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-rw-r--r--engines/tsage/globals.cpp139
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+/* 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/blueforce_logic.h"
+#include "tsage/ringworld_demo.h"
+#include "tsage/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") {
+ reset();
+ _stripNum = 0;
+
+ if (_vm->getFeatures() & GF_DEMO) {
+ _gfxFontNumber = 0;
+ _gfxColors.background = 6;
+ _gfxColors.foreground = 0;
+ _fontColors.background = 0;
+ _fontColors.foreground = 0;
+ _dialogCenter.y = 80;
+ } else {
+ _gfxFontNumber = 50;
+ _gfxColors.background = 53;
+ _gfxColors.foreground = 18;
+ _fontColors.background = 51;
+ _fontColors.foreground = 54;
+ }
+ _screenSurface.setScreenSurface();
+ _gfxManagers.push_back(&_gfxManagerInstance);
+
+ _sceneObjects = &_sceneObjectsInstance;
+ _sceneObjects_queue.push_front(_sceneObjects);
+
+ _prevSceneOffset = Common::Point(-1, -1);
+ _sceneListeners.push_back(&_soundHandler);
+ _sceneListeners.push_back(&_sequenceManager._soundHandler);
+
+ _scrollFollower = NULL;
+ _inventory = NULL;
+
+ switch (_vm->getGameID()) {
+ case GType_Ringworld:
+ if (!(_vm->getFeatures() & GF_DEMO)) {
+ _inventory = new RingworldInvObjectList();
+ _game = new RingworldGame();
+ } else {
+ _game = new RingworldDemoGame();
+ }
+ break;
+
+ case GType_BlueForce:
+ _game = new BlueForceGame();
+ break;
+ }
+}
+
+Globals::~Globals() {
+ _globals = NULL;
+ delete _inventory;
+ delete _game;
+}
+
+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);
+
+ s.syncAsSint16LE(_dialogCenter.x); s.syncAsSint16LE(_dialogCenter.y);
+ _sceneListeners.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);
+}
+
+} // end of namespace tSage