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engines/sludge/sludge.cpp
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204
engines/sludge/sludge.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/error.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "engines/metaengine.h"
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#include "sludge/cursors.h"
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#include "sludge/debugger.h"
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#include "sludge/event.h"
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#include "sludge/fileset.h"
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#include "sludge/fonttext.h"
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#include "sludge/floor.h"
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#include "sludge/function.h"
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#include "sludge/graphics.h"
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#include "sludge/language.h"
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#include "sludge/main_loop.h"
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#include "sludge/newfatal.h"
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#include "sludge/objtypes.h"
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#include "sludge/people.h"
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#include "sludge/region.h"
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#include "sludge/saveload.h"
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#include "sludge/sludge.h"
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#include "sludge/sound.h"
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#include "sludge/speech.h"
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#include "sludge/statusba.h"
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#include "sludge/timing.h"
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namespace Sludge {
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extern LoadedFunction *allRunningFunctions; // In function.cpp
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SludgeEngine *g_sludge;
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Graphics::PixelFormat *SludgeEngine::getScreenPixelFormat() const { return _pixelFormat; }
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Graphics::PixelFormat *SludgeEngine::getOrigPixelFormat() const { return _origFormat; }
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SludgeEngine::SludgeEngine(OSystem *syst, const SludgeGameDescription *gameDesc) :
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Engine(syst), _gameDescription(gameDesc) {
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// register your random source
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_rnd = new Common::RandomSource("sludge");
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//DebugMan.enableDebugChannel("loading");
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//DebugMan.enableDebugChannel("builtin");
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_dumpScripts = ConfMan.getBool("dump_scripts");
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// init graphics
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_origFormat = new Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
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_pixelFormat = new Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
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// Init Strings
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launchNext = "";
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loadNow = "";
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gamePath = "";
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// Init managers
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_timer = new Timer();
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_fatalMan = new FatalMsgManager();
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_peopleMan = new PeopleManager(this);
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_resMan = new ResourceManager();
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_languageMan = new LanguageManager();
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_objMan = new ObjectManager(this);
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_gfxMan = new GraphicsManager(this);
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_evtMan = new EventManager(this);
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_soundMan = new SoundManager();
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_txtMan = new TextManager();
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_cursorMan = new CursorManager(this);
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_speechMan = new SpeechManager(this);
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_regionMan = new RegionManager(this);
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_floorMan = new FloorManager(this);
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_statusBar = new StatusBarManager(this);
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}
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SludgeEngine::~SludgeEngine() {
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// Dispose resources
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delete _rnd;
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_rnd = nullptr;
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// Dispose pixel formats
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delete _origFormat;
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_origFormat = nullptr;
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delete _pixelFormat;
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_pixelFormat = nullptr;
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// Dispose managers
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delete _cursorMan;
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_cursorMan = nullptr;
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delete _txtMan;
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_txtMan = nullptr;
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delete _soundMan;
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_soundMan = nullptr;
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delete _evtMan;
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_evtMan = nullptr;
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delete _gfxMan;
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_gfxMan = nullptr;
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delete _objMan;
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_objMan = nullptr;
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delete _languageMan;
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_languageMan = nullptr;
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delete _resMan;
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_resMan = nullptr;
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delete _speechMan;
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_speechMan = nullptr;
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delete _regionMan;
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_regionMan = nullptr;
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delete _peopleMan;
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_peopleMan = nullptr;
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delete _floorMan;
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_floorMan = nullptr;
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delete _fatalMan;
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_fatalMan = nullptr;
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delete _statusBar;
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delete _timer;
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}
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bool SludgeEngine::canLoadGameStateCurrently(Common::U32String *msg) {
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return !g_sludge->_evtMan->quit();
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}
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bool SludgeEngine::canSaveGameStateCurrently(Common::U32String *msg) {
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if (g_sludge->_evtMan->quit())
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return false;
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if (g_sludge->_gfxMan->isFrozen()) {
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return false;
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}
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Sludge::LoadedFunction *thisFunction = allRunningFunctions;
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while (thisFunction) {
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if (thisFunction->freezerLevel)
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return false;
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thisFunction = thisFunction->next;
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}
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return true;
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}
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Common::Error SludgeEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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Common::OutSaveFile *saveFile = _saveFileMan->openForSaving(getSaveStateName(slot));
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if (!saveFile)
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return Common::kWritingFailed;
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Common::Error result = saveGame(saveFile) ? Common::kNoError : Common::kWritingFailed;
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if (result.getCode() == Common::kNoError) {
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getMetaEngine()->appendExtendedSave(saveFile, getTotalPlayTime(), desc, isAutosave);
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saveFile->finalize();
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}
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delete saveFile;
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return result;
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}
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Common::Error SludgeEngine::loadGameState(int slot) {
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saveAutosaveIfEnabled();
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Common::Error result = loadGame(getSaveStateName(slot)) ? Common::kNoError : Common::kReadingFailed;
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return result;
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}
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bool SludgeEngine::hasFeature(EngineFeature f) const {
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return (f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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Common::Error SludgeEngine::run() {
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// set global variable
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g_sludge = this;
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setDebugger(new Debugger(this));
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// debug log
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main_loop(getGameFile());
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return Common::kNoError;
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}
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} // End of namespace Sludge
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