mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
09b4f7cbed
This will cause our code to include less functionality, but might on the other hand fasten up the compilation. svn-id: r50346
483 lines
14 KiB
C++
483 lines
14 KiB
C++
/* 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.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*/
|
|
|
|
#if defined(WIN32) && !defined(_WIN32_WCE) && !defined(__SYMBIAN32__)
|
|
#define WIN32_LEAN_AND_MEAN
|
|
#include <windows.h>
|
|
#include <direct.h>
|
|
// winnt.h defines ARRAYSIZE, but we want our own one...
|
|
#undef ARRAYSIZE
|
|
#endif
|
|
|
|
#include "engines/engine.h"
|
|
#include "engines/dialogs.h"
|
|
#include "engines/metaengine.h"
|
|
#include "engines/util.h"
|
|
|
|
#include "common/config-manager.h"
|
|
#include "common/debug.h"
|
|
#include "common/events.h"
|
|
#include "common/file.h"
|
|
#include "common/timer.h"
|
|
#include "common/savefile.h"
|
|
#include "common/system.h"
|
|
#include "common/str.h"
|
|
|
|
#include "gui/debugger.h"
|
|
#include "gui/message.h"
|
|
#include "gui/GuiManager.h"
|
|
|
|
#include "sound/mixer.h"
|
|
|
|
#include "graphics/cursorman.h"
|
|
|
|
#ifdef _WIN32_WCE
|
|
extern bool isSmartphone();
|
|
#endif
|
|
|
|
// FIXME: HACK for error()
|
|
Engine *g_engine = 0;
|
|
|
|
// Output formatter for debug() and error() which invokes
|
|
// the errorString method of the active engine, if any.
|
|
static void defaultOutputFormatter(char *dst, const char *src, size_t dstSize) {
|
|
if (g_engine) {
|
|
g_engine->errorString(src, dst, dstSize);
|
|
} else {
|
|
Common::strlcpy(dst, src, dstSize);
|
|
}
|
|
}
|
|
|
|
static void defaultErrorHandler(const char *msg) {
|
|
// Unless this error -originated- within the debugger itself, we
|
|
// now invoke the debugger, if available / supported.
|
|
if (g_engine) {
|
|
GUI::Debugger *debugger = g_engine->getDebugger();
|
|
#ifdef _WIN32_WCE
|
|
if (isSmartphone())
|
|
debugger = 0;
|
|
#endif
|
|
if (debugger && !debugger->isAttached()) {
|
|
debugger->attach(msg);
|
|
debugger->onFrame();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
Engine::Engine(OSystem *syst)
|
|
: _system(syst),
|
|
_mixer(_system->getMixer()),
|
|
_timer(_system->getTimerManager()),
|
|
_eventMan(_system->getEventManager()),
|
|
_saveFileMan(_system->getSavefileManager()),
|
|
_targetName(ConfMan.getActiveDomainName()),
|
|
_pauseLevel(0),
|
|
_mainMenuDialog(NULL) {
|
|
|
|
g_engine = this;
|
|
Common::setDebugOutputFormatter(defaultOutputFormatter);
|
|
Common::setErrorOutputFormatter(defaultOutputFormatter);
|
|
Common::setErrorHandler(defaultErrorHandler);
|
|
|
|
// FIXME: Get rid of the following again. It is only here
|
|
// temporarily. We really should never run with a non-working Mixer,
|
|
// so ought to handle this at a much earlier stage. If we *really*
|
|
// want to support systems without a working mixer, then we need
|
|
// more work. E.g. we could modify the Mixer to immediately drop any
|
|
// streams passed to it. This way, at least we don't crash because
|
|
// heaps of (sound) memory get allocated but never freed. Of course,
|
|
// there still would be problems with many games...
|
|
if (!_mixer->isReady())
|
|
warning("Sound initialization failed. This may cause severe problems in some games.");
|
|
|
|
// Setup a dummy cursor and palette, so that all engines can use
|
|
// CursorMan.replace without having any headaches about memory leaks.
|
|
//
|
|
// If an engine only used CursorMan.replaceCursor and no cursor has
|
|
// been setup before, then replaceCursor just uses pushCursor. This
|
|
// means that that the engine's cursor is never again removed from
|
|
// CursorMan. Hence we setup a fake cursor here and remove it again
|
|
// in the destructor.
|
|
CursorMan.pushCursor(NULL, 0, 0, 0, 0, 0);
|
|
// Note: Using this dummy palette will actually disable cursor
|
|
// palettes till the user enables it again.
|
|
CursorMan.pushCursorPalette(NULL, 0, 0);
|
|
}
|
|
|
|
Engine::~Engine() {
|
|
_mixer->stopAll();
|
|
|
|
delete _mainMenuDialog;
|
|
g_engine = NULL;
|
|
|
|
// Remove our cursors again to prevent memory leaks
|
|
CursorMan.popCursor();
|
|
CursorMan.popCursorPalette();
|
|
}
|
|
|
|
void initCommonGFX(bool defaultTo1XScaler) {
|
|
const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain);
|
|
const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
|
|
|
|
assert(transientDomain);
|
|
|
|
const bool useDefaultGraphicsMode =
|
|
!transientDomain->contains("gfx_mode") &&
|
|
(
|
|
!gameDomain ||
|
|
!gameDomain->contains("gfx_mode") ||
|
|
!scumm_stricmp(gameDomain->getVal("gfx_mode").c_str(), "normal") ||
|
|
!scumm_stricmp(gameDomain->getVal("gfx_mode").c_str(), "default")
|
|
);
|
|
|
|
// See if the game should default to 1x scaler
|
|
if (useDefaultGraphicsMode && defaultTo1XScaler) {
|
|
// FIXME: As a hack, we use "1x" here. Would be nicer to use
|
|
// getDefaultGraphicsMode() instead, but right now, we do not specify
|
|
// whether that is a 1x scaler or not...
|
|
g_system->setGraphicsMode("1x");
|
|
} else {
|
|
// Override global scaler with any game-specific define
|
|
if (ConfMan.hasKey("gfx_mode")) {
|
|
g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
|
|
}
|
|
}
|
|
|
|
// Note: The following code deals with the fullscreen / ASR settings. This
|
|
// is a bit tricky, because there are three ways the user can affect these
|
|
// settings: Via the config file, via the command line, and via in-game
|
|
// hotkeys.
|
|
// Any global or command line settings already have been applied at the time
|
|
// we get here. Hence we only do something
|
|
|
|
// (De)activate aspect-ratio correction as determined by the config settings
|
|
if (gameDomain && gameDomain->contains("aspect_ratio"))
|
|
g_system->setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
|
|
|
|
// (De)activate fullscreen mode as determined by the config settings
|
|
if (gameDomain && gameDomain->contains("fullscreen"))
|
|
g_system->setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
|
|
}
|
|
|
|
void initGraphics(int width, int height, bool defaultTo1xScaler, const Graphics::PixelFormat *format) {
|
|
|
|
g_system->beginGFXTransaction();
|
|
|
|
initCommonGFX(defaultTo1xScaler);
|
|
#ifdef USE_RGB_COLOR
|
|
if (format)
|
|
g_system->initSize(width, height, format);
|
|
else {
|
|
Graphics::PixelFormat bestFormat = g_system->getSupportedFormats().front();
|
|
g_system->initSize(width, height, &bestFormat);
|
|
}
|
|
#else
|
|
g_system->initSize(width, height);
|
|
#endif
|
|
|
|
OSystem::TransactionError gfxError = g_system->endGFXTransaction();
|
|
|
|
if (gfxError == OSystem::kTransactionSuccess)
|
|
return;
|
|
|
|
// Error out on size switch failure
|
|
if (gfxError & OSystem::kTransactionSizeChangeFailed) {
|
|
char buffer[16];
|
|
snprintf(buffer, 16, "%dx%d", width, height);
|
|
|
|
Common::String message = "Could not switch to resolution: '";
|
|
message += buffer;
|
|
message += "'.";
|
|
|
|
GUIErrorMessage(message);
|
|
error("%s", message.c_str());
|
|
}
|
|
|
|
// Just show warnings then these occur:
|
|
#ifdef USE_RGB_COLOR
|
|
if (gfxError & OSystem::kTransactionFormatNotSupported) {
|
|
Common::String message = "Could not initialize color format.";
|
|
|
|
GUI::MessageDialog dialog(message);
|
|
dialog.runModal();
|
|
}
|
|
#endif
|
|
|
|
if (gfxError & OSystem::kTransactionModeSwitchFailed) {
|
|
Common::String message = "Could not switch to video mode: '";
|
|
message += ConfMan.get("gfx_mode");
|
|
message += "'.";
|
|
|
|
GUI::MessageDialog dialog(message);
|
|
dialog.runModal();
|
|
}
|
|
|
|
if (gfxError & OSystem::kTransactionAspectRatioFailed) {
|
|
GUI::MessageDialog dialog("Could not apply aspect ratio setting.");
|
|
dialog.runModal();
|
|
}
|
|
|
|
if (gfxError & OSystem::kTransactionFullscreenFailed) {
|
|
GUI::MessageDialog dialog("Could not apply fullscreen setting.");
|
|
dialog.runModal();
|
|
}
|
|
}
|
|
|
|
|
|
using Graphics::PixelFormat;
|
|
|
|
/**
|
|
* Determines the first matching format between two lists.
|
|
*
|
|
* @param backend The higher priority list, meant to be a list of formats supported by the backend
|
|
* @param frontend The lower priority list, meant to be a list of formats supported by the engine
|
|
* @return The first item on the backend list that also occurs on the frontend list
|
|
* or PixelFormat::createFormatCLUT8() if no matching formats were found.
|
|
*/
|
|
inline PixelFormat findCompatibleFormat(Common::List<PixelFormat> backend, Common::List<PixelFormat> frontend) {
|
|
#ifdef USE_RGB_COLOR
|
|
for (Common::List<PixelFormat>::iterator i = backend.begin(); i != backend.end(); ++i) {
|
|
for (Common::List<PixelFormat>::iterator j = frontend.begin(); j != frontend.end(); ++j) {
|
|
if (*i == *j)
|
|
return *i;
|
|
}
|
|
}
|
|
#endif
|
|
return PixelFormat::createFormatCLUT8();
|
|
}
|
|
|
|
|
|
void initGraphics(int width, int height, bool defaultTo1xScaler, const Common::List<Graphics::PixelFormat> &formatList) {
|
|
Graphics::PixelFormat format = findCompatibleFormat(g_system->getSupportedFormats(), formatList);
|
|
initGraphics(width, height, defaultTo1xScaler, &format);
|
|
}
|
|
|
|
void initGraphics(int width, int height, bool defaultTo1xScaler) {
|
|
Graphics::PixelFormat format = Graphics::PixelFormat::createFormatCLUT8();
|
|
initGraphics(width, height, defaultTo1xScaler, &format);
|
|
}
|
|
|
|
void GUIErrorMessage(const Common::String msg) {
|
|
g_system->setWindowCaption("Error");
|
|
g_system->beginGFXTransaction();
|
|
initCommonGFX(false);
|
|
g_system->initSize(320, 200);
|
|
if (g_system->endGFXTransaction() == OSystem::kTransactionSuccess) {
|
|
GUI::MessageDialog dialog(msg);
|
|
dialog.runModal();
|
|
} else {
|
|
error("%s", msg.c_str());
|
|
}
|
|
}
|
|
|
|
void Engine::checkCD() {
|
|
#if defined(WIN32) && !defined(_WIN32_WCE) && !defined(__SYMBIAN32__)
|
|
// It is a known bug under Windows that games that play CD audio cause
|
|
// ScummVM to crash if the data files are read from the same CD. Check
|
|
// if this appears to be the case and issue a warning.
|
|
|
|
// If we can find a compressed audio track, then it should be ok even
|
|
// if it's running from CD.
|
|
|
|
#ifdef USE_VORBIS
|
|
if (Common::File::exists("track1.ogg") ||
|
|
Common::File::exists("track01.ogg"))
|
|
return;
|
|
#endif
|
|
#ifdef USE_FLAC
|
|
if (Common::File::exists("track1.fla") ||
|
|
Common::File::exists("track1.flac") ||
|
|
Common::File::exists("track01.fla") ||
|
|
Common::File::exists("track01.flac"))
|
|
return;
|
|
#endif
|
|
#ifdef USE_MAD
|
|
if (Common::File::exists("track1.mp3") ||
|
|
Common::File::exists("track01.mp3"))
|
|
return;
|
|
#endif
|
|
|
|
char buffer[MAXPATHLEN];
|
|
int i;
|
|
|
|
const Common::FSNode gameDataDir(ConfMan.get("path"));
|
|
|
|
if (gameDataDir.getPath().empty()) {
|
|
// That's it! I give up!
|
|
if (getcwd(buffer, MAXPATHLEN) == NULL)
|
|
return;
|
|
} else
|
|
Common::strlcpy(buffer, gameDataDir.getPath().c_str(), sizeof(buffer));
|
|
|
|
for (i = 0; i < MAXPATHLEN - 1; i++) {
|
|
if (buffer[i] == '\\')
|
|
break;
|
|
}
|
|
|
|
buffer[i + 1] = 0;
|
|
|
|
if (GetDriveType(buffer) == DRIVE_CDROM) {
|
|
GUI::MessageDialog dialog(
|
|
"You appear to be playing this game directly\n"
|
|
"from the CD. This is known to cause problems,\n"
|
|
"and it is therefore recommended that you copy\n"
|
|
"the data files to your hard disk instead.\n"
|
|
"See the README file for details.", "OK");
|
|
dialog.runModal();
|
|
} else {
|
|
// If we reached here, the game has audio tracks,
|
|
// it's not ran from the CD and the tracks have not
|
|
// been ripped.
|
|
GUI::MessageDialog dialog(
|
|
"This game has audio tracks in its disk. These\n"
|
|
"tracks need to be ripped from the disk using\n"
|
|
"an appropriate CD audio extracting tool in\n"
|
|
"order to listen to the game's music.\n"
|
|
"See the README file for details.", "OK");
|
|
dialog.runModal();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool Engine::shouldPerformAutoSave(int lastSaveTime) {
|
|
const int diff = _system->getMillis() - lastSaveTime;
|
|
const int autosavePeriod = ConfMan.getInt("autosave_period");
|
|
return autosavePeriod != 0 && diff > autosavePeriod * 1000;
|
|
}
|
|
|
|
void Engine::errorString(const char *buf1, char *buf2, int size) {
|
|
Common::strlcpy(buf2, buf1, size);
|
|
}
|
|
|
|
void Engine::pauseEngine(bool pause) {
|
|
assert((pause && _pauseLevel >= 0) || (!pause && _pauseLevel));
|
|
|
|
if (pause)
|
|
_pauseLevel++;
|
|
else
|
|
_pauseLevel--;
|
|
|
|
if (_pauseLevel == 1 && pause) {
|
|
pauseEngineIntern(true);
|
|
} else if (_pauseLevel == 0) {
|
|
pauseEngineIntern(false);
|
|
}
|
|
}
|
|
|
|
void Engine::pauseEngineIntern(bool pause) {
|
|
// By default, just (un)pause all digital sounds
|
|
_mixer->pauseAll(pause);
|
|
}
|
|
|
|
void Engine::openMainMenuDialog() {
|
|
if (!_mainMenuDialog)
|
|
_mainMenuDialog = new MainMenuDialog(this);
|
|
runDialog(*_mainMenuDialog);
|
|
syncSoundSettings();
|
|
}
|
|
|
|
int Engine::runDialog(GUI::Dialog &dialog) {
|
|
pauseEngine(true);
|
|
int result = dialog.runModal();
|
|
pauseEngine(false);
|
|
|
|
return result;
|
|
}
|
|
|
|
void Engine::syncSoundSettings() {
|
|
|
|
// Sync the engine with the config manager
|
|
int soundVolumeMusic = ConfMan.getInt("music_volume");
|
|
int soundVolumeSFX = ConfMan.getInt("sfx_volume");
|
|
int soundVolumeSpeech = ConfMan.getInt("speech_volume");
|
|
|
|
bool mute = false;
|
|
if (ConfMan.hasKey("mute"))
|
|
mute = ConfMan.getBool("mute");
|
|
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, (mute ? 0 : soundVolumeMusic));
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, (mute ? 0 : soundVolumeSFX));
|
|
_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, (mute ? 0 : soundVolumeSpeech));
|
|
}
|
|
|
|
void Engine::flipMute() {
|
|
// Mute will be set to true by default here. This has two reasons:
|
|
// - if the game already has an "mute" config entry, it will be overwritten anyway.
|
|
// - if it does not have a "mute" config entry, the sound is unmuted currently and should be muted now.
|
|
bool mute = true;
|
|
|
|
if (ConfMan.hasKey("mute")) {
|
|
mute = !ConfMan.getBool("mute");
|
|
}
|
|
|
|
ConfMan.setBool("mute", mute);
|
|
|
|
syncSoundSettings();
|
|
}
|
|
|
|
Common::Error Engine::loadGameState(int slot) {
|
|
// Do nothing by default
|
|
return Common::kNoError;
|
|
}
|
|
|
|
bool Engine::canLoadGameStateCurrently() {
|
|
// Do not allow loading by default
|
|
return false;
|
|
}
|
|
|
|
Common::Error Engine::saveGameState(int slot, const char *desc) {
|
|
// Do nothing by default
|
|
return Common::kNoError;
|
|
}
|
|
|
|
bool Engine::canSaveGameStateCurrently() {
|
|
// Do not allow saving by default
|
|
return false;
|
|
}
|
|
|
|
void Engine::quitGame() {
|
|
Common::Event event;
|
|
|
|
event.type = Common::EVENT_QUIT;
|
|
g_system->getEventManager()->pushEvent(event);
|
|
}
|
|
|
|
bool Engine::shouldQuit() {
|
|
Common::EventManager *eventMan = g_system->getEventManager();
|
|
return (eventMan->shouldQuit() || eventMan->shouldRTL());
|
|
}
|
|
|
|
/*
|
|
EnginePlugin *Engine::getMetaEnginePlugin() const {
|
|
|
|
const EnginePlugin *plugin = 0;
|
|
Common::String gameid = ConfMan.get("gameid");
|
|
gameid.toLowercase();
|
|
EngineMan.findGame(gameid, &plugin);
|
|
return plugin;
|
|
}
|
|
|
|
*/
|