scummvm/engines/wintermute/wintermute.cpp
2012-06-15 19:19:09 +02:00

302 lines
8.2 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.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/EventRecorder.h"
#include "common/file.h"
#include "common/fs.h"
#include "engines/util.h"
#include "engines/wintermute/Ad/AdGame.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/PlatformSDL.h"
#include "engines/wintermute/Base/BRegistry.h"
#include "engines/wintermute/Base/BSoundMgr.h"
#include "engines/wintermute/Base/scriptables/ScEngine.h"
namespace WinterMute {
WinterMuteEngine *g_wintermute;
WinterMuteEngine::WinterMuteEngine(OSystem *syst)
: Engine(syst) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from init().
// Do not initialize graphics here
// However this is the place to specify all default directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
//SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
// Here is the right place to set up the engine specific debug channels
DebugMan.addDebugChannel(kWinterMuteDebugExample, "example", "this is just an example for a engine specific debug channel");
DebugMan.addDebugChannel(kWinterMuteDebugExample2, "example2", "also an example");
// Don't forget to register your random source
_rnd = new Common::RandomSource("WinterMute");
debug("WinterMuteEngine::WinterMuteEngine");
_game = NULL;
g_wintermute = this;
}
WinterMuteEngine::~WinterMuteEngine() {
debug("WinterMuteEngine::~WinterMuteEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error WinterMuteEngine::run() {
// Initialize graphics using following:
Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
initGraphics(800, 600, false, &format);
if (g_system->getScreenFormat() != format) {
error("Wintermute currently REQUIRES 32bpp");
}
// You could use backend transactions directly as an alternative,
// but it isn't recommended, until you want to handle the error values
// from OSystem::endGFXTransaction yourself.
// This is just an example template:
//_system->beginGFXTransaction();
// // This setup the graphics mode according to users seetings
// initCommonGFX(false);
//
// // Specify dimensions of game graphics window.
// // In this example: 320x200
// _system->initSize(320, 200);
//FIXME: You really want to handle
//OSystem::kTransactionSizeChangeFailed here
//_system->endGFXTransaction();
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
// Additional setup.
debug("WinterMuteEngine::init");
// Your main even loop should be (invoked from) here.
debug("WinterMuteEngine::go: Hello, World!");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kWinterMuteDebugExample, "Example debug call");
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline
debugC(3, kWinterMuteDebugExample | kWinterMuteDebugExample2, "Example debug call two");
int ret = 1;
ret = init();
if (ret == 0) {
ret = messageLoop();
}
return Common::kNoError;
}
int WinterMuteEngine::init() {
char argv[1] = { ' ' };
int argc = 0;
_game = new CAdGame;
if (!_game) return 1;
bool windowedMode = true;
// parse command line
char *SaveGame = NULL;
char param[MAX_PATH];
/* for (int i = 0; i < argc; i++) {
strcpy(param, argv[i]);
if (scumm_stricmp(param, "-project") == 0) {
if (argc > i) strcpy(param, argv[i + 1]);
else param[0] = '\0';
if (strcmp(param, "") != 0) {
char *IniDir = CBUtils::GetPath(param);
char *IniName = CBUtils::GetFilename(param);
// switch to ini's dir
warning("TODO: Place ini-files somewhere");
// chdir(IniDir);
// set ini name
sprintf(param, "./%s", IniName);
_game->_registry->SetIniName(param);
delete [] IniDir;
delete [] IniName;
}
} else if (scumm_stricmp(param, "-windowed") == 0) windowedMode = true;
}*/
if (_game->_registry->ReadBool("Debug", "DebugMode")) _game->DEBUG_DebugEnable("./wme.log");
_game->_dEBUG_ShowFPS = _game->_registry->ReadBool("Debug", "ShowFPS");
if (_game->_registry->ReadBool("Debug", "DisableSmartCache")) {
_game->LOG(0, "Smart cache is DISABLED");
_game->_smartCache = false;
}
/* bool AllowDirectDraw = _game->_registry->ReadBool("Debug", "AllowDirectDraw", false);*/
// load general game settings
_game->Initialize1();
if (FAILED(_game->LoadSettings("startup.settings"))) {
_game->LOG(0, "Error loading game settings.");
delete _game;
_game = NULL;
warning("Some of the essential files are missing. Please reinstall.");
return 2;
}
_game->Initialize2();
_game->GetDebugMgr()->OnGameInit();
_game->_scEngine->LoadBreakpoints();
HRESULT ret;
// initialize the renderer
ret = _game->_renderer->InitRenderer(_game->_settingsResWidth, _game->_settingsResHeight, windowedMode);
if (FAILED(ret)) {
_game->LOG(ret, "Error initializing renderer. Exiting.");
delete _game;
_game = NULL;
return 3;
}
_game->Initialize3();
#ifdef __IPHONEOS__
SDL_AddEventWatch(CBPlatform::SDLEventWatcher, NULL);
#endif
// initialize sound manager (non-fatal if we fail)
ret = _game->_soundMgr->initialize();
if (FAILED(ret)) {
_game->LOG(ret, "Sound is NOT available.");
}
// load game
uint32 DataInitStart = CBPlatform::GetTime();
if (FAILED(_game->LoadFile(_game->_settingsGameFile ? _game->_settingsGameFile : "default.game"))) {
_game->LOG(ret, "Error loading game file. Exiting.");
delete _game;
_game = NULL;
return false;
}
_game->SetWindowTitle();
_game->_renderer->_ready = true;
_game->_miniUpdateEnabled = true;
_game->LOG(0, "Engine initialized in %d ms", CBPlatform::GetTime() - DataInitStart);
_game->LOG(0, "");
if (SaveGame) {
_game->LoadGame(SaveGame);
delete [] SaveGame;
}
CBPlatform::Initialize(_game, 0, NULL);
// all set, ready to go
return 0;
}
int WinterMuteEngine::messageLoop() {
bool done = false;
while (!done) {
Common::Event event;
while (_system->getEventManager()->pollEvent(event)) {
CBPlatform::HandleEvent(&event);
}
if (_game && _game->_renderer->_active && _game->_renderer->_ready) {
_game->DisplayContent();
_game->DisplayQuickMsg();
_game->DisplayDebugInfo();
// ***** flip
if (!_game->_suspendedRendering) _game->_renderer->Flip();
if (_game->_loading) _game->LoadGame(_game->_scheduledLoadSlot);
}
if (_game->_quitting) break;
}
if (_game) {
// remember previous window position
/*
if(_game->_renderer && _game->_renderer->_windowed)
{
if(!::IsIconic(_game->_renderer->_window))
{
int PosX = _game->_renderer->_windowRect.left;
int PosY = _game->_renderer->_windowRect.top;
PosX -= _game->_renderer->_monitorRect.left;
PosY -= _game->_renderer->_monitorRect.top;
_game->_registry->WriteInt("Video", "WindowPosX", PosX);
_game->_registry->WriteInt("Video", "WindowPosY", PosY);
}
}
*/
delete _game;
_game = NULL;
}
return 0;
}
uint32 WinterMuteEngine::randInt(int from, int to) {
return _rnd->getRandomNumberRng(from, to);
}
} // End of namespace WinterMute