Files
2026-02-02 04:50:13 +01:00

170 lines
4.0 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/events.h"
#include "m4/burger/vars.h"
#include "m4/burger/rooms/room.h"
#include "m4/adv_r/adv_file.h"
#include "m4/core/errors.h"
#include "m4/graphics/gr_series.h"
#include "m4/gui/gui_sys.h"
#include "m4/gui/gui_vmng.h"
#include "m4/mem/mem.h"
#include "m4/platform/keys.h"
#include "m4/detection.h"
#include "m4/m4.h"
namespace M4 {
namespace Burger {
Vars *g_vars;
const char *GAME_MODES[4] = { "WHOLE_GAME", "INTERACTIVE_DEMO", "MAGAZINE_DEMO", "WHOLE_GAME" };
int32 Vars::_wilbur_should = 0;
/**
* Structure for accented character replacement
*/
struct ConverterEntry {
const char *_find;
byte _replace;
};
static const ConverterEntry ASCII_CONVERTERS[] = {
{ "\xc4", 1 },
{ "\xc9", 2 },
{ "\xd6", 3 },
{ "\xdc", 4 },
{ "\xe1", 5 },
{ "\xe4", 6 },
{ "\xe9", 0x0B },
{ "\xf6", 0x0C },
{ "\xfc", 0x0E },
{ "\xdf", 0x0F },
{ "\xe2", 0x10 },
{ "\xe0", 0x11 },
{ "\xef", 0x12 },
{ "\xee", 0x13 },
{ "\xea", 0x14 },
{ "\xe8", 0x15 },
{ "\xeb", 0x16 },
{ "\xf9", 0x17 },
{ "\xfb", 0x18 },
{ "\xe7", 0x19 },
{ "\xc7", 0x1C },
{ "\xf4", 0x1D },
{ nullptr, 0 }
};
Vars::Vars() {
g_vars = this;
_resources.setUseLowercase(true);
Inventory *inv = new Inventory();
_inventory = inv;
Common::fill(&_globals[0], &_globals[GLB_SHARED_VARS], 0);
}
Vars::~Vars() {
g_vars = nullptr;
delete _inventory;
}
void Vars::main_cold_data_init() {
initMouseSeries("cursor", nullptr);
_kernel.first_fade = 32;
_G(custom_ascii_converter) = custom_ascii_converter_proc;
debugC(1, kDebugCore, "executing - %s", GAME_MODES[_executing]);
// Set up game mode and starting room
switch (g_engine->isDemo()) {
case GStyle_Demo:
_executing = INTERACTIVE_DEMO;
break;
case GStyle_NonInteractiveDemo:
_executing = MAGAZINE_DEMO;
break;
default:
_executing = WHOLE_GAME;
break;
}
switch (_executing) {
case JUST_OVERVIEW:
_game.setRoom(971); // Burger overview starts right in at 971
break;
case INTERACTIVE_DEMO:
case MAGAZINE_DEMO:
// Burger Demo starts at the demo menu screen
_game.setRoom(901);
break;
case WHOLE_GAME:
_game.setRoom(ConfMan.getBool("seen_intro") || g_engine->savesExist() ? 903 : 951);
break;
}
font_set_colors(2, 1, 3);
}
void Vars::global_menu_system_init() {
AddSystemHotkey(KEY_ESCAPE, Hotkeys::escape_key_pressed);
AddSystemHotkey(KEY_F2, Hotkeys::saveGame);
AddSystemHotkey(KEY_F3, Hotkeys::loadGame);
if (_interface.init(0, 5, 6, 8, 9))
static_cast<Inventory *>(_inventory)->init();
}
void Vars::initialize_game() {
// Put all the inventory items back in their original scenes
for (const auto &item : _inventory->_objects)
inv_put_thing_in(item->name, item->scene);
inv_give_to_player("MONEY");
// Reset the global variables
_flags.reset();
_flags.reset1();
_flags.reset2();
_flags.reset3();
_flags.reset4();
_flags.reset5();
_flags.conv_reset_all();
Rooms::Room::setWilburHotspot();
}
void Vars::custom_ascii_converter_proc(char *string) {
char *str;
for (const auto *entry = ASCII_CONVERTERS; entry->_find; entry++) {
while ((str = strstr(string, entry->_find)) != nullptr)
*str = entry->_replace;
}
}
} // namespace Burger
} // namespace M4