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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.
*
* $URL$
* $Id$
*
*/
#include "tsage/globals.h"
#include "tsage/tsage.h"
#include "tsage/ringworld_logic.h"
namespace tSage {
Globals *_globals = NULL;
ResourceManager *_resourceManager = NULL;
/*--------------------------------------------------------------------------*/
/**
* Instantiates a saved object that can be instantiated
*/
static SavedObject *classFactoryProc(const Common::String &className) {
if (className == "ObjectMover") return new ObjectMover();
if (className == "NpcMover") return new NpcMover();
if (className == "ObjectMover2") return new ObjectMover2();
if (className == "ObjectMover3") return new ObjectMover3();
if (className == "PlayerMover") return new PlayerMover();
// The following is needed, as saved games can contain SceneObjectWrapper
// objects (e.g. scene 4050 and 5000).
// FIXME: Since SceneObjectWrapper objects are contained within other
// objects, I'm not quite sure if this is the best solution (however, saved
// games do work with this). If this is correct, please remove this FIXME.
if (className == "SceneObjectWrapper") return new SceneObjectWrapper();
return NULL;
}
/*--------------------------------------------------------------------------*/
Globals::Globals() :
_dialogCenter(160, 140),
_gfxManagerInstance(_screenSurface) {
reset();
_stripNum = 0;
_gfxFontNumber = (_vm->getFeatures() & GF_DEMO) ? 0 : 50;
_gfxColors.background = 53;
_gfxColors.foreground = 18;
_fontColors.background = 51;
_fontColors.foreground = 54;
_screenSurface.setScreenSurface();
_gfxManagers.push_back(&_gfxManagerInstance);
_sceneObjects = &_sceneObjectsInstance;
_sceneObjects_queue.push_front(_sceneObjects);
_prevSceneOffset = Common::Point(-1, -1);
_sceneListeners.push_back(&_soundHandler);
_sceneListeners.push_back(&_sequenceManager._soundHandler);
_scrollFollower = NULL;
_inventory = NULL;
if (!(_vm->getFeatures() & GF_DEMO)) {
_inventory = new RingworldInvObjectList();
_game = new RingworldGame();
} else {
_game = new RingworldDemoGame();
}
}
Globals::~Globals() {
_globals = NULL;
}
void Globals::reset() {
Common::set_to(&_flags[0], &_flags[MAX_FLAGS], false);
_saver->addFactory(classFactoryProc);
}
void Globals::synchronise(Serialiser &s) {
assert(_gfxManagers.size() == 1);
_sceneItems.synchronise(s);
SYNC_POINTER(_sceneObjects);
_sceneObjects_queue.synchronise(s);
s.syncAsSint32LE(_gfxFontNumber);
s.syncAsSint32LE(_gfxColors.background);
s.syncAsSint32LE(_gfxColors.foreground);
s.syncAsSint32LE(_fontColors.background);
s.syncAsSint32LE(_fontColors.foreground);
s.syncAsSint16LE(_dialogCenter.x); s.syncAsSint16LE(_dialogCenter.y);
_sceneListeners.synchronise(s);
for (int i = 0; i < 256; ++i)
s.syncAsByte(_flags[i]);
s.syncAsSint16LE(_sceneOffset.x); s.syncAsSint16LE(_sceneOffset.y);
s.syncAsSint16LE(_prevSceneOffset.x); s.syncAsSint16LE(_prevSceneOffset.y);
SYNC_POINTER(_scrollFollower);
s.syncAsSint32LE(_stripNum);
}
} // end of namespace tSage
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