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/* 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() {
// Initialise fields
_lastFrame = 0;
// 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);
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);
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;
_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));
}
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
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