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c64c7eb4d4
console. Some things are likely to have broken. For instance, I believe the old console was could be visible during gameplay, while ScummVM's is modal. So any place where we output something to the console during gameplay should probably be removed. Some things I've stubbed out. Basically any code that registers a variable. Most of the debugging commands are untested. Syntax may have changed because of different command-line parsing. (I never actually used the old console, so I don't know for sure. :-) Actually, I'm not that interested in reproducing the old console commands faithfully. What we should do now is to make the immediately useful console stuff work. Anything that remains unimplemented should probably be removed. svn-id: r15976
285 lines
6.7 KiB
C++
285 lines
6.7 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 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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*/
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#include "stdafx.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "backends/fs/fs.h"
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#include "sound/mixer.h"
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#include "common/file.h"
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#include "common/config-manager.h"
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/rscfile_mod.h"
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#include "saga/render.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/console.h"
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#include "saga/events.h"
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#include "saga/font.h"
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#include "saga/game_mod.h"
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#include "saga/game.h"
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#include "saga/interface.h"
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#include "saga/isomap.h"
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#include "saga/script.h"
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#include "saga/scene.h"
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#include "saga/sdata.h"
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#include "saga/sndres.h"
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#include "saga/sprite.h"
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#include "saga/sound.h"
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#include "saga/music.h"
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#include "saga/game_mod.h"
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#include "saga/palanim.h"
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static const GameSettings saga_games[] = {
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{"ite", "Inherit the Earth", 0},
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{"ite-demo", "Inherit the Earth (Demo)", 0},
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{"ihnm", "I Have No Mouth and I Must Scream", GF_DEFAULT_TO_1X_SCALER },
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{"ihnm-demo", "I Have No Mouth and I Must Scream (Demo)", GF_DEFAULT_TO_1X_SCALER },
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{0, 0, 0}
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};
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GameList Engine_SAGA_gameList() {
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GameList games;
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const GameSettings *g = saga_games;
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while (g->name) {
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games.push_back(*g);
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g++;
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}
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return games;
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}
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DetectedGameList Engine_SAGA_detectGames(const FSList &fslist) {
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return Saga::GAME_ProbeGame(fslist);
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}
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Engine *Engine_SAGA_create(GameDetector *detector, OSystem *syst) {
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return new Saga::SagaEngine(detector, syst);
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}
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REGISTER_PLUGIN("SAGA Engine", Engine_SAGA_gameList, Engine_SAGA_create, Engine_SAGA_detectGames)
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namespace Saga {
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#define MAX_TIME_DELTA 100
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SagaEngine *_vm = NULL;
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SagaEngine::SagaEngine(GameDetector *detector, OSystem *syst)
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: Engine(syst) {
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_console = NULL;
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// The Linux version of Inherit the Earth puts all data files in an
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// 'itedata' sub-directory, except for voices.rsc
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File::addDefaultDirectory(_gameDataPath + "itedata/");
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// The Windows version of Inherit the Earth puts various data files in
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// other subdirectories.
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File::addDefaultDirectory(_gameDataPath + "graphics/");
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File::addDefaultDirectory(_gameDataPath + "music/");
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File::addDefaultDirectory(_gameDataPath + "sound/");
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// Setup mixer
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if (!_mixer->isReady()) {
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warning("Sound initialization failed.");
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}
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_mixer->setVolume(ConfMan.getInt("sfx_volume"));
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_mixer->setMusicVolume(ConfMan.getInt("music_volume"));
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_vm = this;
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}
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SagaEngine::~SagaEngine() {
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}
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void SagaEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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int SagaEngine::init(GameDetector &detector) {
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_soundEnabled = 1;
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_musicEnabled = 1;
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// Add some default directories
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// Win32 demo & full game
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File::addDefaultDirectory("graphics");
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File::addDefaultDirectory("music");
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File::addDefaultDirectory("sound");
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// Linux demo
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File::addDefaultDirectory("itedata");
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// Mac demos & full game
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File::addDefaultDirectory("patch");
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// Process command line
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// Detect game and open resource files
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if (GAME_Init() != SUCCESS) {
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return -1;
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}
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// Initialize engine modules
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_sndRes = new SndRes(this);
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_events = new Events(this);
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_font = new Font(this);
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_sprite = new Sprite(this);
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_anim = new Anim(this);
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_script = new Script();
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_sdata = new SData();
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_interface = new Interface(this); // requires script module
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_actor = new Actor(this);
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_palanim = new PalAnim(this);
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_scene = new Scene(this);
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if (!_scene->initialized()) {
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warning("Couldn't initialize scene module");
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// TODO/FIXME: We are leaking here
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return -1;
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}
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// System initialization
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_previousTicks = _system->getMillis();
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// Initialize graphics
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GAME_DISPLAYINFO disp_info;
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GAME_GetDisplayInfo(&disp_info);
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_gfx = new Gfx(_system, disp_info.logical_w, disp_info.logical_h, detector);
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// Graphics driver should be initialized before console
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_console = new Console(this);
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// Graphics should be initialized before music
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int midiDriver = MidiDriver::detectMusicDriver(MDT_NATIVE | MDT_ADLIB | MDT_PREFER_NATIVE);
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bool native_mt32 = (ConfMan.getBool("native_mt32") || (midiDriver == MD_MT32));
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bool adlib = false;
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MidiDriver *driver = MidiDriver::createMidi(midiDriver);
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if (!driver) {
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driver = MidiDriver_ADLIB_create(_mixer);
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adlib = true;
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} else if (native_mt32)
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driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
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_music = new Music(_mixer, driver, _musicEnabled);
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_music->setNativeMT32(native_mt32);
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_music->setAdlib(adlib);
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if (!_musicEnabled) {
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debug(0, "Music disabled.");
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}
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_isoMap = new IsoMap(_gfx);
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_render = new Render(this, _system);
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if (!_render->initialized()) {
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// TODO/FIXME: We are leaking here
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return -1;
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}
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// Initialize system specific sound
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_sound = new Sound(this, _mixer, _soundEnabled);
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if (!_soundEnabled) {
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debug(0, "Sound disabled.");
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}
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return 0;
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}
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int SagaEngine::go() {
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int msec = 0;
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_previousTicks = _system->getMillis();
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_sprite->loadList(ITE_MAIN_SPRITES, &_mainSprites);
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// Begin Main Engine Loop
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_scene->startScene();
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uint32 currentTicks;
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for (;;) {
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if (_console->isAttached())
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_console->onFrame();
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if (_render->getFlags() & RF_RENDERPAUSE) {
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// Freeze time while paused
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_previousTicks = _system->getMillis();
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} else {
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currentTicks = _system->getMillis();
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// Timer has rolled over after 49 days
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if (currentTicks < _previousTicks)
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msec = 0;
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else {
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msec = currentTicks - _previousTicks;
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_previousTicks = currentTicks;
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}
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if (msec > MAX_TIME_DELTA) {
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msec = MAX_TIME_DELTA;
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}
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_actor->direct(msec);
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_events->handleEvents(msec);
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_script->SThreadExecThreads(msec);
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}
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// Per frame processing
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_render->drawScene();
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_system->delayMillis(10);
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}
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return 0;
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}
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void SagaEngine::shutdown() {
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delete _scene;
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delete _actor;
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delete _script;
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delete _sprite;
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delete _font;
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delete _console;
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delete _events;
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delete _palanim;
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delete _interface;
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delete _render;
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delete _isoMap;
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delete _sndRes;
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delete _sdata;
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// Shutdown system modules */
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delete _music;
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delete _sound;
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delete _anim;
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_system->quit();
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}
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} // End of namespace Saga
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