/* 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/vol.h" #include "cge/walk.h" namespace CGE { 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"); _isDemo = _gameDescription->flags & ADGF_DEMO; _startupMode = 1; _demoText = kDemo; _oldLev = 0; _jbw = false; _pocPtr = 0; } void CGEEngine::initCaveValues() { if (_isDemo) { _mini = new byte[16384]; _caveDx = 23; _caveDy = 29; _caveNx = 3; _caveNy = 1; } else { _mini = new byte[65536]; _caveDx = 9; _caveDy = 10; _caveNx = 8; _caveNy = 3; } _caveMax = _caveNx * _caveNy; if (_isDemo) { _maxCaveArr[0] = _caveMax; _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; }; _heroXY = (Hxy *) malloc (sizeof(Hxy) * _caveMax); for (int i = 0; i < _caveMax; i++) { _heroXY[i]._x = 0; _heroXY[i]._y = 0; } _barriers = (Bar *) malloc (sizeof(Bar) * (1 + _caveMax)); for (int i = 0; i < _caveMax + 1; i++) { _barriers[i]._horz = 0xFF; _barriers[i]._vert = 0xFF; } } void CGEEngine::setup() { debugC(1, kCGEDebugEngine, "CGEEngine::setup()"); // Initialise fields _lastFrame = 0; _lastTick = 0; _hero = NULL; _shadow = NULL; _miniCave = NULL; _miniShp = NULL; _miniShpList = NULL; // Create debugger console _console = new CGEConsole(this); // Initialise classes that have static members Vga::init(); VFile::init(); Bitmap::init(); Talk::init(); Cluster::init(this); // Initialise engine objects _text = new Text(this, progName(), 128); _vga = new Vga(M13H); _sys = new System(this); _pocLight = new PocLight(this); for (int i = 0; i < kPocketNX; i++) { _pocket[i] = new Sprite(this, NULL); _pocket[i]->_flags._kill = false; } _sprite = new Sprite(this, NULL); _horzLine = new HorizLine(this); _infoLine = new InfoLine(this, kInfoW); _cavLight = new CavLight(this); _debugLine = new InfoLine(this, kScrWidth); _snail = new Snail(this, false); _snail_ = new Snail(this, true); _mouse = new Mouse(this); _keyboard = new Keyboard(); _eventManager = new EventManager(); _fx = new Fx(16); // must precede SOUND!! _sound = new Sound(this); _offUseCount = atoi(_text->getText(kOffUseCount)); _music = true; for (int i = 0; i < kPocketNX; i++) _pocref[i] = -1; _volume[0] = 0; _volume[1] = 0; initCaveValues(); _maxCave = 0; _dark = false; _game = false; _now = 1; _lev = -1; _recentStep = -2; for (int i = 0; i < 4; i++) _flag[i] = false; _mode = 0; _soundOk = 0; _sprTv = NULL; _gameCase2Cpt = 0; _startGameSlot = ConfMan.hasKey("save_slot") ? ConfMan.getInt("save_slot") : -1; } CGEEngine::~CGEEngine() { debugC(1, kCGEDebugEngine, "CGEEngine::~CGEEngine()"); // Call classes with static members to clear them up Talk::deinit(); Bitmap::deinit(); VFile::deinit(); Vga::deinit(); Cluster::init(this); // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); delete _console; // Delete engine objects delete _vga; delete _sys; //delete _sprite; Sprite is destroyed by the queue it's added to delete _miniCave; delete _shadow; delete _horzLine; delete _infoLine; delete _cavLight; delete _debugLine; delete _text; delete _pocLight; delete _keyboard; delete _mouse; delete _eventManager; delete _fx; delete _sound; for (int i = 0; i < kPocketNX; i++) delete _pocket[i]; delete _snail; delete _snail_; delete _hero; delete[] _mini; free(_heroXY); free(_barriers); } Common::Error CGEEngine::run() { debugC(1, kCGEDebugEngine, "CGEEngine::run()"); // Initialize graphics using following: initGraphics(320, 200, false); // Setup necessary game objects setup(); // Run the game cge_main(); 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; } } // End of namespace CGE