scummvm/saga/saga.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
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#include "stdafx.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "backends/fs/fs.h"
#include "sound/mixer.h"
#include "common/file.h"
#include "common/config-manager.h"
#include "saga.h"
#include "timer.h"
#include "gfx.h"
#include "rscfile_mod.h"
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#include "render.h"
#include "actor_mod.h"
#include "animation.h"
#include "console_mod.h"
#include "cvar_mod.h"
#include "events_mod.h"
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#include "actionmap.h"
#include "font_mod.h"
#include "game_mod.h"
#include "game.h"
#include "interface_mod.h"
#include "isomap_mod.h"
#include "script.h"
#include "script_mod.h"
#include "scene_mod.h"
#include "sdata.h"
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#include "sndres.h"
#include "sprite_mod.h"
#include "text_mod.h"
#include "objectmap_mod.h"
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#include "sound.h"
#include "music.h"
#include "game_mod.h"
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GameList Engine_SAGA_gameList() {
return Saga::GAME_GameList();
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}
DetectedGameList Engine_SAGA_detectGames(const FSList &fslist) {
return Saga::GAME_ProbeGame(fslist);
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}
Engine *Engine_SAGA_create(GameDetector *detector, OSystem *syst) {
return new Saga::SagaEngine(detector, syst);
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}
REGISTER_PLUGIN("SAGA Engine", Engine_SAGA_gameList, Engine_SAGA_create, Engine_SAGA_detectGames)
namespace Saga {
#define R_MAX_TIME_DELTA 100
struct R_MAIN_DATA {
int sound_enabled;
int music_enabled;
};
static void CF_quitfunc(int argc, char *argv[], void *refCon);
static void CF_testfunc(int argc, char *argv[], void *refCon);
static R_MAIN_DATA MainData;
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SagaEngine *_vm = NULL;
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SagaEngine::SagaEngine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
GAME_setGameDirectory(getGameDataPath());
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// Setup mixer
if (!_mixer->isReady()) {
warning("Sound initialization failed.");
}
_mixer->setVolume(ConfMan.getInt("sfx_volume") * ConfMan.getInt("master_volume") / 255);
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_vm = this;
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}
SagaEngine::~SagaEngine() {
}
void SagaEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
void SagaEngine::go() {
int msec = 0;
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// Register engine modules
CON_Register(); // Register console cvars first
GAME_Register();
OBJECTMAP_Register();
ACTOR_Register();
SCENE_Register();
MainData.sound_enabled = 1;
MainData.music_enabled = 1;
CVAR_RegisterFunc(CF_testfunc, "testfunc", "foo [ optional foo ]", R_CVAR_NONE, 0, -1, this);
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CVAR_Register_I(&MainData.sound_enabled, "sound", NULL, R_CVAR_CFG, 0, 1);
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CVAR_Register_I(&MainData.music_enabled, "music", NULL, R_CVAR_CFG, 0, 1);
CVAR_RegisterFunc(CF_quitfunc, "quit", NULL, R_CVAR_NONE, 0, 0, this);
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// Process config file
// FIXME
/*
if (CFG_Read(NULL) != R_SUCCESS) {
warning("Couldn't read configuration file");
}
*/
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// Process command line
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// Detect game and open resource files
if (GAME_Init() != R_SUCCESS) {
warning("Couldn't start the game: %s", GAME_GetErrS());
return;
}
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// Initialize engine modules
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_sndRes = new SndRes(this);
EVENT_Init();
FONT_Init();
SPRITE_Init();
_anim = new Anim(this);
_actionMap = new ActionMap(this);
OBJECTMAP_Init();
ISOMAP_Init();
_script = new Script();
_sdata = new SData();
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INTERFACE_Init(); // requires script module
ACTOR_Init();
if (SCENE_Init() != R_SUCCESS) {
warning("Couldn't initialize scene module");
return;
}
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// System initialization
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// Must initialize system timer module first
if (SYSTIMER_InitMSCounter() != R_SUCCESS) {
return;
}
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// On some platforms, graphics initialization also initializes sound
// ( Win32 DirectX )... Music must be initialized before sound for
// native midi support
MidiDriver *driver = GameDetector::createMidi(GameDetector::detectMusicDriver(MDT_NATIVE | MDT_ADLIB | MDT_PREFER_NATIVE));
if (!driver)
driver = MidiDriver_ADLIB_create(_mixer);
else if (ConfMan.getBool("native_mt32"))
driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_music = new Music(driver, MainData.music_enabled);
_music->hasNativeMT32(ConfMan.getBool("native_mt32"));
if (!MainData.music_enabled) {
debug(0, "Music disabled.");
}
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// Initialize graphics
R_GAME_DISPLAYINFO disp_info;
GAME_GetDisplayInfo(&disp_info);
_gfx = new Gfx(_system, disp_info.logical_w, disp_info.logical_h);
_render = new Render(this, _system, _gfx);
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if (!_render->initialized()) {
return;
}
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// Initialize system specific sound
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_sound = new Sound(this, _mixer, MainData.sound_enabled);
if (!MainData.sound_enabled) {
debug(0, "Sound disabled.");
}
_script->reg();
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_render->reg();
_anim->reg();
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_actionMap->reg();
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SYSTIMER_ResetMSCounter();
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// Begin Main Engine Loop
SCENE_Start();
for (;;) {
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if (_render->getFlags() & RF_RENDERPAUSE) {
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// Freeze time while paused
SYSTIMER_ResetMSCounter();
} else {
msec = SYSTIMER_ReadMSCounter();
if (msec > R_MAX_TIME_DELTA) {
msec = R_MAX_TIME_DELTA;
}
ACTOR_Direct(msec);
EVENT_HandleEvents(msec);
STHREAD_ExecThreads(msec);
}
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// Per frame processing
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_render->drawScene();
SYSTIMER_Sleep(0);
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}
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}
void SagaEngine::shutdown() {
SCENE_Shutdown();
ACTOR_Shutdown();
delete _script;
SPRITE_Shutdown();
OBJECTMAP_Shutdown();
FONT_Shutdown();
CON_Shutdown();
CVAR_Shutdown();
EVENT_Shutdown();
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delete _render;
delete _actionMap;
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delete _sndRes;
delete _sdata;
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// Shutdown system modules */
delete _music;
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delete _sound;
delete _anim;
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_system->quit();
}
static void CF_quitfunc(int argc, char *argv[], void *refCon) {
((SagaEngine *)refCon)->shutdown();
exit(0);
}
static void CF_testfunc(int argc, char *argv[], void *refCon) {
int i;
CON_Print("Test function invoked: Got %d arguments.", argc);
for (i = 0; i < argc; i++) {
CON_Print("Arg %d: %s", i, argv[i]);
}
}
} // End of namespace Saga