/* 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/debug-channels.h" #include "engines/util.h" #include "tsage/tsage.h" #include "tsage/core.h" #include "tsage/dialogs.h" #include "tsage/events.h" #include "tsage/resources.h" #include "tsage/globals.h" namespace TsAGE { TSageEngine *g_vm = NULL; TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc) : Engine(system), _gameDescription(gameDesc) { g_vm = this; DebugMan.addDebugChannel(kRingDebugScripts, "scripts", "Scripts debugging"); if (g_vm->getFeatures() & GF_DEMO) _debugger = new DemoDebugger(); else if (g_vm->getGameID() == GType_Ringworld) _debugger = new RingworldDebugger(); else if (g_vm->getGameID() == GType_BlueForce) _debugger = new BlueForceDebugger(); else if (g_vm->getGameID() == GType_Ringworld2) _debugger = new Ringworld2Debugger(); } Common::Error TSageEngine::init() { initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT, false); return Common::kNoError; } TSageEngine::~TSageEngine() { // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); delete _debugger; } bool TSageEngine::hasFeature(EngineFeature f) const { return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } void TSageEngine::initialize() { // Set up the correct graphics mode init(); g_saver = new Saver(); // Set up the resource manager g_resourceManager = new ResourceManager(); if (g_vm->getFeatures() & GF_DEMO) { // Add the single library file associated with the demo g_resourceManager->addLib(getPrimaryFilename()); g_globals = new Globals(); } else if (g_vm->getGameID() == GType_Ringworld) { g_resourceManager->addLib("RING.RLB"); g_resourceManager->addLib("TSAGE.RLB"); g_globals = new Globals(); } else if (g_vm->getGameID() == GType_BlueForce) { g_resourceManager->addLib("BLUE.RLB"); if (g_vm->getFeatures() & GF_FLOPPY) { g_resourceManager->addLib("FILES.RLB"); g_resourceManager->addLib("TSAGE.RLB"); } g_globals = new BlueForce::BlueForceGlobals(); // Setup the user interface T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y - 2)); // Reset all global variables BF_GLOBALS.reset(); } else if (g_vm->getGameID() == GType_Ringworld2) { g_resourceManager->addLib("R2RW.RLB"); g_globals = new Ringworld2::Ringworld2Globals(); // Setup the user interface T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y - 2)); // Reset all global variables R2_GLOBALS.reset(); } g_globals->gfxManager().setDefaults(); // Setup sound settings syncSoundSettings(); } void TSageEngine::deinitialize() { delete g_globals; delete g_resourceManager; delete g_saver; g_resourceManager = NULL; g_saver = NULL; } Common::Error TSageEngine::run() { // Basic initialisation initialize(); g_globals->_sceneHandler->registerHandler(); g_globals->_game->execute(); deinitialize(); return Common::kNoError; } /** * Returns true if it is currently okay to restore a game */ bool TSageEngine::canLoadGameStateCurrently() { return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canLoadGameStateCurrently(); } /** * Returns true if it is currently okay to save the game */ bool TSageEngine::canSaveGameStateCurrently() { return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canSaveGameStateCurrently(); } /** * Load the savegame at the specified slot index */ Common::Error TSageEngine::loadGameState(int slot) { return g_saver->restore(slot); } /** * Save the game to the given slot index, and with the given name */ Common::Error TSageEngine::saveGameState(int slot, const Common::String &desc) { return g_saver->save(slot, desc); } /** * Support method that generates a savegame name * @param slot Slot number */ Common::String TSageEngine::generateSaveName(int slot) { return Common::String::format("%s.%03d", _targetName.c_str(), slot); } void TSageEngine::syncSoundSettings() { Engine::syncSoundSettings(); g_globals->_soundManager.syncSounds(); } bool TSageEngine::shouldQuit() { return getEventManager()->shouldQuit() || getEventManager()->shouldRTL(); } } // End of namespace TsAGE