165 lines
4.3 KiB
C++
165 lines
4.3 KiB
C++
/* 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/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/system.h"
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#include "common/translation.h"
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#include "graphics/thumbnail.h"
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#include "graphics/scaler.h"
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#include "gui/saveload.h"
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#include "ultima/shared/early/ultima_early.h"
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#include "ultima/shared/early/game.h"
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#include "ultima/shared/engine/events.h"
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#include "ultima/shared/engine/resources.h"
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#include "ultima/shared/core/mouse_cursor.h"
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#include "ultima/shared/gfx/screen.h"
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#ifndef RELEASE_BUILD
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#include "ultima/ultima1/game.h"
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#endif
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namespace Ultima {
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Shared::UltimaEarlyEngine *g_vm;
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namespace Shared {
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UltimaEarlyEngine::UltimaEarlyEngine(OSystem *syst, const UltimaGameDescription *gameDesc) :
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Engine(syst), _gameDescription(gameDesc), _game(nullptr), _randomSource("Ultima") {
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g_vm = this;
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_mouseCursor = nullptr;
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_screen = nullptr;
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}
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UltimaEarlyEngine::~UltimaEarlyEngine() {
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delete _events;
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delete _game;
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delete _mouseCursor;
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delete _screen;
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}
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bool UltimaEarlyEngine::initialize() {
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// Call syncSoundSettings to get default volumes set
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syncSoundSettings();
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// Set up the resources datafile
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Resources *res = new Resources();
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if (!res->open()) {
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GUIErrorMessage(_("Could not find correct ultima.dat datafile"));
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return false;
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}
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SearchMan.add("ultima", res);
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_events = new EventsManager(this);
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_screen = new Gfx::Screen();
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// Create the game, and signal to it that the game is starting
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_game = createGame();
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_events->addTarget(_game);
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_game->starting(false);
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// Load cursors
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_mouseCursor = new MouseCursor();
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// If requested, load a savegame instead of showing the intro
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if (ConfMan.hasKey("save_slot")) {
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0 && saveSlot <= 999)
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loadGameState(saveSlot);
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}
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return true;
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}
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Common::Error UltimaEarlyEngine::run() {
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// Initialize the engine and play the game
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if (initialize())
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playGame();
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// Deinitialize and free the engine
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deinitialize();
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return Common::kNoError;
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}
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bool UltimaEarlyEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsChangingOptionsDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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void UltimaEarlyEngine::playGame() {
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while (!shouldQuit()) {
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_events->pollEventsAndWait();
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}
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}
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Graphics::Screen *UltimaEarlyEngine::getScreen() const {
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return _screen;
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}
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GameId UltimaEarlyEngine::getGameId() const {
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return _gameDescription->gameId;
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}
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bool UltimaEarlyEngine::isEnhanced() const {
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return _gameDescription->features & GF_VGA_ENHANCED;
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}
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Game *UltimaEarlyEngine::createGame() const {
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switch (getGameId()) {
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#ifndef RELEASE_BUILD
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case GAME_ULTIMA1:
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return new Ultima1::Ultima1Game();
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#endif
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default:
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error("Unknown game");
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}
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}
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Common::Error UltimaEarlyEngine::loadGameStream(Common::SeekableReadStream *stream) {
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// Read in the game's data
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Common::Serializer s(stream, nullptr);
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_game->synchronize(s);
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return Common::kNoError;
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}
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Common::Error UltimaEarlyEngine::saveGameStream(Common::WriteStream *stream, bool) {
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// Write out the game's data
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Common::Serializer s(nullptr, stream);
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_game->synchronize(s);
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return Common::kNoError;
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}
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bool UltimaEarlyEngine::canLoadGameStateCurrently(Common::U32String *msg) {
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return _game->canLoadGameStateCurrently(msg);
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}
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bool UltimaEarlyEngine::canSaveGameStateCurrently(Common::U32String *msg) {
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return _game->canSaveGameStateCurrently(msg);
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}
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} // End of namespace Shared
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} // End of namespace Ultima
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