/* 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/EventRecorder.h" #include "common/file.h" #include "common/fs.h" #include "engines/util.h" #include "cge/cge.h" #include "cge/vga13h.h" #include "cge/cge_main.h" #include "cge/talk.h" #include "cge/text.h" #include "cge/bitmaps.h" #include "cge/vol.h" namespace CGE { CGEEngine::CGEEngine(OSystem *syst, const ADGameDescription *gameDescription) : Engine(syst), _gameDescription(gameDescription), _randomSource("cge") { // Debug/console setup DebugMan.addDebugChannel(kCGEDebug, "general", "CGE general debug channel"); _isDemo = _gameDescription->flags & ADGF_DEMO; _startupMode = 1; _demoText = DEMO_TEXT; _oldLev = 0; _jbw = false; _pocPtr = 0; } void CGEEngine::setup() { // Initialise fields _lastFrame = 0; _hero = NULL; // Create debugger console _console = new CGEConsole(this); // Initialise classes that have static members Vga::init(); VFile::init(); Bitmap::init(); Talk::init(); // Initialise sprite arrays used by game objects MB[0] = new Bitmap("BRICK", true); MB[1] = NULL; HL[0] = new Bitmap("HLINE", true); HL[1] = NULL; MC[0] = new Bitmap("MOUSE", true); MC[1] = new Bitmap("DUMMY", true); MC[2] = NULL; PR[0] = new Bitmap("PRESS", true); PR[1] = NULL; SP[0] = new Bitmap("SPK_L", true); SP[1] = new Bitmap("SPK_R", true); SP[2] = NULL; LI[0] = new Bitmap("LITE0", true); LI[1] = new Bitmap("LITE1", true); LI[2] = new Bitmap("LITE2", true); LI[3] = new Bitmap("LITE3", true); LI[4] = NULL; // Initialise engine objects _text = new Text(this, progName(), 128); _vga = new Vga(M13H); _heart = new Heart; _sys = new System(this); _pocLight = new Sprite(this, LI); for (int i = 0; i < POCKET_NX; i++) _pocket[i] = new Sprite(this, NULL); _sprite = new Sprite(this, NULL); _miniCave = new Sprite(this, NULL); _shadow = new Sprite(this, NULL); _horzLine = new Sprite(this, HL); _infoLine = new InfoLine(this, INFO_W); _cavLight = new Sprite(this, PR); _debugLine = new InfoLine(this, SCR_WID); _snail = new Snail(this, false); _snail_ = new Snail(this, true); _mouse = new MOUSE(this); _keyboard = new Keyboard(); _eventManager = new EventManager(); _offUseCount = atoi(_text->getText(OFF_USE_COUNT)); _music = true; for (int i = 0; i < POCKET_NX; i++) _pocref[i] = -1; _volume[0] = 0; _volume[1] = 0; _savTab[0].Ptr = &_now; _savTab[0].Len = sizeof(_now); _savTab[0].Flg = 1; _savTab[1].Ptr = &_oldLev; _savTab[1].Len = sizeof(_oldLev); _savTab[1].Flg = 1; _savTab[2].Ptr = &_demoText; _savTab[2].Len = sizeof(_demoText); _savTab[2].Flg = 1; _savTab[3].Ptr = &_game; _savTab[3].Len = sizeof(_game); _savTab[3].Flg = 1; _savTab[4].Ptr = &_game; _savTab[4].Len = sizeof(_game); _savTab[4].Flg = 1; _savTab[5].Ptr = &_game; _savTab[5].Len = sizeof(_game); _savTab[5].Flg = 1; _savTab[6].Ptr = &_game; _savTab[6].Len = sizeof(_game); _savTab[6].Flg = 1; _savTab[7].Ptr = &_game; _savTab[7].Len = sizeof(_game); _savTab[7].Flg = 1; _savTab[8].Ptr = &_vga->_mono; _savTab[8].Len = sizeof(_vga->_mono); _savTab[8].Flg = 0; _savTab[9].Ptr = &_music; _savTab[9].Len = sizeof(_music); _savTab[9].Flg = 1; _savTab[10].Ptr = _volume; _savTab[10].Len = sizeof(_volume); _savTab[10].Flg = 1; _savTab[11].Ptr = _flag; _savTab[11].Len = sizeof(_flag); _savTab[11].Flg = 1; _savTab[12].Ptr = _heroXY; // _savTab[12].Len = sizeof(_heroXY); FIXME: illegal sizeof _savTab[12].Len = 0; _savTab[12].Flg = 1; _savTab[13].Ptr = _barriers; // _savTab[13].Len = sizeof(_barriers); FIXME: illegal sizeof _savTab[13].Len = 0; _savTab[13].Flg = 1; _savTab[14].Ptr = _pocref; _savTab[14].Len = sizeof(_pocref); _savTab[14].Flg = 1; _savTab[15].Ptr = NULL; _savTab[15].Len = 0; _savTab[15].Flg = 0; if (_isDemo) { _maxCaveArr[0] = CAVE_MAX; _maxCaveArr[1] = -1; _maxCaveArr[2] = -1; _maxCaveArr[3] = -1; _maxCaveArr[4] = -1; } else { _maxCaveArr[0] = 1; _maxCaveArr[1] = 8; _maxCaveArr[2] = 16; _maxCaveArr[3] = 23; _maxCaveArr[4] = 24; }; _maxCave = 0; _dark = false; _game = false; _now = 1; _lev = -1; } CGEEngine::~CGEEngine() { debug("CGEEngine::~CGEEngine"); // Call classes with static members to clear them up Talk::deinit(); Bitmap::deinit(); VFile::deinit(); Vga::deinit(); // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); delete _console; // Delete engine objects delete _sprite; delete _miniCave; delete _shadow; delete _horzLine; delete _infoLine; delete _cavLight; delete _debugLine; delete MB[0]; delete HL[0]; delete MC[0]; delete MC[1]; delete PR[0]; delete SP[0]; delete SP[1]; delete LI[0]; delete LI[1]; delete LI[2]; delete LI[3]; delete _text; delete _heart; delete _pocLight; delete _keyboard; delete _mouse; for (int i = 0; i < POCKET_NX; i++) delete _pocket[i]; delete _snail; delete _snail_; delete _hero; delete _vga; delete _sys; } Common::Error CGEEngine::run() { // Initialize graphics using following: initGraphics(320, 200, false); // Setup necessary game objects setup(); // Additional setup. debug("CGEEngine::init"); cge_main(); return Common::kNoError; } } // End of namespace CGE