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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/archive.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "engines/util.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
#include "titanic/titanic.h"
#include "titanic/debugger.h"
#include "titanic/carry/hose.h"
#include "titanic/core/saveable_object.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/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_instrument.h"
#include "titanic/support/simple_file.h"
#include "titanic/true_talk/tt_npc_script.h"
namespace Titanic {
TitanicEngine *g_vm;
TitanicEngine::TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc)
: _gameDescription(gameDesc), Engine(syst), _randomSource("Titanic") {
g_vm = this;
_debugger = nullptr;
_events = nullptr;
_filesManager = nullptr;
_window = nullptr;
_screen = nullptr;
_screenManager = nullptr;
_scriptHandler = nullptr;
_script = nullptr;
CMusicRoom::_musicHandler = nullptr;
// 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();
_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 (!_window->_inputAllowed || !gameManager->_gameState._petActive)
return false;
if (screenMan && screenMan->_inputHandler->isLocked())
return false;
CProjectItem *project = gameManager->_project;
if (project) {
CPetControl *pet = project->getPetControl();
if (pet && !pet->isAreaUnlocked())
return false;
}
return true;
}
bool TitanicEngine::canSaveGameStateCurrently() {
return canLoadGameStateCurrently();
}
Common::Error TitanicEngine::loadGameState(int slot) {
_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);
if (header._thumbnail) {
header._thumbnail->free();
delete header._thumbnail;
}
file.close();
if (isValid)
// Set the name text
return header._saveName;
}
return CString();
}
void TitanicEngine::GUIError(const char *msg, ...) {
char buffer[STRINGBUFLEN];
va_list va;
// Generate the full error message
va_start(va, msg);
vsnprintf(buffer, STRINGBUFLEN, msg, va);
va_end(va);
GUIErrorMessage(buffer);
}
} // End of namespace Titanic
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