scummvm/engines/tsage/tsage.cpp
2014-02-18 02:39:39 +01:00

183 lines
4.9 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 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 "common/debug-channels.h"
#include "engines/util.h"
#include "tsage/tsage.h"
#include "tsage/core.h"
#include "tsage/dialogs.h"
#include "tsage/events.h"
#include "tsage/resources.h"
#include "tsage/globals.h"
namespace TsAGE {
TSageEngine *g_vm = NULL;
TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc) : Engine(system),
_gameDescription(gameDesc) {
g_vm = this;
DebugMan.addDebugChannel(kRingDebugScripts, "scripts", "Scripts debugging");
_debugger = nullptr;
if (g_vm->getGameID() == GType_Ringworld) {
if (g_vm->getFeatures() & GF_DEMO)
_debugger = new DemoDebugger();
else
_debugger = new RingworldDebugger();
}
else if (g_vm->getGameID() == GType_BlueForce)
_debugger = new BlueForceDebugger();
else if (g_vm->getGameID() == GType_Ringworld2)
_debugger = new Ringworld2Debugger();
}
Common::Error TSageEngine::init() {
initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT, false);
return Common::kNoError;
}
TSageEngine::~TSageEngine() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
delete _debugger;
}
bool TSageEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
void TSageEngine::initialize() {
// Set up the correct graphics mode
init();
g_saver = new Saver();
// Set up the resource manager
g_resourceManager = new ResourceManager();
if (g_vm->getGameID() == GType_Ringworld) {
if (g_vm->getFeatures() & GF_DEMO) {
// Add the single library file associated with the demo
g_resourceManager->addLib(getPrimaryFilename());
g_globals = new Globals();
} else {
g_resourceManager->addLib("RING.RLB");
g_resourceManager->addLib("TSAGE.RLB");
g_globals = new Globals();
}
} else if (g_vm->getGameID() == GType_BlueForce) {
g_resourceManager->addLib("BLUE.RLB");
if (g_vm->getFeatures() & GF_FLOPPY) {
g_resourceManager->addLib("FILES.RLB");
g_resourceManager->addLib("TSAGE.RLB");
}
g_globals = new BlueForce::BlueForceGlobals();
// Setup the user interface
T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y - 2));
// Reset all global variables
BF_GLOBALS.reset();
} else if (g_vm->getGameID() == GType_Ringworld2) {
g_resourceManager->addLib("R2RW.RLB");
g_globals = new Ringworld2::Ringworld2Globals();
// Setup the user interface
T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y));
// Reset all global variables
R2_GLOBALS.reset();
}
g_globals->gfxManager().setDefaults();
// Setup sound settings
syncSoundSettings();
}
void TSageEngine::deinitialize() {
delete g_globals;
delete g_resourceManager;
delete g_saver;
g_resourceManager = NULL;
g_saver = NULL;
}
Common::Error TSageEngine::run() {
// Basic initialization
initialize();
g_globals->_sceneHandler->registerHandler();
g_globals->_game->execute();
deinitialize();
return Common::kNoError;
}
/**
* Returns true if it is currently okay to restore a game
*/
bool TSageEngine::canLoadGameStateCurrently() {
return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canLoadGameStateCurrently();
}
/**
* Returns true if it is currently okay to save the game
*/
bool TSageEngine::canSaveGameStateCurrently() {
return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canSaveGameStateCurrently();
}
/**
* Load the savegame at the specified slot index
*/
Common::Error TSageEngine::loadGameState(int slot) {
return g_saver->restore(slot);
}
/**
* Save the game to the given slot index, and with the given name
*/
Common::Error TSageEngine::saveGameState(int slot, const Common::String &desc) {
return g_saver->save(slot, desc);
}
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String TSageEngine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
void TSageEngine::syncSoundSettings() {
Engine::syncSoundSettings();
g_globals->_soundManager.syncSounds();
}
} // End of namespace TsAGE