2007-05-30 21:56:52 +00:00
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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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2002-08-18 18:04:07 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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2005-10-18 01:30:26 +00:00
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-08-18 18:04:07 +00:00
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*
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2006-02-11 09:53:21 +00:00
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* $URL$
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* $Id$
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2002-08-18 18:04:07 +00:00
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*/
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2007-03-17 15:45:05 +00:00
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#if defined(WIN32)
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#include <windows.h>
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#include <direct.h>
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// winnt.h defines ARRAYSIZE, but we want our own one...
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#undef ARRAYSIZE
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#endif
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2006-09-23 00:42:35 +00:00
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#include "engines/engine.h"
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2003-10-08 21:59:23 +00:00
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#include "common/config-manager.h"
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2003-10-10 13:55:08 +00:00
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#include "common/file.h"
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2003-08-01 12:21:04 +00:00
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#include "common/timer.h"
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2005-01-10 22:18:39 +00:00
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#include "common/savefile.h"
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2004-12-27 22:08:20 +00:00
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#include "common/system.h"
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2005-06-14 08:54:11 +00:00
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#include "gui/message.h"
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2006-10-21 12:03:43 +00:00
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#include "sound/mixer.h"
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2002-08-18 18:04:07 +00:00
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2006-09-16 19:31:23 +00:00
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#ifdef _WIN32_WCE
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extern bool isSmartphone(void);
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#endif
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2007-09-11 09:20:39 +00:00
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// FIXME: HACK for MidiEmu & error()
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2003-03-07 15:38:11 +00:00
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Engine *g_engine = 0;
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2002-08-18 18:04:07 +00:00
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2006-10-21 12:03:43 +00:00
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2003-11-10 01:04:12 +00:00
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Engine::Engine(OSystem *syst)
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2006-04-15 20:36:41 +00:00
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: _system(syst),
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2006-10-21 12:03:43 +00:00
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_mixer(_system->getMixer()),
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_timer(_system->getTimerManager()),
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2007-04-01 17:36:13 +00:00
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_eventMan(_system->getEventManager()),
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2006-10-21 12:03:43 +00:00
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_saveFileMan(_system->getSavefileManager()),
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2007-02-12 19:47:42 +00:00
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_targetName(ConfMan.getActiveDomainName()),
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2007-07-01 20:16:24 +00:00
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_gameDataPath(ConfMan.get("path")),
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_pauseLevel(0) {
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2005-11-23 19:11:33 +00:00
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2006-10-21 12:03:43 +00:00
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g_engine = this;
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2005-11-23 19:11:33 +00:00
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_autosavePeriod = ConfMan.getInt("autosave_period");
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2008-02-15 17:01:35 +00:00
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// FIXME: Get rid of the following again. It is only here temporarily.
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// We really should never run with a non-working Mixer, so ought to handle
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// this at a much earlier stage. If we *really* want to support systems
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// without a working mixer, then we need more work. E.g. we could modify the
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// Mixer to immediately drop any streams passed to it. This way, at least
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// we don't crash because heaps of (sound) memory get allocated but never
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// freed. Of course, there still would be problems with many games...
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if (!_mixer->isReady())
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warning("Sound initialization failed. This may cause severe problems in some games.");
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2002-08-18 18:04:07 +00:00
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}
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2003-03-06 16:27:06 +00:00
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Engine::~Engine() {
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2007-02-20 18:50:17 +00:00
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_mixer->stopAll();
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2004-10-13 06:35:13 +00:00
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2004-11-19 19:50:22 +00:00
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g_engine = NULL;
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2002-08-18 18:04:07 +00:00
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}
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2002-08-18 18:39:42 +00:00
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2006-04-15 20:36:41 +00:00
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void Engine::initCommonGFX(bool defaultTo1XScaler) {
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2006-04-15 13:12:03 +00:00
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const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain);
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2006-04-15 20:36:41 +00:00
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const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
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2006-04-15 13:12:03 +00:00
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assert(transientDomain);
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2004-11-24 00:14:21 +00:00
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const bool useDefaultGraphicsMode =
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2006-04-15 13:12:03 +00:00
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!transientDomain->contains("gfx_mode") &&
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2006-02-16 23:24:23 +00:00
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(
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2006-04-15 13:12:03 +00:00
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!gameDomain ||
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!gameDomain->contains("gfx_mode") ||
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!scumm_stricmp(gameDomain->get("gfx_mode").c_str(), "normal") ||
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!scumm_stricmp(gameDomain->get("gfx_mode").c_str(), "default")
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2006-02-16 23:24:23 +00:00
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);
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2004-11-24 00:14:21 +00:00
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// See if the game should default to 1x scaler
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2006-02-17 00:01:18 +00:00
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if (useDefaultGraphicsMode && defaultTo1XScaler) {
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2005-04-09 13:31:47 +00:00
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// FIXME: As a hack, we use "1x" here. Would be nicer to use
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// getDefaultGraphicsMode() instead, but right now, we do not specify
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// whether that is a 1x scaler or not...
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2005-04-10 16:55:37 +00:00
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_system->setGraphicsMode("1x");
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2004-11-24 00:14:21 +00:00
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} else {
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// Override global scaler with any game-specific define
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if (ConfMan.hasKey("gfx_mode")) {
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_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
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}
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}
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2005-07-30 21:11:48 +00:00
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2006-04-15 13:12:03 +00:00
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// Note: The following code deals with the fullscreen / ASR settings. This
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// is a bit tricky, because there are three ways the user can affect these
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// settings: Via the config file, via the command line, and via in-game
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// hotkeys.
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// Any global or command line settings already have been applied at the time
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2007-02-12 19:47:42 +00:00
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// we get here. Hence we only do something
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2006-04-15 13:12:03 +00:00
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2004-11-24 00:14:21 +00:00
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// (De)activate aspect-ratio correction as determined by the config settings
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2006-04-15 13:12:03 +00:00
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if (gameDomain && gameDomain->contains("aspect_ratio"))
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2004-12-12 00:02:44 +00:00
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_system->setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
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2005-07-30 21:11:48 +00:00
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// (De)activate fullscreen mode as determined by the config settings
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2006-04-15 13:12:03 +00:00
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if (gameDomain && gameDomain->contains("fullscreen"))
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2004-12-12 00:02:44 +00:00
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_system->setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
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2004-11-24 00:14:21 +00:00
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}
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2005-06-14 08:54:11 +00:00
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void Engine::checkCD() {
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2006-06-01 22:43:19 +00:00
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#if defined (WIN32) && !defined(_WIN32_WCE) && !defined(__SYMBIAN32__)
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2005-06-14 08:54:11 +00:00
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// It is a known bug under Windows that games that play CD audio cause
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// ScummVM to crash if the data files are read from the same CD. Check
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// if this appears to be the case and issue a warning.
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// If we can find a compressed audio track, then it should be ok even
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// if it's running from CD.
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2005-08-10 12:42:56 +00:00
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#ifdef USE_VORBIS
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2005-06-14 08:54:11 +00:00
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if (Common::File::exists("track1.ogg"))
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return;
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#endif
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#ifdef USE_FLAC
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if (Common::File::exists("track1.fla") || Common::File::exists("track1.flac"))
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return;
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#endif
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#ifdef USE_MAD
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if (Common::File::exists("track1.mp3"))
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return;
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#endif
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char buffer[MAXPATHLEN];
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int i;
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2006-04-01 23:31:51 +00:00
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if (strlen(_gameDataPath.c_str()) == 0) {
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2005-06-14 08:54:11 +00:00
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// That's it! I give up!
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if (getcwd(buffer, MAXPATHLEN) == NULL)
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return;
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} else
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2006-04-01 23:31:51 +00:00
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strncpy(buffer, _gameDataPath.c_str(), MAXPATHLEN);
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2005-06-14 08:54:11 +00:00
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for (i = 0; i < MAXPATHLEN - 1; i++) {
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if (buffer[i] == '\\')
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break;
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}
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buffer[i + 1] = 0;
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if (GetDriveType(buffer) == DRIVE_CDROM) {
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GUI::MessageDialog dialog(
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"You appear to be playing this game directly\n"
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"from the CD. This is known to cause problems,\n"
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"and it's therefore recommended that you copy\n"
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"the data files to your hard disk instead.\n"
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"See the README file for details.", "OK");
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dialog.runModal();
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}
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#endif
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}
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2005-11-23 19:11:33 +00:00
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bool Engine::shouldPerformAutoSave(int lastSaveTime) {
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const int diff = _system->getMillis() - lastSaveTime;
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return _autosavePeriod != 0 && diff > _autosavePeriod * 1000;
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}
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2006-02-12 01:23:58 +00:00
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void Engine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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2006-04-26 00:59:13 +00:00
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void Engine::GUIErrorMessage(const Common::String msg) {
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_system->setWindowCaption("Error");
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_system->beginGFXTransaction();
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initCommonGFX(false);
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2006-05-17 23:52:45 +00:00
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_system->initSize(320, 200);
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2006-04-26 00:59:13 +00:00
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_system->endGFXTransaction();
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GUI::MessageDialog dialog(msg);
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dialog.runModal();
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}
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2007-06-30 22:22:25 +00:00
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void Engine::pauseEngine(bool pause) {
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assert((pause && _pauseLevel >= 0) || (!pause && _pauseLevel));
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if (pause)
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_pauseLevel++;
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else
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_pauseLevel--;
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if (_pauseLevel == 1) {
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pauseEngineIntern(true);
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} else if (_pauseLevel == 0) {
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pauseEngineIntern(false);
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}
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}
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void Engine::pauseEngineIntern(bool pause) {
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// By default, just (un)pause all digital sounds
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_mixer->pauseAll(pause);
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}
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