scummvm/common/engine.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002 The ScummVM project
*
* 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.
*
* $Header$
*/
#include "stdafx.h"
#include "engine.h"
#include "config-file.h"
#include "gameDetector.h"
#include "timer.h"
#include "sound/mixer.h"
/* FIXME - BIG HACK for MidiEmu */
OSystem *g_system = 0;
SoundMixer *g_mixer = 0;
Engine::Engine(GameDetector *detector, OSystem *syst)
: _system(syst) {
_mixer = new SoundMixer();
_gameDataPath = detector->_gameDataPath;
/* FIXME - BIG HACK for MidiEmu */
g_system = _system;
g_mixer = _mixer;
_timer = new Timer(this);
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_timer->init();
}
Engine::~Engine() {
delete _mixer;
delete _timer;
}
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const char *Engine::getSavePath() const {
const char *dir = NULL;
#ifdef _WIN32_WCE
dir = _gameDataPath;
#else
#if !defined(MACOS_CARBON)
dir = getenv("SCUMMVM_SAVEPATH");
#endif
// If SCUMMVM_SAVEPATH was not specified, try to use game specific savepath from config
if (!dir || dir[0] == 0)
dir = g_config->get("savepath");
// If SCUMMVM_SAVEPATH was not specified, try to use general path from config
if (!dir || dir[0] == 0)
dir = g_config->get("savepath", "scummvm");
// If no save path was specified, use no directory prefix
if (dir == NULL)
dir = "";
#endif
return dir;
}
Engine *Engine::createFromDetector(GameDetector *detector, OSystem *syst) {
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Engine *engine = NULL;
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if (detector->_gameId >= GID_SIMON_FIRST && detector->_gameId <= GID_SIMON_LAST) {
// Simon the Sorcerer
engine = Engine_SIMON_create(detector, syst);
} else if (detector->_gameId >= GID_SCUMM_FIRST && detector->_gameId <= GID_SCUMM_LAST) {
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// Some kind of Scumm game
engine = Engine_SCUMM_create(detector, syst);
} else if (detector->_gameId >= GID_SKY_FIRST && detector->_gameId <= GID_SKY_LAST) {
// Beneath a Steel Sky
engine = Engine_SKY_create(detector, syst);
} else {
// Unknown game
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}
return engine;
}
void CDECL warning(const char *s, ...) {
char buf[1024];
va_list va;
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
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#ifdef __GP32__ //ph0x FIXME: implement fprint?
printf("WARNING: %s\n", buf);
#else
fprintf(stderr, "WARNING: %s!\n", buf);
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#endif
#if defined( USE_WINDBG )
strcat(buf, "\n");
OutputDebugString(buf);
#endif
}
uint16 _debugLevel = 1;
void CDECL debug(int level, const char *s, ...) {
char buf[1024];
va_list va;
if (level > _debugLevel)
return;
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
printf("%s\n", buf);
#if defined( USE_WINDBG )
strcat(buf, "\n");
OutputDebugString(buf);
#endif
fflush(stdout);
}
void checkHeap() {
#if defined(WIN32)
if (_heapchk() != _HEAPOK) {
error("Heap is invalid!");
}
#endif
}