scummvm/engines/voyeur/voyeur.cpp

190 lines
4.6 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "voyeur/voyeur.h"
#include "voyeur/graphics.h"
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
namespace Voyeur {
VoyeurEngine *g_vm;
VoyeurEngine::VoyeurEngine(OSystem *syst, const VoyeurGameDescription *gameDesc) : Engine(syst),
_gameDescription(gameDesc), _randomSource("Voyeur") {
DebugMan.addDebugChannel(kDebugPath, "Path", "Pathfinding debug level");
_bVoy = NULL;
initialiseManagers();
}
VoyeurEngine::~VoyeurEngine() {
delete _bVoy;
}
Common::String VoyeurEngine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
/**
* Returns true if it is currently okay to restore a game
*/
bool VoyeurEngine::canLoadGameStateCurrently() {
return true;
}
/**
* Returns true if it is currently okay to save the game
*/
bool VoyeurEngine::canSaveGameStateCurrently() {
return true;
}
/**
* Load the savegame at the specified slot index
*/
Common::Error VoyeurEngine::loadGameState(int slot) {
return Common::kNoError;
}
/**
* Save the game to the given slot index, and with the given name
*/
Common::Error VoyeurEngine::saveGameState(int slot, const Common::String &desc) {
//TODO
return Common::kNoError;
}
Common::Error VoyeurEngine::run() {
ESP_Init();
globalInitBolt();
_eventsManager.resetMouse();
doHeadTitle();
//doHeadTitle();
return Common::kNoError;
}
int VoyeurEngine::getRandomNumber(int maxNumber) {
return _randomSource.getRandomNumber(maxNumber);
}
void VoyeurEngine::initialiseManagers() {
_debugger.setVm(this);
_eventsManager.setVm(this);
_filesManager.setVm(this);
_graphicsManager.setVm(this);
}
void VoyeurEngine::ESP_Init() {
}
void VoyeurEngine::globalInitBolt() {
initBolt();
_filesManager.openBoltLib("bvoy.blt", _bVoy);
_bVoy->getBoltGroup(0x10000);
_bVoy->getBoltGroup(0x10100);
_fontPtr = _bVoy->memberAddr(0x101);
// Setup default flags
Common::fill((byte *)&_voy, (byte *)&_voy + sizeof(SVoy), 0);
_voy._eCursorOff[0x74 / 2] = 1;
_voy._eCursorOff[0x68 / 2] = 0;
_voy._eventTable[998]._data3 = 63;
_voy._eventTable[998]._data4 = 63;
_voy._evidence[19] = 0;
_voy._evidence[17] = 0;
_voy._evidence[18] = 9999;
_voy._curICF0 = _graphicsManager._palFlag ? 0xFFFFA5E0 : 0x5F90;
_eventsManager.addFadeInt();
}
void VoyeurEngine::initBolt() {
vInitInterrupts();
_graphicsManager.sInitGraphics();
_eventsManager.vInitColor();
initInput();
}
void VoyeurEngine::vInitInterrupts() {
_eventsManager._intPtr._palette = &_graphicsManager._VGAColors[0];
}
void VoyeurEngine::initInput() {
}
void VoyeurEngine::doHeadTitle() {
// char dest[144];
_eventsManager.startMainClockInt();
// Show starting screen
if (_bVoy->getBoltGroup(0x10500)) {
_graphicsManager._backgroundPage = _bVoy->getBoltEntry(0x5020000)._picResource;
(*_graphicsManager._vPort)->setupViewPort();
(*_graphicsManager._vPort)->_flags |= 8;
_graphicsManager.flipPage();
_eventsManager.sWaitFlip();
// Immediate palette load to show the initial screen
CMapResource *cMap = _bVoy->getCMapResource(0x5030000);
assert(cMap);
cMap->_steps = 0;
cMap->startFade();
// Wait briefly
_eventsManager.delay(150);
if (shouldQuit())
return;
// Fade out the screen
cMap = _bVoy->getCMapResource(0x5040000);
cMap->_steps = 30;
cMap->startFade();
if (shouldQuit())
return;
(*_graphicsManager._vPort)->_flags |= 8;
_graphicsManager.flipPage();
_eventsManager.sWaitFlip();
while (!shouldQuit() && (_eventsManager._fadeStatus & 1))
_eventsManager.delay(1);
_graphicsManager.screenReset();
_bVoy->freeBoltGroup(0x10500);
_graphicsManager.screenReset();
if (shouldQuit())
return;
}
}
} // End of namespace Voyeur