scummvm/engines/tsage/globals.cpp

217 lines
6.2 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 "tsage/globals.h"
#include "tsage/tsage.h"
#include "tsage/blue_force/blueforce_logic.h"
#include "tsage/ringworld/ringworld_demo.h"
#include "tsage/ringworld/ringworld_logic.h"
namespace TsAGE {
Globals *_globals = NULL;
ResourceManager *_resourceManager = NULL;
/*--------------------------------------------------------------------------*/
/**
* Instantiates a saved object that can be instantiated
*/
static SavedObject *classFactoryProc(const Common::String &className) {
if (className == "ObjectMover") return new ObjectMover();
if (className == "NpcMover") return new NpcMover();
if (className == "ObjectMover2") return new ObjectMover2();
if (className == "ObjectMover3") return new ObjectMover3();
if (className == "PlayerMover") return new PlayerMover();
if (className == "SceneObjectWrapper") return new SceneObjectWrapper();
if (className == "PaletteRotation") return new PaletteRotation();
if (className == "PaletteFader") return new PaletteFader();
return NULL;
}
/*--------------------------------------------------------------------------*/
Globals::Globals() : _dialogCenter(160, 140), _gfxManagerInstance(_screenSurface),
_randomSource("tsage"), _color1(0), _color2(255), _color3(255) {
reset();
_stripNum = 0;
_gfxEdgeAdjust = 3;
if (_vm->getFeatures() & GF_DEMO) {
_gfxFontNumber = 0;
_gfxColors.background = 6;
_gfxColors.foreground = 0;
_fontColors.background = 255;
_fontColors.foreground = 6;
_dialogCenter.y = 80;
// Workaround in order to use later version of the engine
_color1 = _gfxColors.foreground;
_color2 = _gfxColors.foreground;
_color3 = _gfxColors.foreground;
} else if (_vm->getGameID() == GType_BlueForce) {
// Blue Force
_gfxFontNumber = 0;
_gfxColors.background = 89;
_gfxColors.foreground = 83;
_fontColors.background = 88;
_fontColors.foreground = 92;
_dialogCenter.y = 165;
} else if ((_vm->getGameID() == GType_Ringworld) && (_vm->getFeatures() & GF_CD)) {
_gfxFontNumber = 50;
_gfxColors.background = 53;
_gfxColors.foreground = 0;
_fontColors.background = 51;
_fontColors.foreground = 54;
_color1 = 18;
_color2 = 18;
_color3 = 18;
} else {
_gfxFontNumber = 50;
_gfxColors.background = 53;
_gfxColors.foreground = 18;
_fontColors.background = 51;
_fontColors.foreground = 54;
// Workaround in order to use later version of the engine
_color1 = _gfxColors.foreground;
_color2 = _gfxColors.foreground;
_color3 = _gfxColors.foreground;
}
_screenSurface.setScreenSurface();
_gfxManagers.push_back(&_gfxManagerInstance);
_sceneObjects = &_sceneObjectsInstance;
_sceneObjects_queue.push_front(_sceneObjects);
_prevSceneOffset = Common::Point(-1, -1);
_sounds.push_back(&_soundHandler);
_sounds.push_back(&_sequenceManager._soundHandler);
_scrollFollower = NULL;
_inventory = NULL;
switch (_vm->getGameID()) {
case GType_Ringworld:
if (!(_vm->getFeatures() & GF_DEMO)) {
_inventory = new Ringworld::RingworldInvObjectList();
_game = new Ringworld::RingworldGame();
} else {
_game = new Ringworld::RingworldDemoGame();
}
_sceneHandler = new SceneHandler();
break;
case GType_BlueForce:
_game = new BlueForce::BlueForceGame();
_sceneHandler = new BlueForce::SceneHandlerExt();
break;
}
}
Globals::~Globals() {
_scenePalette.clearListeners();
delete _inventory;
delete _sceneHandler;
delete _game;
_globals = NULL;
}
void Globals::reset() {
Common::set_to(&_flags[0], &_flags[MAX_FLAGS], false);
_saver->addFactory(classFactoryProc);
}
void Globals::synchronize(Serializer &s) {
if (s.getVersion() >= 2)
SavedObject::synchronize(s);
assert(_gfxManagers.size() == 1);
_sceneItems.synchronize(s);
SYNC_POINTER(_sceneObjects);
_sceneObjects_queue.synchronize(s);
s.syncAsSint32LE(_gfxFontNumber);
s.syncAsSint32LE(_gfxColors.background);
s.syncAsSint32LE(_gfxColors.foreground);
s.syncAsSint32LE(_fontColors.background);
s.syncAsSint32LE(_fontColors.foreground);
if (s.getVersion() >= 4) {
s.syncAsByte(_color1);
s.syncAsByte(_color2);
s.syncAsByte(_color3);
}
s.syncAsSint16LE(_dialogCenter.x); s.syncAsSint16LE(_dialogCenter.y);
_sounds.synchronize(s);
for (int i = 0; i < 256; ++i)
s.syncAsByte(_flags[i]);
s.syncAsSint16LE(_sceneOffset.x); s.syncAsSint16LE(_sceneOffset.y);
s.syncAsSint16LE(_prevSceneOffset.x); s.syncAsSint16LE(_prevSceneOffset.y);
SYNC_POINTER(_scrollFollower);
s.syncAsSint32LE(_stripNum);
}
void Globals::dispatchSound(ASound *obj) {
obj->dispatch();
}
void Globals::dispatchSounds() {
Common::for_each(_sounds.begin(), _sounds.end(), Globals::dispatchSound);
}
/*--------------------------------------------------------------------------*/
namespace BlueForce {
BlueForceGlobals::BlueForceGlobals(): Globals() {
_interfaceY = 0;
_v51C44 = 1;
_v4CEA2 = 0;
_v4CEA8 = 0;
_v4CEF2 = 0;
_v4CEF4 = 0;
_v4CF9E = 0;
_v4E238 = 0;
_v501FC = 0;
_v51C42 = 0;
_bikiniHutState = 0;
_mapLocationId = 1;
Common::set_to(&_globalFlags[0], &_globalFlags[12], 0);
}
void BlueForceGlobals::synchronize(Serializer &s) {
Globals::synchronize(s);
error("Sync variables");
}
bool BlueForceGlobals::getFlag(int v) {
return _globalFlags[v / 16] & (1 << (v % 8));
}
void BlueForceGlobals::setFlag(int v) {
_globalFlags[v / 16] |= 1 << (v % 8);
}
} // end of namespace BlueForce
} // end of namespace TsAGE