;
_event = nullptr;
_interface = nullptr;
_resource = nullptr;
_music = nullptr;
_anim = nullptr;
_closeDataPtr = nullptr;
_conditions = nullptr;
_graphics = nullptr;
_rooms = nullptr;
_roomsFound = nullptr;
_specialLocks = nullptr;
_utils = nullptr;
_journalBackImage = nullptr;
_lastTooLong = false;
_alternate = false;
for (int i = 0; i < 20; i++)
_moveImages[i] = nullptr;
for (int i = 0; i < 10; i++)
_invImages[i] = nullptr;
_curFileName = " ";
_msgFont = nullptr;
_inventory = nullptr;
_imgMap = nullptr;
_imgRoom = nullptr;
_imgUpArrowRoom = nullptr;
_imgDownArrowRoom = nullptr;
_imgBridge = nullptr;
_imgHRoom = nullptr;
_imgVRoom = nullptr;
_imgMaze = nullptr;
_imgHugeMaze = nullptr;
_imgPath = nullptr;
for (int i = 0; i < 4; i++)
_imgMapX[i] = nullptr;
_maps = nullptr;
_blankJournal = nullptr;
_journalFont = nullptr;
_journalPage = 0;
_lastPage = false;
_monitorPage = 0;
_monitorTextFilename = "";
_monitorButton = nullptr;
_monitorButtonHeight = 1;
for (int i = 0; i < 20; i++)
_highPalette[i] = 0;
_introPlaying = false;
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "game", 0, 4);
}
LabEngine::~LabEngine() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
freeMapData();
delete[] _rooms;
delete[] _inventory;
delete _conditions;
delete _roomsFound;
delete _event;
delete _interface;
delete _resource;
delete _music;
delete _anim;
delete _graphics;
delete _specialLocks;
delete _utils;
delete _journalBackImage;
}
Common::Error LabEngine::run() {
if (getFeatures() & GF_LOWRES)
initGraphics(320, 200);
else
initGraphics(640, 480);
_interface = new Interface(this);
_event = new EventManager(this);
_resource = new Resource(this);
_music = new Music(this);
_graphics = new DisplayMan(this);
_anim = new Anim(this);
_specialLocks = new SpecialLocks(this);
_utils = new Utils(this);
setDebugger(new Console(this));
_journalBackImage = new Image(this);
go();
return Common::kNoError;
}
void LabEngine::drawStaticMessage(byte index) {
_graphics->drawMessage(_resource->getStaticText((StaticText)index), false);
}
void LabEngine::changeVolume(int delta) {
int sfxPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType);
int musicPrev = _mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType);
int sfxNew = (delta > 0) ? MIN<int>(sfxPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX<int>(sfxPrev - 10, 0);
int musicNew = (delta > 0) ? MIN<int>(musicPrev + 10, Audio::Mixer::kMaxMixerVolume) : MAX<int>(musicPrev - 10, 0);
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, sfxNew);
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, musicNew);
}
void LabEngine::waitTOF() {
_graphics->screenUpdate();
uint32 now;
for (now = _system->getMillis(); now - _lastWaitTOFTicks <= 0xF; now = _system->getMillis() )
_system->delayMillis(_lastWaitTOFTicks - now + 17);
_lastWaitTOFTicks = now;
}
void LabEngine::updateEvents() {
_event->processInput();
_interface->handlePressedButton();
}
Common::Error LabEngine::loadGameState(int slot) {
bool result = loadGame(slot);
return (result) ? Common::kNoError : Common::kUserCanceled;
}
Common::Error LabEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
bool result = saveGame(slot, desc);
return (result) ? Common::kNoError : Common::kUserCanceled;
}
bool LabEngine::canLoadGameStateCurrently() {
return !_introPlaying;
}
bool LabEngine::canSaveGameStateCurrently() {
return !_introPlaying;
}
} // End of namespace Lab
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