mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
da5a347d3e
svn-id: r5506
143 lines
3.0 KiB
C++
143 lines
3.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002 The ScummVM project
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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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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "engine.h"
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#include "config-file.h"
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#include "gameDetector.h"
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#include "timer.h"
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#include "sound/mixer.h"
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/* FIXME - BIG HACK for MidiEmu */
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OSystem *g_system = 0;
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SoundMixer *g_mixer = 0;
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Engine::Engine(GameDetector *detector, OSystem *syst)
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: _system(syst)
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{
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_mixer = new SoundMixer();
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_gameDataPath = detector->_gameDataPath;
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/* FIXME - BIG HACK for MidiEmu */
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g_system = _system;
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g_mixer = _mixer;
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_timer = new Timer(this);
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_timer->init();
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}
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Engine::~Engine()
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{
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delete _mixer;
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delete _timer;
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}
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const char *Engine::getSavePath() const
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{
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const char *dir = NULL;
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#ifdef _WIN32_WCE
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dir = _gameDataPath;
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#else
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#if !defined(MACOS_CARBON)
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dir = getenv("SCUMMVM_SAVEPATH");
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#endif
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// If SCUMMVM_SAVEPATH was not specified, try to use game specific savepath from config
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if (!dir || dir[0] == 0)
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dir = g_config->get("savepath");
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// If SCUMMVM_SAVEPATH was not specified, try to use general path from config
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if (!dir || dir[0] == 0)
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dir = g_config->get("savepath", "scummvm");
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// If no save path was specified, use no directory prefix
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if (dir == NULL)
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dir = "";
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#endif
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return dir;
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}
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Engine *Engine::createFromDetector(GameDetector *detector, OSystem *syst)
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{
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Engine *engine;
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if (detector->_gameId >= GID_SIMON_FIRST && detector->_gameId <= GID_SIMON_LAST) {
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// Simon the Sorcerer
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detector->_gameId -= GID_SIMON_FIRST;
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engine = Engine_SIMON_create(detector, syst);
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} else {
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// Some kind of Scumm game
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engine = Engine_SCUMM_create(detector, syst);
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}
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return engine;
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}
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void CDECL warning(const char *s, ...)
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{
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char buf[1024];
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va_list va;
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va_start(va, s);
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vsprintf(buf, s, va);
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va_end(va);
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fprintf(stderr, "WARNING: %s!\n", buf);
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#if defined( USE_WINDBG )
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strcat(buf, "\n");
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OutputDebugString(buf);
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#endif
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}
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uint16 _debugLevel = 1;
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void CDECL debug(int level, const char *s, ...)
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{
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char buf[1024];
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va_list va;
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if (level > _debugLevel)
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return;
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va_start(va, s);
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vsprintf(buf, s, va);
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va_end(va);
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printf("%s\n", buf);
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#if defined( USE_WINDBG )
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strcat(buf, "\n");
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OutputDebugString(buf);
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#endif
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fflush(stdout);
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}
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void checkHeap()
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{
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#if defined(WIN32)
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if (_heapchk() != _HEAPOK) {
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error("Heap is invalid!");
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}
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#endif
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}
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