WINTERMUTE: Add in the engine-shell from the ScummVM-wiki

This commit is contained in:
Einar Johan Trøan Sømåen 2012-04-19 18:48:48 +02:00 committed by Einar Johan Trøan Sømåen
parent d9983a6224
commit ec5f5c739e
7 changed files with 315 additions and 0 deletions

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@ -45,3 +45,4 @@ add_engine toon "Toonstruck" yes
add_engine touche "Touche: The Adventures of the Fifth Musketeer" yes
add_engine tsage "TsAGE" yes
add_engine tucker "Bud Tucker in Double Trouble" yes
add_engine wintermute "Wintermute" yes

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@ -216,3 +216,8 @@ ifdef ENABLE_TUCKER
DEFINES += -DENABLE_TUCKER=$(ENABLE_TUCKER)
MODULES += engines/tucker
endif
ifdef ENABLE_WINTERMUTE
DEFINES += -DENABLE_WINTERMUTE=$(ENABLE_WINTERMUTE)
MODULES += engines/wintermute
endif

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@ -101,3 +101,6 @@ LINK_PLUGIN(TOUCHE)
#if PLUGIN_ENABLED_STATIC(TUCKER)
LINK_PLUGIN(TUCKER)
#endif
#if PLUGIN_ENABLED_STATIC(WINTERMUTE)
LINK_PLUGIN(WINTERMUTE)
#endif

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@ -0,0 +1,117 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/wintermute/wintermute.h"
#include "common/config-manager.h"
#include "common/error.h"
#include "common/fs.h"
#include "engines/metaengine.h"
static const PlainGameDescriptor WinterMute_setting[] = {
{ "WinterMute", "WinterMute - Unspecified game" },
{ 0, 0 }
};
class WinterMuteMetaEngine : public MetaEngine {
public:
virtual const char *getName() const {
return "WinterMute Lite";
}
virtual const char *getOriginalCopyright() const {
return "Copyright (c) 2011 Jan Nedoma";
}
virtual GameList getSupportedGames() const {
GameList games;
const PlainGameDescriptor *g = WinterMute_setting;
while (g->gameid) {
games.push_back(*g);
g++;
}
return games;
}
virtual GameDescriptor findGame(const char *gameid) const {
const PlainGameDescriptor *g = WinterMute_setting;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
break;
g++;
}
return GameDescriptor(g->gameid, g->description);
}
virtual GameList detectGames(const Common::FSList &fslist) const {
GameList detectedGames;
// Iterate over all files in the given directory
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *gameName = file->getName().c_str();
if (0 == scumm_stricmp("README", gameName)) {
// You could check the contents of the file now if you need to.
detectedGames.push_back(WinterMute_setting[0]);
break;
}
}
}
return detectedGames;
}
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const {
assert(syst);
assert(engine);
// Scan the target directory for files (error out if it does not exist)
Common::FSList fslist;
Common::FSNode dir(ConfMan.get("path"));
if (!dir.getChildren(fslist, Common::FSNode::kListAll)) {
return Common::kNoGameDataFoundError;
}
// Invoke the detector
Common::String gameid = ConfMan.get("gameid");
GameList detectedGames = detectGames(fslist);
for (uint i = 0; i < detectedGames.size(); i++) {
if (detectedGames[i].gameid() == gameid) {
// At this point you may want to perform additional sanity checks.
*engine = new WinterMute::WinterMuteEngine(syst);
return Common::kNoError;
}
}
// Failed to find any game data
return Common::kNoGameDataFoundError;
}
};
#if PLUGIN_ENABLED_DYNAMIC(WINTERMUTE)
REGISTER_PLUGIN_DYNAMIC(WINTERMUTE, PLUGIN_TYPE_ENGINE, WinterMuteMetaEngine);
#else
REGISTER_PLUGIN_STATIC(WINTERMUTE, PLUGIN_TYPE_ENGINE, WinterMuteMetaEngine);
#endif

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@ -0,0 +1,16 @@
MODULE := engines/wintermute
MODULE_OBJS := \
detection.o \
wintermute.o
MODULE_DIRS += \
engines/wintermute
# This module can be built as a plugin
ifeq ($(ENABLE_WINTERMUTE), DYNAMIC_PLUGIN)
PLUGIN := 1
endif
# Include common rules
include $(srcdir)/rules.mk

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@ -0,0 +1,108 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/EventRecorder.h"
#include "common/file.h"
#include "common/fs.h"
#include "engines/util.h"
#include "WinterMute/WinterMute.h"
namespace WinterMute {
WinterMuteEngine::WinterMuteEngine(OSystem *syst)
: Engine(syst) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from init().
// Do not initialize graphics here
// However this is the place to specify all default directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
// Here is the right place to set up the engine specific debug channels
DebugMan.addDebugChannel(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel");
DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example");
// Don't forget to register your random source
_rnd = new Common::RandomSource("WinterMute");
debug("WinterMuteEngine::WinterMuteEngine");
}
WinterMuteEngine::~WinterMuteEngine() {
debug("WinterMuteEngine::~WinterMuteEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error WinterMuteEngine::run() {
// Initialize graphics using following:
initGraphics(320, 200, false);
// You could use backend transactions directly as an alternative,
// but it isn't recommended, until you want to handle the error values
// from OSystem::endGFXTransaction yourself.
// This is just an example template:
//_system->beginGFXTransaction();
// // This setup the graphics mode according to users seetings
// initCommonGFX(false);
//
// // Specify dimensions of game graphics window.
// // In this example: 320x200
// _system->initSize(320, 200);
//FIXME: You really want to handle
//OSystem::kTransactionSizeChangeFailed here
//_system->endGFXTransaction();
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
// Additional setup.
debug("WinterMuteEngine::init");
// Your main even loop should be (invoked from) here.
debug("WinterMuteEngine::go: Hello, World!");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kWinterMuteDebugExample, "Example debug call");
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline
debugC(3, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two");
return Common::kNoError;
}
} // End of namespace WinterMute

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@ -0,0 +1,65 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef WINTERMUTE_H
#define WINTERMUTE_H
#include "common/random.h"
#include "engines/engine.h"
#include "gui/debugger.h"
namespace WinterMute {
class Console;
// our engine debug channels
enum {
kWinterMuteDebugExample = 1 << 0,
kWinterMuteDebugExample2 = 1 << 1
// next new channel must be 1 << 2 (4)
// the current limitation is 32 debug channels (1 << 31 is the last one)
};
class WinterMuteEngine : public Engine {
public:
WinterMuteEngine(OSystem *syst);
~WinterMuteEngine();
virtual Common::Error run();
private:
Console *_console;
// We need random numbers
Common::RandomSource *_rnd;
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(WinterMuteEngine *vm) {}
virtual ~Console(void) {}
};
} // End of namespace Wintermute
#endif