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169
engines/m4/burger/vars.cpp
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169
engines/m4/burger/vars.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/events.h"
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#include "m4/burger/vars.h"
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#include "m4/burger/rooms/room.h"
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#include "m4/adv_r/adv_file.h"
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#include "m4/core/errors.h"
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#include "m4/graphics/gr_series.h"
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#include "m4/gui/gui_sys.h"
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#include "m4/gui/gui_vmng.h"
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#include "m4/mem/mem.h"
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#include "m4/platform/keys.h"
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#include "m4/detection.h"
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#include "m4/m4.h"
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namespace M4 {
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namespace Burger {
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Vars *g_vars;
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const char *GAME_MODES[4] = { "WHOLE_GAME", "INTERACTIVE_DEMO", "MAGAZINE_DEMO", "WHOLE_GAME" };
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int32 Vars::_wilbur_should = 0;
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/**
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* Structure for accented character replacement
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*/
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struct ConverterEntry {
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const char *_find;
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byte _replace;
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};
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static const ConverterEntry ASCII_CONVERTERS[] = {
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{ "\xc4", 1 },
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{ "\xc9", 2 },
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{ "\xd6", 3 },
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{ "\xdc", 4 },
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{ "\xe1", 5 },
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{ "\xe4", 6 },
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{ "\xe9", 0x0B },
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{ "\xf6", 0x0C },
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{ "\xfc", 0x0E },
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{ "\xdf", 0x0F },
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{ "\xe2", 0x10 },
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{ "\xe0", 0x11 },
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{ "\xef", 0x12 },
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{ "\xee", 0x13 },
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{ "\xea", 0x14 },
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{ "\xe8", 0x15 },
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{ "\xeb", 0x16 },
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{ "\xf9", 0x17 },
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{ "\xfb", 0x18 },
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{ "\xe7", 0x19 },
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{ "\xc7", 0x1C },
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{ "\xf4", 0x1D },
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{ nullptr, 0 }
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};
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Vars::Vars() {
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g_vars = this;
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_resources.setUseLowercase(true);
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Inventory *inv = new Inventory();
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_inventory = inv;
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Common::fill(&_globals[0], &_globals[GLB_SHARED_VARS], 0);
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}
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Vars::~Vars() {
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g_vars = nullptr;
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delete _inventory;
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}
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void Vars::main_cold_data_init() {
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initMouseSeries("cursor", nullptr);
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_kernel.first_fade = 32;
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_G(custom_ascii_converter) = custom_ascii_converter_proc;
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debugC(1, kDebugCore, "executing - %s", GAME_MODES[_executing]);
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// Set up game mode and starting room
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switch (g_engine->isDemo()) {
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case GStyle_Demo:
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_executing = INTERACTIVE_DEMO;
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break;
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case GStyle_NonInteractiveDemo:
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_executing = MAGAZINE_DEMO;
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break;
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default:
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_executing = WHOLE_GAME;
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break;
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}
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switch (_executing) {
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case JUST_OVERVIEW:
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_game.setRoom(971); // Burger overview starts right in at 971
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break;
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case INTERACTIVE_DEMO:
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case MAGAZINE_DEMO:
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// Burger Demo starts at the demo menu screen
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_game.setRoom(901);
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break;
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case WHOLE_GAME:
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_game.setRoom(ConfMan.getBool("seen_intro") || g_engine->savesExist() ? 903 : 951);
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break;
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}
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font_set_colors(2, 1, 3);
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}
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void Vars::global_menu_system_init() {
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AddSystemHotkey(KEY_ESCAPE, Hotkeys::escape_key_pressed);
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AddSystemHotkey(KEY_F2, Hotkeys::saveGame);
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AddSystemHotkey(KEY_F3, Hotkeys::loadGame);
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if (_interface.init(0, 5, 6, 8, 9))
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static_cast<Inventory *>(_inventory)->init();
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}
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void Vars::initialize_game() {
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// Put all the inventory items back in their original scenes
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for (const auto &item : _inventory->_objects)
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inv_put_thing_in(item->name, item->scene);
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inv_give_to_player("MONEY");
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// Reset the global variables
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_flags.reset();
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_flags.reset1();
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_flags.reset2();
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_flags.reset3();
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_flags.reset4();
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_flags.reset5();
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_flags.conv_reset_all();
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Rooms::Room::setWilburHotspot();
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}
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void Vars::custom_ascii_converter_proc(char *string) {
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char *str;
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for (const auto *entry = ASCII_CONVERTERS; entry->_find; entry++) {
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while ((str = strstr(string, entry->_find)) != nullptr)
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*str = entry->_replace;
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}
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}
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} // namespace Burger
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} // namespace M4
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