scummvm/engines/cge2/cge2.cpp
2014-06-03 07:42:17 +02:00

186 lines
4.5 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#include "engines/util.h"
#include "cge2/cge2.h"
#include "cge2/bitmap.h"
#include "cge2/vga13h.h"
#include "cge2/sound.h"
#include "cge2/text.h"
#include "cge2/hero.h"
#include "cge2/general.h"
#include "cge2/spare.h"
#include "cge2/events.h"
#include "cge2/talk.h"
#include "cge2/cge2_main.h"
namespace CGE2 {
CGE2Engine::CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription)
: Engine(syst), _gameDescription(gameDescription), _randomSource("cge") {
_resman = nullptr;
_vga = nullptr;
_sprite = nullptr;
_midiPlayer = nullptr;
_fx = nullptr;
_sound = nullptr;
_text = nullptr;
for (int i = 0; i < 2; i++)
_heroTab[i] = nullptr;
_eye = nullptr;
for (int i = 0; i < kCaveMax; i++)
_eyeTab[i] = nullptr;
_spare = nullptr;
_commandHandler = nullptr;
_commandHandlerTurbo = nullptr;
_infoLine = nullptr;
_mouse = nullptr;
_keyboard = nullptr;
_talk = nullptr;
for (int i = 0; i < kMaxPoint; i++)
_point[i] = nullptr;
_sys = nullptr;
_busyPtr = nullptr;
for (int i = 0; i < 2; i++)
_vol[i] = nullptr;
_eventManager = nullptr;
_blinkSprite = nullptr;
_quitFlag = false;
_bitmapPalette = nullptr;
_mode = 0;
_music = true;
_startupMode = 1;
_now = 1;
_sex = 1;
_mouseTop = kWorldHeight / 3;
_dark = false;
_lastFrame = 0;
_lastTick = 0;
_waitSeq = 0;
_waitRef = 0;
_commandStat._wait = nullptr;
_commandStat._ref[0] = 0;
_commandStat._ref[1] = 0;
_taken = false;
_endGame = false;
for (int i = 0; i < 4; i++)
_flag[i] = false;
}
void CGE2Engine::init() {
_resman = new ResourceManager();
_vga = new Vga(this);
_fx = new Fx(this, 16);
_sound = new Sound(this);
_midiPlayer = new MusicPlayer(this);
_text = new Text(this, "CGE");
for (int i = 0; i < 2; i++)
_heroTab[i] = new HeroTab(this);
_eye = new V3D();
for (int i = 0; i < kCaveMax; i++)
_eyeTab[i] = new V3D();
_spare = new Spare(this);
_commandHandler = new CommandHandler(this, false);
_commandHandlerTurbo = new CommandHandler(this, true);
_infoLine = new InfoLine(this, kInfoW);
_mouse = new Mouse(this);
_keyboard = new Keyboard(this);
for (int i = 0; i < kMaxPoint; i++)
_point[i] = new V3D();
_sys = new System(this);
_eventManager = new EventManager(this);
}
void CGE2Engine::deinit() {
delete _resman;
delete _vga;
delete _fx;
delete _sound;
delete _midiPlayer;
delete _text;
for (int i = 0; i < 2; i++)
delete _heroTab[i];
for (int i = 0; i < kCaveMax; i++) {
delete _eyeTab[i];
}
delete _eye;
delete _spare;
delete _sprite;
delete _commandHandler;
delete _commandHandlerTurbo;
delete _infoLine;
delete _mouse;
delete _keyboard;
if (_talk != nullptr)
delete _talk;
for (int i = 0; i < kMaxPoint; i++) {
delete _point[i];
}
delete _sys;
delete _eventManager;
if (_blinkSprite != nullptr)
delete _blinkSprite;
}
bool CGE2Engine::hasFeature(EngineFeature f) const {
return false;
}
bool CGE2Engine::canLoadGameStateCurrently() {
return false;
}
bool CGE2Engine::canSaveGameStateCurrently() {
return false;
}
Common::Error CGE2Engine::loadGameState(int slot) {
warning("STUB: CGE2Engine::loadGameState()");
return Common::kNoError;
}
Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc) {
warning("STUB: CGE2Engine::saveGameState()");
return Common::kNoError;
}
Common::Error CGE2Engine::run() {
warning("STUB: CGE2Engine::run()");
initGraphics(kScrWidth, kScrHeight, false);
init();
cge2_main();
deinit();
return Common::kNoError;
}
} // End of namespace CGE2