mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
331 lines
8.9 KiB
C++
331 lines
8.9 KiB
C++
/* 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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*
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/error.h"
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#include "common/EventRecorder.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "engines/util.h"
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#include "engines/wintermute/Ad/AdGame.h"
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#include "engines/wintermute/wintermute.h"
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#include "engines/wintermute/PlatformSDL.h"
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#include "engines/wintermute/Base/BRegistry.h"
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#include "engines/wintermute/Base/BSoundMgr.h"
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#include "engines/wintermute/Base/scriptables/ScEngine.h"
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namespace WinterMute {
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WinterMuteEngine *g_wintermute;
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WinterMuteEngine::WinterMuteEngine(OSystem *syst)
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: Engine(syst) {
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// Put your engine in a sane state, but do nothing big yet;
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// in particular, do not load data from files; rather, if you
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// need to do such things, do them from init().
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// Do not initialize graphics here
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// However this is the place to specify all default directories
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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//SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
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// Here is the right place to set up the engine specific debug channels
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DebugMan.addDebugChannel(kWinterMuteDebugLog, "enginelog", "Covers the same output as the log-file in WME");
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DebugMan.addDebugChannel(kWinterMuteDebugSaveGame, "savegame", "Savegames");
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// Don't forget to register your random source
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_rnd = new Common::RandomSource("WinterMute");
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debug("WinterMuteEngine::WinterMuteEngine");
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_game = NULL;
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g_wintermute = this;
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_classReg = NULL;
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}
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WinterMuteEngine::~WinterMuteEngine() {
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debug("WinterMuteEngine::~WinterMuteEngine");
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// Dispose your resources here
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delete _rnd;
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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}
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bool WinterMuteEngine::hasFeature(EngineFeature f) const {
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switch (f) {
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case kSupportsRTL:
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return true;
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default:
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return false;
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}
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return false;
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}
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Common::Error WinterMuteEngine::run() {
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// Initialize graphics using following:
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Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
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initGraphics(800, 600, false, &format);
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if (g_system->getScreenFormat() != format) {
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error("Wintermute currently REQUIRES 32bpp");
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}
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// You could use backend transactions directly as an alternative,
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// but it isn't recommended, until you want to handle the error values
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// from OSystem::endGFXTransaction yourself.
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// This is just an example template:
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//_system->beginGFXTransaction();
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// // This setup the graphics mode according to users seetings
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// initCommonGFX(false);
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//
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// // Specify dimensions of game graphics window.
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// // In this example: 320x200
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// _system->initSize(320, 200);
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//FIXME: You really want to handle
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//OSystem::kTransactionSizeChangeFailed here
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//_system->endGFXTransaction();
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// Create debugger console. It requires GFX to be initialized
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_console = new Console(this);
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// Additional setup.
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debug("WinterMuteEngine::init");
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// Your main even loop should be (invoked from) here.
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debug("WinterMuteEngine::go: Hello, World!");
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DebugMan.enableDebugChannel("enginelog");
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// This test will show up if -d1 and --debugflags=example are specified on the commandline
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debugC(1, kWinterMuteDebugLog, "Engine Debug-LOG enabled");
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debugC(2, kWinterMuteDebugSaveGame , "Savegame debugging-enabled");
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int ret = 1;
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ret = init();
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if (ret == 0) {
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ret = messageLoop();
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}
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deinit();
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return Common::kNoError;
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}
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int WinterMuteEngine::init() {
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_classReg = new CSysClassRegistry();
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_classReg->registerClasses();
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_game = new CAdGame;
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if (!_game) return 1;
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CBPlatform::initialize(_game, 0, NULL);
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bool windowedMode = !ConfMan.getBool("fullscreen");
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// parse command line
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char *SaveGame = NULL;
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/* for (int i = 0; i < argc; i++) {
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strcpy(param, argv[i]);
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if (scumm_stricmp(param, "-project") == 0) {
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if (argc > i) strcpy(param, argv[i + 1]);
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else param[0] = '\0';
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if (strcmp(param, "") != 0) {
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char *IniDir = CBUtils::GetPath(param);
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char *IniName = CBUtils::GetFilename(param);
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// switch to ini's dir
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warning("TODO: Place ini-files somewhere");
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// chdir(IniDir);
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// set ini name
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sprintf(param, "./%s", IniName);
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_game->_registry->SetIniName(param);
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delete [] IniDir;
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delete [] IniName;
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}
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} else if (scumm_stricmp(param, "-windowed") == 0) windowedMode = true;
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}*/
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if (_game->_registry->readBool("Debug", "DebugMode")) _game->DEBUG_DebugEnable("./wme.log");
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_game->_dEBUG_ShowFPS = _game->_registry->readBool("Debug", "ShowFPS");
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if (_game->_registry->readBool("Debug", "DisableSmartCache")) {
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_game->LOG(0, "Smart cache is DISABLED");
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_game->_smartCache = false;
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}
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/* bool AllowDirectDraw = _game->_registry->readBool("Debug", "AllowDirectDraw", false);*/
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// load general game settings
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_game->initialize1();
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if (DID_FAIL(_game->loadSettings("startup.settings"))) {
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_game->LOG(0, "Error loading game settings.");
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delete _game;
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_game = NULL;
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warning("Some of the essential files are missing. Please reinstall.");
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return 2;
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}
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_game->initialize2();
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_game->getDebugMgr()->onGameInit();
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_game->_scEngine->loadBreakpoints();
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ERRORCODE ret;
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// initialize the renderer
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ret = _game->_renderer->initRenderer(_game->_settingsResWidth, _game->_settingsResHeight, windowedMode);
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if (DID_FAIL(ret)) {
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_game->LOG(ret, "Error initializing renderer. Exiting.");
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delete _game;
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_game = NULL;
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return 3;
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}
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_game->initialize3();
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#ifdef __IPHONEOS__
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SDL_AddEventWatch(CBPlatform::SDLEventWatcher, NULL);
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#endif
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// initialize sound manager (non-fatal if we fail)
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ret = _game->_soundMgr->initialize();
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if (DID_FAIL(ret)) {
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_game->LOG(ret, "Sound is NOT available.");
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}
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// load game
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uint32 DataInitStart = CBPlatform::getTime();
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if (DID_FAIL(_game->loadFile(_game->_settingsGameFile ? _game->_settingsGameFile : "default.game"))) {
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_game->LOG(ret, "Error loading game file. Exiting.");
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delete _game;
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_game = NULL;
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return false;
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}
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_game->setWindowTitle();
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_game->_renderer->_ready = true;
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_game->_miniUpdateEnabled = true;
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_game->LOG(0, "Engine initialized in %d ms", CBPlatform::getTime() - DataInitStart);
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_game->LOG(0, "");
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if (ConfMan.hasKey("save_slot")) {
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int slot = ConfMan.getInt("save_slot");
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Common::String str = Common::String::format("save00%d.DirtySplitSav", slot);
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_game->loadGame(str.c_str());
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}
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if (SaveGame) {
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_game->loadGame(SaveGame);
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delete [] SaveGame;
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}
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// all set, ready to go
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return 0;
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}
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int WinterMuteEngine::messageLoop() {
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bool done = false;
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uint32 prevTime = _system->getMillis();
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uint32 time = _system->getMillis();
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uint32 diff = 0;
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const uint32 maxFPS = 25;
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const uint32 frameTime = (uint32)((1.0/maxFPS) * 1000);
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while (!done) {
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Common::Event event;
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while (_system->getEventManager()->pollEvent(event)) {
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CBPlatform::handleEvent(&event);
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}
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if (_game && _game->_renderer->_active && _game->_renderer->_ready) {
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_game->displayContent();
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_game->displayQuickMsg();
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_game->displayDebugInfo();
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time = _system->getMillis();
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diff = time - prevTime;
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if (frameTime > diff) // Avoid overflows
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_system->delayMillis(frameTime - diff);
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// ***** flip
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if (!_game->_suspendedRendering) _game->_renderer->flip();
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if (_game->_loading) _game->loadGame(_game->_scheduledLoadSlot);
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prevTime = time;
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}
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if (_game->_quitting) break;
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}
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if (_game) {
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// remember previous window position
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/*
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if(_game->_renderer && _game->_renderer->_windowed)
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{
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if(!::IsIconic(_game->_renderer->_window))
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{
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int PosX = _game->_renderer->_windowRect.left;
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int PosY = _game->_renderer->_windowRect.top;
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PosX -= _game->_renderer->_monitorRect.left;
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PosY -= _game->_renderer->_monitorRect.top;
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_game->_registry->writeInt("Video", "WindowPosX", PosX);
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_game->_registry->writeInt("Video", "WindowPosY", PosY);
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}
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}
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*/
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delete _game;
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_game = NULL;
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}
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return 0;
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}
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void WinterMuteEngine::deinit() {
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delete _classReg;
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}
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uint32 WinterMuteEngine::randInt(int from, int to) {
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return _rnd->getRandomNumberRng(from, to);
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}
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} // End of namespace WinterMute
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