/* 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 "titanic/titanic.h" #include "titanic/carry/hose.h" #include "titanic/core/saveable_object.h" #include "titanic/debugger.h" #include "titanic/events.h" #include "titanic/game_manager.h" #include "titanic/game/get_lift_eye2.h" #include "titanic/game/television.h" #include "titanic/game/parrot/parrot_lobby_object.h" #include "titanic/game/sgt/sgt_navigation.h" #include "titanic/game/sgt/sgt_state_room.h" #include "titanic/main_game_window.h" #include "titanic/moves/enter_exit_first_class_state.h" #include "titanic/moves/enter_exit_sec_class_mini_lift.h" #include "titanic/moves/exit_pellerator.h" #include "titanic/pet_control/pet_control.h" #include "titanic/sound/music_room.h" #include "titanic/sound/music_room_instrument.h" #include "titanic/support/files_manager.h" #include "titanic/support/simple_file.h" #include "titanic/true_talk/tt_npc_script.h" #include "common/archive.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/events.h" #include "common/scummsys.h" #include "common/translation.h" #include "engines/util.h" #include "graphics/scaler.h" #include "graphics/screen.h" #include "gui/saveload.h" namespace Titanic { TitanicEngine *g_vm; Common::Language g_language; TitanicEngine::TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc) : _gameDescription(gameDesc), Engine(syst), _randomSource("Titanic") { g_vm = this; g_language = getLanguage(); _debugger = nullptr; _events = nullptr; _filesManager = nullptr; _window = nullptr; _screen = nullptr; _screenManager = nullptr; _scriptHandler = nullptr; _script = nullptr; CMusicRoom::_musicHandler = nullptr; _loadSaveSlot = -1; // Set up debug channels DebugMan.addDebugChannel(kDebugCore, "core", "Core engine debug level"); DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts"); DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling"); DebugMan.addDebugChannel(kDebugStarfield, "starfield", "Starfield logic"); } TitanicEngine::~TitanicEngine() { } void TitanicEngine::initializePath(const Common::FSNode &gamePath) { Engine::initializePath(gamePath); SearchMan.addSubDirectoryMatching(gamePath, "assets"); } bool TitanicEngine::initialize() { _filesManager = new CFilesManager(this); if (!_filesManager->loadResourceIndex()) { delete _filesManager; return false; } _debugger = new Debugger(this); CSaveableObject::initClassList(); CEnterExitFirstClassState::init(); CGameObject::init(); CGetLiftEye2::init(); CHose::init(); CMovie::init(); CMusicRoomInstrument::init(); CParrotLobbyObject::init(); CSGTNavigation::init(); CSGTStateRoom::init(); CExitPellerator::init(); CEnterExitSecClassMiniLift::init(); CTelevision::init(); CVideoSurface::setup(); TTnpcScript::init(); _events = new Events(this); _screen = new Graphics::Screen(0, 0); _screenManager = new OSScreenManager(this); _window = new CMainGameWindow(this); _strings.load(); setItemNames(); setRoomNames(); syncSoundSettings(); _window->applicationStarting(); return true; } void TitanicEngine::deinitialize() { delete _debugger; delete _events; delete _window; delete _screenManager; delete _filesManager; delete _screen; CEnterExitFirstClassState::deinit(); CGetLiftEye2::deinit(); CHose::deinit(); CSGTNavigation::deinit(); CSGTStateRoom::deinit(); CExitPellerator::deinit(); CEnterExitSecClassMiniLift::deinit(); CGameObject::deinit(); CTelevision::deinit(); TTnpcScript::deinit(); CMovie::deinit(); CSaveableObject::freeClassList(); } Common::Error TitanicEngine::run() { if (initialize()) { // Main event loop while (!shouldQuit()) { _events->pollEventsAndWait(); } deinitialize(); } return Common::kNoError; } void TitanicEngine::setItemNames() { Common::SeekableReadStream *r; r = g_vm->_filesManager->getResource("TEXT/ITEM_NAMES"); while (r->pos() < r->size()) _itemNames.push_back(readStringFromStream(r)); delete r; r = g_vm->_filesManager->getResource("TEXT/ITEM_DESCRIPTIONS"); while (r->pos() < r->size()) _itemDescriptions.push_back(readStringFromStream(r)); delete r; r = g_vm->_filesManager->getResource("TEXT/ITEM_IDS"); while (r->pos() < r->size()) _itemIds.push_back(readStringFromStream(r)); delete r; } void TitanicEngine::setRoomNames() { Common::SeekableReadStream *r = g_vm->_filesManager->getResource("TEXT/ROOM_NAMES"); while (r->pos() < r->size()) _roomNames.push_back(readStringFromStream(r)); delete r; } bool TitanicEngine::canLoadGameStateCurrently() { CGameManager *gameManager = _window->_gameManager; CScreenManager *screenMan = CScreenManager::_screenManagerPtr; if (!gameManager) // Allow loading from copyright screen and continue dialogs return true; if (!_window->_inputAllowed) return false; if (screenMan && screenMan->_inputHandler->isLocked()) return false; if (!gameManager->isntTransitioning()) return false; CProjectItem *project = gameManager->_project; if (project) { if (gameManager->_gameState._petActive) { CPetControl *pet = project->getPetControl(); if (pet && !pet->isAreaUnlocked()) return false; } } else { return false; } return true; } bool TitanicEngine::canSaveGameStateCurrently() { CGameManager *gameManager = _window->_gameManager; if (!gameManager) return false; return gameManager->_gameState._petActive && canLoadGameStateCurrently(); } Common::Error TitanicEngine::loadGameState(int slot) { CGameManager *gameManager = _window->_gameManager; if (!gameManager) _loadSaveSlot = slot; else _window->_project->loadGame(slot); return Common::kNoError; } Common::Error TitanicEngine::saveGameState(int slot, const Common::String &desc) { _window->_project->saveGame(slot, desc); return Common::kNoError; } CString TitanicEngine::generateSaveName(int slot) { return CString::format("%s.%03d", _targetName.c_str(), slot); } CString TitanicEngine::getSavegameName(int slot) { // Try and open up the savegame for access Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading( generateSaveName(slot)); if (in) { // Read in the savegame header data CompressedFile file; file.open(in); TitanicSavegameHeader header; bool isValid = CProjectItem::readSavegameHeader(&file, header); file.close(); if (isValid) // Set the name text return header._saveName; } return CString(); } void TitanicEngine::syncSoundSettings() { Engine::syncSoundSettings(); if (_window->_project) { CPetControl *pet = _window->_project->getPetControl(); if (pet) { pet->syncSoundSettings(); } } } void TitanicEngine::showScummVMSaveDialog() { if (!canSaveGameStateCurrently()) return; GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true); pauseEngine(true); int slot = dialog->runModalWithCurrentTarget(); pauseEngine(false); if (slot >= 0) { Common::String desc = dialog->getResultString(); if (desc.empty()) { // create our own description for the saved game, the user didn't enter it desc = dialog->createDefaultSaveDescription(slot); } // Save the game saveGameState(slot, desc); } delete dialog; } void TitanicEngine::showScummVMRestoreDialog() { if (!canLoadGameStateCurrently()) return; GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false); pauseEngine(true); int slot = dialog->runModalWithCurrentTarget(); pauseEngine(false); if (slot >= 0) { loadGameState(slot); } delete dialog; } } // End of namespace Titanic