mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
302 lines
8.2 KiB
C++
302 lines
8.2 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(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel");
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DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example");
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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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}
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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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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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// This test will show up if -d1 and --debugflags=example are specified on the commandline
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debugC(1, kWinterMuteDebugExample, "Example debug call");
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// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline
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debugC(3, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two");
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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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return Common::kNoError;
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}
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int WinterMuteEngine::init() {
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char argv[1] = { ' ' };
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int argc = 0;
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_game = new CAdGame;
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if (!_game) return 1;
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bool windowedMode = true;
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// parse command line
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char *SaveGame = NULL;
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char param[MAX_PATH];
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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 (FAILED(_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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HRESULT 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 (FAILED(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 (FAILED(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 (FAILED(_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 (SaveGame) {
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_game->LoadGame(SaveGame);
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delete [] SaveGame;
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}
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CBPlatform::Initialize(_game, 0, NULL);
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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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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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// ***** 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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}
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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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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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