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