scummvm/engines/tsage/tsage.cpp
Paul Gilbert 1a9b30a9d3 TSAGE: Disable Sherlock logo code in TsAGE engine by default
Now that we have the code completely implemented inside the Sherlock
engine, we don't need the TsAGE engine detecting the Logo anymore
2015-08-16 14:24:18 -04:00

191 lines
5.2 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();
else if (g_vm->getGameID() == GType_Sherlock1)
_debugger = new DemoDebugger();
}
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();
} else if (g_vm->getGameID() == GType_Sherlock1) {
#ifdef TSAGE_SHERLOCK_ENABLED
g_resourceManager->addLib("SF3.RLB");
g_globals = new Globals();
return;
#endif
}
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