scummvm/engines/ags/globals.cpp
2021-02-28 16:41:48 -08:00

161 lines
5.6 KiB
C++

/* 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 "ags/globals.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/debugging/debugmanager.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/engine/ac/gamestate.h"
#include "ags/engine/ac/roomstatus.h"
#include "ags/engine/ac/dynobj/cc_dialog.h"
#include "ags/engine/ac/dynobj/cc_guiobject.h"
#include "ags/engine/ac/dynobj/cc_character.h"
#include "ags/engine/ac/dynobj/cc_hotspot.h"
#include "ags/engine/ac/dynobj/cc_region.h"
#include "ags/engine/ac/dynobj/cc_inventory.h"
#include "ags/engine/ac/dynobj/cc_gui.h"
#include "ags/engine/ac/dynobj/cc_object.h"
#include "ags/engine/ac/dynobj/cc_audiochannel.h"
#include "ags/engine/ac/dynobj/cc_audioclip.h"
#include "ags/engine/ac/dynobj/scriptsystem.h"
#include "ags/engine/ac/objectcache.h"
#include "ags/engine/ac/dynobj/scripthotspot.h"
#include "ags/engine/ac/dynobj/scriptinvitem.h"
#include "ags/engine/ac/dynobj/scriptobject.h"
#include "ags/engine/ac/dynobj/scriptregion.h"
#include "ags/engine/ac/dynobj/scriptstring.h"
#include "ags/engine/script/executingscript.h"
#include "ags/engine/script/nonblockingscriptfunction.h"
#include "ags/engine/script/script.h"
namespace AGS3 {
Globals *g_globals;
Globals::Globals() {
g_globals = this;
Common::fill(&_mousecurs[0], &_mousecurs[MAXCURSORS], nullptr);
// debugmanager.cpp globals
_DbgMgr = new AGS::Shared::DebugManager();
// game.cpp globals
_ccDynamicGUIObject = new CCGUIObject();
_ccDynamicCharacter = new CCCharacter();
_ccDynamicHotspot = new CCHotspot();
_ccDynamicRegion = new CCRegion();
_ccDynamicInv = new CCInventory();
_ccDynamicGUI = new CCGUI();
_ccDynamicObject = new CCObject();
_ccDynamicDialog = new CCDialog();
_ccDynamicAudioClip = new CCAudioClip();
_ccDynamicAudio = new CCAudioChannel();
_myScriptStringImpl = new ScriptString();
_guis = new std::vector<AGS::Shared::GUIMain>();
_play = new GameState();
_game = new GameSetupStruct();
_spriteset = new SpriteCache(_game->SpriteInfos);
_thisroom = new AGS::Shared::RoomStruct();
_troom = new RoomStatus();
_scrObj = new ScriptObject[MAX_ROOM_OBJECTS];
_scrHotspot = new ScriptHotspot[MAX_ROOM_HOTSPOTS];
_scrRegion = new ScriptRegion[MAX_ROOM_REGIONS];
_scrInv = new ScriptInvItem[MAX_INV];
_objcache = new ObjectCache[MAX_ROOM_OBJECTS];
// script.cpp
_scripts = new ExecutingScript[MAX_SCRIPT_AT_ONCE];
_gamescript = new PScript();
_dialogScriptsScript = new PScript();
_repExecAlways = new NonBlockingScriptFunction(REP_EXEC_ALWAYS_NAME, 0);
_lateRepExecAlways = new NonBlockingScriptFunction(LATE_REP_EXEC_ALWAYS_NAME, 0);
_getDialogOptionsDimensionsFunc = new NonBlockingScriptFunction("dialog_options_get_dimensions", 1);
_renderDialogOptionsFunc = new NonBlockingScriptFunction("dialog_options_render", 1);
_getDialogOptionUnderCursorFunc = new NonBlockingScriptFunction("dialog_options_get_active", 1);
_runDialogOptionMouseClickHandlerFunc = new NonBlockingScriptFunction("dialog_options_mouse_click", 2);
_runDialogOptionKeyPressHandlerFunc = new NonBlockingScriptFunction("dialog_options_key_press", 2);
_runDialogOptionRepExecFunc = new NonBlockingScriptFunction("dialog_options_repexec", 1);
_scsystem = new ScriptSystem();
_scriptModules = new std::vector<PScript>();
_moduleInst = new std::vector<ccInstance *>();
_moduleInstFork = new std::vector<ccInstance *>();
_moduleRepExecAddr = new std::vector<RuntimeScriptValue>();
_characterScriptObjNames = new std::vector<String>();
_objectScriptObjNames = new String[MAX_ROOM_OBJECTS];
_guiScriptObjNames = new std::vector<String>();
}
Globals::~Globals() {
g_globals = nullptr;
// debug.cpp
delete _DbgMgr;
// game.cpp
delete _ccDynamicGUIObject;
delete _ccDynamicCharacter;
delete _ccDynamicHotspot;
delete _ccDynamicRegion;
delete _ccDynamicInv;
delete _ccDynamicGUI;
delete _ccDynamicObject;
delete _ccDynamicDialog;
delete _ccDynamicAudioClip;
delete _ccDynamicAudio;
delete _myScriptStringImpl;
delete _guis;
delete _game;
delete _play;
delete _spriteset;
delete _thisroom;
delete _troom;
delete[] _scrObj;
delete[] _scrHotspot;
delete[] _scrRegion;
delete[] _scrInv;
delete[] _objcache;
// script.cpp
delete[] _scripts;
delete _gamescript;
delete _dialogScriptsScript;
delete _repExecAlways;
delete _lateRepExecAlways;
delete _getDialogOptionsDimensionsFunc;
delete _renderDialogOptionsFunc;
delete _getDialogOptionUnderCursorFunc;
delete _runDialogOptionMouseClickHandlerFunc;
delete _runDialogOptionKeyPressHandlerFunc;
delete _runDialogOptionRepExecFunc;
delete _scsystem;
delete _scriptModules;
delete _moduleInst;
delete _moduleInstFork;
delete _moduleRepExecAddr;
delete _characterScriptObjNames;
delete[] _objectScriptObjNames;
delete _guiScriptObjNames;
}
} // namespace AGS3