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engines/mm/mm1/mm1.cpp
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183
engines/mm/mm1/mm1.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/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/file.h"
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#include "common/system.h"
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#include "common/text-to-speech.h"
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#include "common/translation.h"
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#include "engines/util.h"
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#include "graphics/paletteman.h"
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#include "mm/mm1/mm1.h"
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#include "mm/mm1/console.h"
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#include "mm/mm1/gfx/gfx.h"
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#include "mm/mm1/views/game.h"
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#include "mm/mm1/views_enh/game.h"
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#include "mm/shared/xeen/cc_archive.h"
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namespace MM {
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namespace MM1 {
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#define SAVEGAME_VERSION 1
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MM1Engine *g_engine = nullptr;
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MM1Engine::MM1Engine(OSystem *syst, const MightAndMagicGameDescription *gameDesc)
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: MMEngine(syst, gameDesc), Events(gameDesc->features & GF_ENHANCED) {
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g_engine = this;
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}
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MM1Engine::~MM1Engine() {
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g_engine = nullptr;
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delete _sound;
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}
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Common::Error MM1Engine::run() {
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if (_gameDescription->features & GF_GFX_PACK) {
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GUIErrorMessage(_("You cannot run the game directly from the Graphics Overhaul Mod. "
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"Instead, it will automatically be available if you detect the original game "
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"and select Enhanced mode."));
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return Common::kNoError;
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}
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// Initialize graphics mode
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initGraphics(320, 200);
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if (isEnhanced()) {
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if (!setupEnhanced())
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return Common::kNoError;
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} else {
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setupNormal();
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}
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// Setup mixer
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_sound = new Sound(_mixer);
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syncSoundSettings();
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#ifdef USE_TTS
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Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
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if (ttsMan != nullptr) {
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ttsMan->enable(ConfMan.getBool("tts_enabled"));
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ttsMan->setLanguage(ConfMan.get("language"));
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}
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#endif
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// Setup console
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setDebugger(new Console());
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if (gDebugLevel > 0)
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// TODO: Remove flag once everything is tested
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g_globals->_encountersOn = false;
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// Load globals
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if (!_globals.load(isEnhanced()))
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return Common::kNoError;
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runGame();
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return Common::kNoError;
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}
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void MM1Engine::syncSoundSettings() {
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Engine::syncSoundSettings();
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if (_sound)
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_sound->updateSoundSettings();
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}
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bool MM1Engine::isEnhanced() const {
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return (_gameDescription->features & GF_ENHANCED) != 0;
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}
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void MM1Engine::setupNormal() {
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Gfx::GFX::setEgaPalette();
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}
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bool MM1Engine::setupEnhanced() {
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if (!Common::File::exists("xeen.cc")) {
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GUIErrorMessage(_(
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"In order to run in Enhanced mode, please copy xeen.cc "
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"from a copy of World of Xeen\n"
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"or Clouds of Xeen to your Might and Magic 1 game folder"
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));
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return false;
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}
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// Add the Xeen cc archives
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Shared::Xeen::CCArchive *xeenCC = new Shared::Xeen::CCArchive(
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"xeen.cc", "xeen", true);
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SearchMan.add("xeen", xeenCC);
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// Load the palette
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Common::File f;
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if (!f.open("mm4.pal"))
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error("Could not load palette");
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// Load the Xeen palette
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byte pal[Graphics::PALETTE_SIZE];
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for (int i = 0; i < Graphics::PALETTE_SIZE; ++i)
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pal[i] = f.readByte() << 2;
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g_system->getPaletteManager()->setPalette(pal, 0, Graphics::PALETTE_COUNT);
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Gfx::GFX::findPalette(pal);
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return true;
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}
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bool MM1Engine::canSaveGameStateCurrently(Common::U32String *msg) {
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if (!g_events)
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return false;
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UIElement *view = g_events->focusedView();
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return dynamic_cast<Views::Game *>(view) != nullptr ||
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dynamic_cast<ViewsEnh::Game *>(view) != nullptr;
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}
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bool MM1Engine::canLoadGameStateCurrently(Common::U32String *msg) {
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if (!g_events)
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return false;
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// Loading savegames can be done in any view, since we can
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// just remove them all and add the game view
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return true;
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}
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Common::Error MM1Engine::synchronizeSave(Common::Serializer &s) {
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// Get/set the version
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byte version = SAVEGAME_VERSION;
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s.syncAsByte(version);
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if (version > SAVEGAME_VERSION)
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return Common::kReadingFailed;
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s.setVersion(version);
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// If we're loading a savegame, switch to the game view
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if (s.isLoading()) {
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g_events->replaceView("Game", true);
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}
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// Sync globals
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g_globals->synchronize(s);
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return Common::kNoError;
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}
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} // namespace MM1
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} // namespace MM
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