scummvm/engines/ags/ags.cpp
2021-06-20 19:15:56 -07:00

242 lines
7.1 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 "ags/ags.h"
#include "ags/detection.h"
#include "ags/events.h"
#include "ags/game_scanner.h"
#include "ags/music.h"
#include "ags/console.h"
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/file.h"
#include "common/util.h"
#include "engines/util.h"
#include "ags/shared/core/platform.h"
#define AGS_PLATFORM_DEFINES_PSP_VARS (AGS_PLATFORM_OS_IOS || AGS_PLATFORM_OS_ANDROID)
#include "ags/lib/std/set.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/game.h"
#include "ags/globals.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/room.h"
#include "ags/shared/core/def_version.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/game/savegame.h"
#include "ags/engine/main/config.h"
#include "ags/engine/main/engine.h"
#include "ags/engine/main/main_header.h"
#include "ags/engine/main/main.h"
#include "ags/engine/main/quit.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/script/script.h"
#include "ags/engine/ac/route_finder.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/shared/util/directory.h"
#include "ags/shared/script/cc_options.h"
#ifdef ENABLE_AGS_TESTS
#include "ags/tests/test_all.h"
#endif
namespace AGS {
AGSEngine *g_vm;
AGSEngine::AGSEngine(OSystem *syst, const AGSGameDescription *gameDesc) : Engine(syst),
_gameDescription(gameDesc), _randomSource("AGS"), _events(nullptr), _music(nullptr),
_rawScreen(nullptr), _screen(nullptr), _gfxDriver(nullptr),
_globals(nullptr), _forceTextAA(false) {
g_vm = this;
_events = new EventsManager();
_music = new Music();
_globals = new ::AGS3::Globals();
Common::String forceAA;
if (ConfMan.getActiveDomain()->tryGetVal("force_text_aa", forceAA))
Common::parseBool(forceAA, _forceTextAA);
}
AGSEngine::~AGSEngine() {
if (_G(proper_exit) == 0) {
_G(platform)->DisplayAlert("Error: the program has exited without requesting it.\n"
"Program pointer: %+03d (write this number down), ACI version %s\n"
"If you see a list of numbers above, please write them down and contact\n"
"developers. Otherwise, note down any other information displayed.",
_G(our_eip), _G(EngineVersion).LongString.GetCStr());
}
delete _screen;
delete _rawScreen;
delete _events;
delete _music;
delete _globals;
}
uint32 AGSEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
const PluginVersion *AGSEngine::getNeededPlugins() const {
return _gameDescription->_plugins;
}
Common::String AGSEngine::getGameId() const {
return _gameDescription->desc.gameId;
}
Common::Error AGSEngine::run() {
if (debugChannelSet(-1, kDebugScan)) {
// Scan the given folder and subfolders for unknown games
AGS3::GameScanner scanner;
scanner.scan(ConfMan.get("path"));
return Common::kNoError;
}
if (debugChannelSet(-1, kDebugScript))
AGS3::ccSetOption(SCOPT_DEBUGRUN, 1);
#ifdef ENABLE_AGS_TESTS
AGS3::Test_DoAllTests();
return Common::kNoError;
#endif
setDebugger(new AGSConsole(this));
const char *filename = _gameDescription->desc.filesDescriptions[0].fileName;
const char *ARGV[] = { "scummvm.exe", filename };
const int ARGC = 2;
AGS3::main_init(ARGC, ARGV);
_G(debug_flags) = 0;
if (ConfMan.hasKey("display_fps"))
_G(display_fps) = ConfMan.getBool("display_fps") ? AGS3::kFPS_Forced : AGS3::kFPS_Hide;
AGS3::ConfigTree startup_opts;
int res = AGS3::main_process_cmdline(startup_opts, ARGC, ARGV);
if (res != 0)
return Common::kUnknownError;
if (_G(justDisplayVersion)) {
_G(platform)->WriteStdOut(AGS3::get_engine_string().GetCStr());
return Common::kNoError;
}
if (_G(justDisplayHelp)) {
AGS3::main_print_help();
return Common::kNoError;
}
if (!_G(justTellInfo))
_G(platform)->SetGUIMode(true);
AGS3::init_debug(startup_opts, _G(justTellInfo));
AGS3::AGS::Shared::Debug::Printf("%s", AGS3::get_engine_string().GetCStr());
AGS3::main_set_gamedir(ARGC, ARGV);
// Update shell associations and exit
if (_G(debug_flags) & DBG_REGONLY)
return Common::kNoError;
_G(loadSaveGameOnStartup) = ConfMan.getInt("save_slot");
syncSoundSettings();
AGS3::initialize_engine(startup_opts);
// Do shutdown stuff
::AGS3::quit_free();
return Common::kNoError;
}
SaveStateList AGSEngine::listSaves() const {
return getMetaEngine()->listSaves(_targetName.c_str());
}
bool AGSEngine::getPixelFormat(int depth, Graphics::PixelFormat &format) const {
Common::List<Graphics::PixelFormat> supportedFormatsList = g_system->getSupportedFormats();
if (depth == 8) {
format = Graphics::PixelFormat::createFormatCLUT8();
return true;
}
for (Common::List<Graphics::PixelFormat>::iterator it =
supportedFormatsList.begin(); it != supportedFormatsList.end(); ++it) {
if (it->bpp() == depth) {
format = *it;
return true;
}
}
return false;
}
void AGSEngine::setGraphicsMode(size_t w, size_t h, int colorDepth) {
Common::List<Graphics::PixelFormat> supportedFormatsList = g_system->getSupportedFormats();
Graphics::PixelFormat format;
if (!getPixelFormat(colorDepth, format))
error("Unsupported color depth %d", colorDepth);
//Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
initGraphics(w, h, &format);
_rawScreen = new Graphics::Screen();
_screen = new ::AGS3::BITMAP(_rawScreen);
}
bool AGSEngine::canLoadGameStateCurrently() {
return !_GP(thisroom).Options.SaveLoadDisabled &&
!_G(inside_script) && !_GP(play).fast_forward && !_G(no_blocking_functions);
}
bool AGSEngine::canSaveGameStateCurrently() {
return !_GP(thisroom).Options.SaveLoadDisabled &&
!_G(inside_script) && !_GP(play).fast_forward && !_G(no_blocking_functions);
}
Common::Error AGSEngine::loadGameState(int slot) {
(void)AGS3::try_restore_save(slot);
return Common::kNoError;
}
Common::Error AGSEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
(void)AGS3::save_game(slot, desc.c_str());
return Common::kNoError;
}
void AGSEngine::GUIError(const Common::String &msg) {
GUIErrorMessage(msg);
}
} // namespace AGS