scummvm/engines/titanic/titanic.cpp

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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"
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#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/support/simple_file.h"
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namespace Titanic {
TitanicEngine *g_vm;
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TitanicEngine::TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc)
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: _gameDescription(gameDesc), Engine(syst), _randomSource("Titanic") {
g_vm = this;
_debugger = nullptr;
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_events = nullptr;
_filesManager = nullptr;
_window = nullptr;
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_screen = nullptr;
_screenManager = nullptr;
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_scriptHandler = nullptr;
_script = nullptr;
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}
TitanicEngine::~TitanicEngine() {
delete _debugger;
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delete _events;
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delete _screen;
delete _window;
delete _screenManager;
delete _filesManager;
CSaveableObject::freeClassList();
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}
void TitanicEngine::initializePath(const Common::FSNode &gamePath) {
Engine::initializePath(gamePath);
SearchMan.addSubDirectoryMatching(gamePath, "assets");
}
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void TitanicEngine::initialize() {
// 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(kDebugSound, "sound", "Sound and Music handling");
CSaveableObject::initClassList();
CEnterExitFirstClassState::init();
CGameObject::init();
CGetLiftEye2::init();
CHose::init();
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CMovie::init();
CParrotLobbyObject::init();
CSGTNavigation::init();
CSGTStateRoom::init();
CExitPellerator::init();
CEnterExitSecClassMiniLift::init();
CTelevision::init();
OSVideoSurface::setup();
_debugger = new Debugger(this);
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_events = new Events(this);
_filesManager = new CFilesManager();
_screen = new Graphics::Screen(0, 0);
_screenManager = new OSScreenManager(this);
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_window = new CMainGameWindow(this);
setItemNames();
setRoomNames();
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_window->applicationStarting();
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}
void TitanicEngine::deinitialize() {
CEnterExitFirstClassState::deinit();
CGetLiftEye2::deinit();
CHose::deinit();
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CMovie::deinit();
CSGTNavigation::deinit();
CSGTStateRoom::deinit();
CExitPellerator::deinit();
CEnterExitSecClassMiniLift::deinit();
CGameObject::deinit();
CTelevision::deinit();
}
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Common::Error TitanicEngine::run() {
initialize();
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// Main event loop
while (!shouldQuit()) {
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_events->pollEventsAndWait();
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}
deinitialize();
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return Common::kNoError;
}
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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())
_itemNames.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;
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}
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;
}
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bool TitanicEngine::canLoadGameStateCurrently() {
return _window->_inputAllowed;
}
bool TitanicEngine::canSaveGameStateCurrently() {
return _window->_inputAllowed;
}
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);
}
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} // End of namespace Titanic