1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
|
/* 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");
_debugger = nullptr;
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));
// 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 initialization
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();
}
} // End of namespace TsAGE
|