scummvm/engines/cge/cge.cpp
2020-02-16 13:07:19 +02:00

259 lines
6.3 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/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/file.h"
#include "common/fs.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "gui/message.h"
#include "cge/cge.h"
#include "cge/vga13h.h"
#include "cge/cge_main.h"
#include "cge/talk.h"
#include "cge/text.h"
#include "cge/walk.h"
namespace CGE {
const int CGEEngine::_maxSceneArr[5] = {1, 8, 16, 23, 24};
CGEEngine::CGEEngine(OSystem *syst, const ADGameDescription *gameDescription)
: Engine(syst), _gameDescription(gameDescription), _randomSource("cge") {
// Debug/console setup
DebugMan.addDebugChannel(kCGEDebugBitmap, "bitmap", "CGE Bitmap debug channel");
DebugMan.addDebugChannel(kCGEDebugFile, "file", "CGE IO debug channel");
DebugMan.addDebugChannel(kCGEDebugEngine, "engine", "CGE Engine debug channel");
_bitmapPalette = nullptr;
_pocLight = nullptr;
_keyboard = nullptr;
_mouse = nullptr;
_sprite = nullptr;
_miniScene = nullptr;
_shadow = nullptr;
_horzLine = nullptr;
_infoLine = nullptr;
_debugLine = nullptr;
_sceneLight = nullptr;
_commandHandler = nullptr;
_commandHandlerTurbo = nullptr;
_eventManager = nullptr;
_fx = nullptr;
_sound = nullptr;
_resman = nullptr;
for (int i = 0; i < 8; i++)
_pocket[i] = nullptr;
_hero = nullptr;
_text = nullptr;
_talk = nullptr;
_midiPlayer = nullptr;
_miniShp = nullptr;
_miniShpList = nullptr;
_sprTv = nullptr;
_sprK1 = nullptr;
_sprK2 = nullptr;
_sprK3 = nullptr;
_font = nullptr;
_vga = nullptr;
_sys = nullptr;
_quitFlag = false;
_showBoundariesFl = false;
_music = true;
_dark = false;
_game = false;
_endGame = false;
for (int i = 0; i < 4; i++)
_flag[i] = false;
_startupMode = 1;
_oldLev = 0;
_pocPtr = 0;
_startGameSlot = -1;
_recentStep = -2;
_lastFrame = 0;
_lastTick = 0;
_maxScene = 0;
_now = 1;
_lev = -1;
_mode = 0;
_gameCase2Cpt = 0;
_offUseCount = 0;
_volume[0] = 0;
_volume[1] = 0;
for (int i = 0; i < kPocketNX; i++)
_pocref[i] = -1;
initSceneValues();
}
void CGEEngine::initSceneValues() {
for (int i = 0; i < kSceneMax; i++) {
_heroXY[i].x = 0;
_heroXY[i].y = 0;
}
for (int i = 0; i < kSceneMax + 1; i++) {
_barriers[i]._horz = 0xFF;
_barriers[i]._vert = 0xFF;
}
}
void CGEEngine::init() {
debugC(1, kCGEDebugEngine, "CGEEngine::init()");
// Initialize fields
_hero = nullptr;
_shadow = nullptr;
_miniScene = nullptr;
_miniShp = nullptr;
_miniShpList = nullptr;
_sprite = nullptr;
_resman = new ResourceManager();
// Create debugger console
setDebugger(new CGEConsole(this));
// Initialize engine objects
_font = new Font(this, "CGE");
_text = new Text(this, "CGE");
_talk = nullptr;
_vga = new Vga(this);
_sys = new System(this);
_pocLight = new PocLight(this);
for (int i = 0; i < kPocketNX; i++)
_pocket[i] = nullptr;
_horzLine = new HorizLine(this);
_infoLine = new InfoLine(this, kInfoW);
_sceneLight = new SceneLight(this);
_debugLine = new InfoLine(this, kScrWidth);
_commandHandler = new CommandHandler(this, false);
_commandHandlerTurbo = new CommandHandler(this, true);
_midiPlayer = new MusicPlayer(this);
_mouse = new Mouse(this);
_keyboard = new Keyboard(this);
_eventManager = new EventManager(this);
_fx = new Fx(this, 16); // must precede SOUND!!
_sound = new Sound(this);
_offUseCount = atoi(_text->getText(kOffUseCount));
_startGameSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1;
}
void CGEEngine::deinit() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
// Delete engine objects
delete _vga;
delete _sys;
delete _sprite;
delete _miniScene;
delete _shadow;
delete _horzLine;
delete _infoLine;
delete _sceneLight;
delete _debugLine;
delete _text;
delete _pocLight;
delete _keyboard;
delete _mouse;
delete _eventManager;
delete _sound;
delete _fx;
delete _midiPlayer;
delete _font;
delete _commandHandler;
delete _commandHandlerTurbo;
delete _hero;
delete _resman;
if (_miniShpList) {
for (int i = 0; _miniShpList[i]; ++i)
delete _miniShpList[i];
delete[] _miniShpList;
}
}
CGEEngine::~CGEEngine() {
debugC(1, kCGEDebugEngine, "CGEEngine::~CGEEngine()");
}
Common::Error CGEEngine::run() {
debugC(1, kCGEDebugEngine, "CGEEngine::run()");
if (_gameDescription->flags & ADGF_DEMO) {
warning("Demos of Soltys are not supported.\nPlease get a free version on ScummVM download page");
return Common::kUnsupportedGameidError;
}
// Initialize graphics using following:
initGraphics(kScrWidth, kScrHeight);
// Setup necessary game objects
init();
// Run the game
cge_main();
// If game is finished, display ending message
if (_flag[3]) {
Common::String msg = Common::String(_text->getText(kSayTheEnd));
if (msg.size() != 0) {
g_system->delayMillis(10);
GUI::MessageDialog dialog(msg, "OK");
dialog.runModal();
}
}
// Remove game objects
deinit();
return Common::kNoError;
}
bool CGEEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool CGEEngine::canLoadGameStateCurrently() {
return (_startupMode == 0) && _mouse->_active;
}
bool CGEEngine::canSaveGameStateCurrently() {
return (_startupMode == 0) && _mouse->_active &&
_commandHandler->idle() && !_hero->_flags._hide;
}
} // End of namespace CGE