mirror of
https://github.com/libretro/scummvm.git
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1a9b30a9d3
Now that we have the code completely implemented inside the Sherlock engine, we don't need the TsAGE engine detecting the Logo anymore
191 lines
5.2 KiB
C++
191 lines
5.2 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/debug-channels.h"
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#include "engines/util.h"
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#include "tsage/tsage.h"
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#include "tsage/core.h"
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#include "tsage/dialogs.h"
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#include "tsage/events.h"
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#include "tsage/resources.h"
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#include "tsage/globals.h"
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namespace TsAGE {
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TSageEngine *g_vm = NULL;
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TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc) : Engine(system),
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_gameDescription(gameDesc) {
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g_vm = this;
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DebugMan.addDebugChannel(kRingDebugScripts, "scripts", "Scripts debugging");
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_debugger = nullptr;
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if (g_vm->getGameID() == GType_Ringworld) {
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if (g_vm->getFeatures() & GF_DEMO)
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_debugger = new DemoDebugger();
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else
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_debugger = new RingworldDebugger();
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} else if (g_vm->getGameID() == GType_BlueForce)
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_debugger = new BlueForceDebugger();
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else if (g_vm->getGameID() == GType_Ringworld2)
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_debugger = new Ringworld2Debugger();
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else if (g_vm->getGameID() == GType_Sherlock1)
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_debugger = new DemoDebugger();
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}
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Common::Error TSageEngine::init() {
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initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT, false);
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return Common::kNoError;
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}
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TSageEngine::~TSageEngine() {
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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delete _debugger;
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}
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bool TSageEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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void TSageEngine::initialize() {
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// Set up the correct graphics mode
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init();
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g_saver = new Saver();
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// Set up the resource manager
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g_resourceManager = new ResourceManager();
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if (g_vm->getGameID() == GType_Ringworld) {
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if (g_vm->getFeatures() & GF_DEMO) {
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// Add the single library file associated with the demo
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g_resourceManager->addLib(getPrimaryFilename());
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g_globals = new Globals();
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} else {
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g_resourceManager->addLib("RING.RLB");
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g_resourceManager->addLib("TSAGE.RLB");
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g_globals = new Globals();
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}
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} else if (g_vm->getGameID() == GType_BlueForce) {
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g_resourceManager->addLib("BLUE.RLB");
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if (g_vm->getFeatures() & GF_FLOPPY) {
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g_resourceManager->addLib("FILES.RLB");
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g_resourceManager->addLib("TSAGE.RLB");
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}
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g_globals = new BlueForce::BlueForceGlobals();
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// Setup the user interface
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T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y - 2));
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// Reset all global variables
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BF_GLOBALS.reset();
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} else if (g_vm->getGameID() == GType_Ringworld2) {
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g_resourceManager->addLib("R2RW.RLB");
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g_globals = new Ringworld2::Ringworld2Globals();
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// Setup the user interface
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T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y));
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// Reset all global variables
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R2_GLOBALS.reset();
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} else if (g_vm->getGameID() == GType_Sherlock1) {
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#ifdef TSAGE_SHERLOCK_ENABLED
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g_resourceManager->addLib("SF3.RLB");
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g_globals = new Globals();
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return;
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#endif
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}
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g_globals->gfxManager().setDefaults();
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// Setup sound settings
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syncSoundSettings();
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}
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void TSageEngine::deinitialize() {
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delete g_globals;
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delete g_resourceManager;
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delete g_saver;
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g_resourceManager = NULL;
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g_saver = NULL;
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}
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Common::Error TSageEngine::run() {
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// Basic initialization
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initialize();
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g_globals->_sceneHandler->registerHandler();
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g_globals->_game->execute();
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deinitialize();
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return Common::kNoError;
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}
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/**
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* Returns true if it is currently okay to restore a game
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*/
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bool TSageEngine::canLoadGameStateCurrently() {
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return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canLoadGameStateCurrently();
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}
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/**
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* Returns true if it is currently okay to save the game
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*/
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bool TSageEngine::canSaveGameStateCurrently() {
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return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canSaveGameStateCurrently();
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}
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/**
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* Load the savegame at the specified slot index
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*/
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Common::Error TSageEngine::loadGameState(int slot) {
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return g_saver->restore(slot);
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}
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/**
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* Save the game to the given slot index, and with the given name
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*/
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Common::Error TSageEngine::saveGameState(int slot, const Common::String &desc) {
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return g_saver->save(slot, desc);
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}
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/**
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* Support method that generates a savegame name
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* @param slot Slot number
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*/
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Common::String TSageEngine::generateSaveName(int slot) {
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return Common::String::format("%s.%03d", _targetName.c_str(), slot);
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}
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void TSageEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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g_globals->_soundManager.syncSounds();
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}
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} // End of namespace TsAGE
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