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We don't support running the game directly from it, since doing so would bypass the need for the original game. But at least this way, it will be recognised, and users will be given an informative message of why the game won't run.
180 lines
4.4 KiB
C++
180 lines
4.4 KiB
C++
/* 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/translation.h"
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#include "engines/util.h"
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#include "graphics/palette.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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// Setup mixer
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_sound = new Sound(_mixer);
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syncSoundSettings();
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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 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[PALETTE_SIZE];
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for (int i = 0; i < PALETTE_SIZE; ++i)
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pal[i] = f.readByte() << 2;
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g_system->getPaletteManager()->setPalette(pal, 0, PALETTE_COUNT);
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Gfx::GFX::findPalette(pal);
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// Show the mouse cursor
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g_events->loadCursors();
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g_events->setCursor(0);
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g_events->showCursor();
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return true;
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}
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bool MM1Engine::canSaveGameStateCurrently() {
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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() {
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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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