/* 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) { // Debug/console setup DebugMan.addDebugChannel(kCGEDebug, "general", "CGE general debug channel"); _isDemo = _gameDescription->flags & ADGF_DEMO; } void CGEEngine::setup() { // Create debugger console _console = new CGEConsole(this); // Initialise classes that have static members VGA::init(); VFILE::init(); BITMAP::init(); TALK::init(); // Initialise engine objects Text = new TEXT(this, ProgName(), 128); Vga = new VGA(M13H); Heart = new HEART; Hero = new WALK(this, NULL); Sys = new SYSTEM(this); PocLight = new SPRITE(this, LI); Mouse = new MOUSE(this); 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 INFO_LINE(this, INFO_W); CavLight = new SPRITE(this, PR); DebugLine = new INFO_LINE(this, SCR_WID); MB[0] = new BITMAP("BRICK"); MB[1] = NULL; HL[0] = new BITMAP("HLINE"); HL[1] = NULL; MC[0] = new BITMAP("MOUSE"); MC[1] = new BITMAP("DUMMY"); MC[2] = NULL; PR[0] = new BITMAP("PRESS"); PR[1] = NULL; SP[0] = new BITMAP("SPK_L"); SP[1] = new BITMAP("SPK_R"); SP[2] = NULL; LI[0] = new BITMAP("LITE0"); LI[1] = new BITMAP("LITE1"); LI[2] = new BITMAP("LITE2"); LI[3] = new BITMAP("LITE3"); LI[4] = NULL; Snail = new SNAIL(this, false); Snail_ = new SNAIL(this, true); OffUseCount = atoi(Text->getText(OFF_USE_COUNT)); } 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(); _console = new CGEConsole(this); // Delete engine objects delete Text; delete Vga; delete Heart; delete Hero; delete Sys; delete PocLight; delete Mouse; for (int i = 0; i < POCKET_NX; i++) delete Pocket[i]; 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 Snail; delete Snail_; } 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