Files
scummvm/engines/mads/mads.cpp
T
athrxx bd1dbecde9 TTS: (ENGINES) - add support for tts enable function
The new option only works as intended if the engine that have TTS support apply their own settings. It cannot be globally implemented before and after runGame(), since the engines don't all use the same config manager variables (sometimes "tts_enabled_speech", "tts_enabled" or "tts_narrator, sometimes more than one of these).
2022-04-26 21:08:41 +03:00

211 lines
5.9 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/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/text-to-speech.h"
#include "engines/util.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/sound.h"
#include "mads/sprites.h"
namespace MADS {
MADSEngine::MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc) :
_gameDescription(gameDesc), Engine(syst), _randomSource("MADS") {
// Initialize game/engine options
_easyMouse = true;
_invObjectsAnimated = true;
_textWindowStill = false;
_screenFade = SCREEN_FADE_SMOOTH;
_musicFlag = true;
_soundFlag = true;
_dithering = false;
_disableFastwalk = false;
_dialogs = nullptr;
_events = nullptr;
_font = nullptr;
_game = nullptr;
_gameConv = nullptr;
_palette = nullptr;
_resources = nullptr;
_sound = nullptr;
_audio = nullptr;
_screen = nullptr;
}
MADSEngine::~MADSEngine() {
delete _dialogs;
delete _events;
delete _font;
Font::deinit();
delete _game;
delete _gameConv;
delete _palette;
delete _resources;
delete _sound;
delete _audio;
//_debugger Debugger is deleted by Engine
_mixer->stopAll();
}
void MADSEngine::initialize() {
// Initial sub-system engine references
MSurface::setVm(this);
MSprite::setVm(this);
Resources::init(this);
Conversation::init(this);
_debugger = new Debugger(this);
setDebugger(_debugger);
_dialogs = Dialogs::init(this);
_events = new EventsManager(this);
_palette = new Palette(this);
Font::init(this);
_font = new Font();
_screen = new Screen();
_sound = new SoundManager(this, _mixer);
_audio = new AudioPlayer(_mixer, getGameID());
_game = Game::init(this);
_gameConv = new GameConversations(this);
loadOptions();
_screen->clear();
}
void MADSEngine::loadOptions() {
if (ConfMan.hasKey("EasyMouse"))
_easyMouse = ConfMan.getBool("EasyMouse");
if (ConfMan.hasKey("mute") && ConfMan.getBool("mute")) {
_soundFlag = false;
_musicFlag = false;
} else {
_soundFlag = !ConfMan.hasKey("sfx_mute") || !ConfMan.getBool("sfx_mute");
_musicFlag = !ConfMan.hasGameDomain("music_mute") || !ConfMan.getBool("music_mute");
}
if (ConfMan.hasKey("ScreenFade"))
_screenFade = (ScreenFade)ConfMan.getInt("ScreenFade");
//if (ConfMan.hasKey("GraphicsDithering"))
// _dithering = ConfMan.getBool("GraphicsDithering");
if (getGameID() == GType_RexNebular) {
if (ConfMan.hasKey("InvObjectsAnimated"))
_invObjectsAnimated = ConfMan.getBool("InvObjectsAnimated");
if (ConfMan.hasKey("TextWindowStill"))
_textWindowStill = !ConfMan.getBool("TextWindowAnimated");
if (ConfMan.hasKey("NaughtyMode"))
_game->setNaughtyMode(ConfMan.getBool("NaughtyMode"));
}
// Note: MADS is weird in that sfx and music are handled by the same driver,
// and the game scripts themselves check for music being enabled before playing
// a "music" sound. Which means we can independently mute music in ScummVM, but
// otherwise all sound, music and sfx, is controlled by the SFX volume slider.
int soundVolume = MIN(255, ConfMan.getInt("sfx_volume"));
_sound->setVolume(soundVolume);
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr)
ttsMan->enable(ConfMan.getBool("tts_narrator"));
}
void MADSEngine::saveOptions() {
ConfMan.setBool("EasyMouse", _easyMouse);
ConfMan.setInt("ScreenFade", (int)_screenFade);
//ConfMan.setBool("GraphicsDithering", _dithering);
ConfMan.setBool("mute", !_soundFlag && !_musicFlag);
ConfMan.setBool("sfx_mute", !_soundFlag && _musicFlag);
ConfMan.setBool("music_mute", _soundFlag && !_musicFlag);
if (getGameID() == GType_RexNebular) {
ConfMan.setBool("InvObjectsAnimated", _invObjectsAnimated);
ConfMan.setBool("TextWindowAnimated", !_textWindowStill);
ConfMan.setBool("NaughtyMode", _game->getNaughtyMode());
}
ConfMan.flushToDisk();
}
Common::Error MADSEngine::run() {
initGraphics(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT);
initialize();
// Run the game
_game->run();
return Common::kNoError;
}
int MADSEngine::getRandomNumber(int maxNumber) {
return _randomSource.getRandomNumber(maxNumber);
}
int MADSEngine::getRandomNumber(int minNumber, int maxNumber) {
int range = maxNumber - minNumber;
return minNumber + _randomSource.getRandomNumber(range);
}
bool MADSEngine::canLoadGameStateCurrently() {
return !_game->_winStatus && !_game->globals()[5]
&& _dialogs->_pendingDialog == DIALOG_NONE
&& _events->_cursorId != CURSOR_WAIT;
}
bool MADSEngine::canSaveGameStateCurrently() {
return !_game->_winStatus && !_game->globals()[5]
&& _dialogs->_pendingDialog == DIALOG_NONE
&& _events->_cursorId != CURSOR_WAIT;
}
void MADSEngine::syncSoundSettings() {
Engine::syncSoundSettings();
loadOptions();
}
Common::Error MADSEngine::loadGameState(int slot) {
_game->_loadGameSlot = slot;
_game->_scene._currentSceneId = -1;
_game->_currentSectionNumber = -1;
return Common::kNoError;
}
Common::Error MADSEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
_game->saveGame(slot, desc);
return Common::kNoError;
}
} // End of namespace MADS