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