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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.
 *
 */

/*
 * This code is based on original Sfinx source code
 * Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
 */

#include "engines/util.h"

#include "cge2/cge2.h"
#include "cge2/bitmap.h"
#include "cge2/vga13h.h"

namespace CGE2 {

CGE2Engine::CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription)
	: Engine(syst), _gameDescription(gameDescription) {
	_resman = nullptr;
	_vga = nullptr;
	_sprite = nullptr;
	
	_quitFlag = false;
	_bitmapPalette = nullptr;
	_mode = 0;
}

void CGE2Engine::init() {
	_resman = new ResourceManager();
	_vga = new Vga(this);
}

void CGE2Engine::deinit() {
	delete _resman;
	delete _vga;
	delete _sprite;
}

bool CGE2Engine::hasFeature(EngineFeature f) const {
	return false;
}

bool CGE2Engine::canLoadGameStateCurrently() {
	return false;
}
bool CGE2Engine::canSaveGameStateCurrently() {
	return false;
}

Common::Error CGE2Engine::loadGameState(int slot) {
	warning("STUB: CGE2Engine::loadGameState()");
	return Common::kNoError;
}

Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc) {
	warning("STUB: CGE2Engine::saveGameState()");
	return Common::kNoError;
}

Common::Error CGE2Engine::run() {
	initGraphics(kScrWidth, kScrHeight, false);

	init();
	warning("STUB: CGE2Engine::run()");
	showTitle("WELCOME");
	deinit();
	return Common::kNoError;
}

bool CGE2Engine::showTitle(const char *name) {
	if (_quitFlag)
		return false;

	_bitmapPalette = _vga->_sysPal;
	BitmapPtr *LB = new BitmapPtr[2];
	LB[0] = new Bitmap(this, name);
	LB[1] = NULL;
	_bitmapPalette = NULL;

	Sprite D(this, LB);
	D._flags._kill = true;
	D._flags._bDel = true;
	D.center();
	D.show(2);

	_vga->sunset();
	_vga->copyPage(1, 2);
	_vga->copyPage(0, 1);
	_vga->sunrise(_vga->_sysPal);

	_vga->update();
	
	warning("STUB: CGE2Engine::showTitle()");

	return true;
}

} // End of namespace CGE2