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