mirror of
https://github.com/libretro/scummvm.git
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421 lines
12 KiB
C++
421 lines
12 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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*
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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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*
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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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#define FORBIDDEN_SYMBOL_EXCEPTION_getcwd
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#if defined(WIN32) && !defined(_WIN32_WCE) && !defined(__SYMBIAN32__)
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <direct.h>
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// winnt.h defines ARRAYSIZE, but we want our own one...
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#undef ARRAYSIZE
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#endif
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#include "engines/engine.h"
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#include "engines/dialogs.h"
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/system.h"
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#include "common/str.h"
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#include "common/error.h"
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#include "common/list.h"
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#include "common/list_intern.h"
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#include "common/scummsys.h"
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#include "common/taskbar.h"
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#include "common/textconsole.h"
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#include "common/translation.h"
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#include "backends/keymapper/keymapper.h"
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#include "gui/debugger.h"
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#include "gui/dialog.h"
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#include "gui/message.h"
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#include "audio/mixer.h"
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#include "graphics/cursorman.h"
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#include "graphics/pixelformat.h"
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#ifdef _WIN32_WCE
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extern bool isSmartphone();
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#endif
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// FIXME: HACK for error()
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Engine *g_engine = 0;
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// Output formatter for debug() and error() which invokes
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// the errorString method of the active engine, if any.
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static void defaultOutputFormatter(char *dst, const char *src, size_t dstSize) {
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if (g_engine) {
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g_engine->errorString(src, dst, dstSize);
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} else {
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Common::strlcpy(dst, src, dstSize);
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}
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}
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static void defaultErrorHandler(const char *msg) {
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// Unless this error -originated- within the debugger itself, we
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// now invoke the debugger, if available / supported.
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if (g_engine) {
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GUI::Debugger *debugger = g_engine->getDebugger();
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#ifdef _WIN32_WCE
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if (isSmartphone())
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debugger = 0;
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#endif
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#if defined(USE_TASKBAR)
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g_system->getTaskbarManager()->notifyError();
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#endif
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if (debugger && !debugger->isActive()) {
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debugger->attach(msg);
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debugger->onFrame();
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}
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#if defined(USE_TASKBAR)
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g_system->getTaskbarManager()->clearError();
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#endif
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}
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}
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Engine::Engine(OSystem *syst)
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: _system(syst),
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_mixer(_system->getMixer()),
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_timer(_system->getTimerManager()),
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_eventMan(_system->getEventManager()),
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_saveFileMan(_system->getSavefileManager()),
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_targetName(ConfMan.getActiveDomainName()),
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_pauseLevel(0),
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_pauseStartTime(0),
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_saveSlotToLoad(-1),
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_engineStartTime(_system->getMillis()),
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_mainMenuDialog(NULL) {
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g_engine = this;
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Common::setErrorOutputFormatter(defaultOutputFormatter);
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Common::setErrorHandler(defaultErrorHandler);
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// FIXME: Get rid of the following again. It is only here
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// temporarily. We really should never run with a non-working Mixer,
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// so ought to handle this at a much earlier stage. If we *really*
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// want to support systems without a working mixer, then we need
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// more work. E.g. we could modify the Mixer to immediately drop any
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// streams passed to it. This way, at least we don't crash because
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// heaps of (sound) memory get allocated but never freed. Of course,
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// there still would be problems with many games...
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if (!_mixer->isReady())
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warning("Sound initialization failed. This may cause severe problems in some games");
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// Setup a dummy cursor and palette, so that all engines can use
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// CursorMan.replace without having any headaches about memory leaks.
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//
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// If an engine only used CursorMan.replaceCursor and no cursor has
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// been setup before, then replaceCursor just uses pushCursor. This
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// means that that the engine's cursor is never again removed from
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// CursorMan. Hence we setup a fake cursor here and remove it again
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// in the destructor.
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CursorMan.pushCursor(NULL, 0, 0, 0, 0, 0);
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// Note: Using this dummy palette will actually disable cursor
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// palettes till the user enables it again.
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CursorMan.pushCursorPalette(NULL, 0, 0);
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}
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Engine::~Engine() {
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_mixer->stopAll();
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delete _mainMenuDialog;
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g_engine = NULL;
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}
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void GUIErrorMessage(const Common::String &msg) {
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g_system->setWindowCaption("Error");
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g_system->launcherInitSize(640, 400);
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GUI::MessageDialog dialog(msg);
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dialog.runModal();
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error("%s", msg.c_str());
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}
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void Engine::checkCD() {
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#if defined(WIN32) && !defined(_WIN32_WCE) && !defined(__SYMBIAN32__)
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// It is a known bug under Windows that games that play CD audio cause
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// ScummVM to crash if the data files are read from the same CD. Check
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// if this appears to be the case and issue a warning.
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// If we can find a compressed audio track, then it should be ok even
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// if it's running from CD.
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#ifdef USE_VORBIS
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if (Common::File::exists("track1.ogg") ||
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Common::File::exists("track01.ogg"))
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return;
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#endif
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#ifdef USE_FLAC
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if (Common::File::exists("track1.fla") ||
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Common::File::exists("track1.flac") ||
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Common::File::exists("track01.fla") ||
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Common::File::exists("track01.flac"))
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return;
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#endif
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#ifdef USE_MAD
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if (Common::File::exists("track1.mp3") ||
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Common::File::exists("track01.mp3"))
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return;
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#endif
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char buffer[MAXPATHLEN];
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int i;
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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if (gameDataDir.getPath().empty()) {
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// That's it! I give up!
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if (getcwd(buffer, MAXPATHLEN) == NULL)
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return;
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} else
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Common::strlcpy(buffer, gameDataDir.getPath().c_str(), sizeof(buffer));
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for (i = 0; i < MAXPATHLEN - 1; i++) {
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if (buffer[i] == '\\')
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break;
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}
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buffer[i + 1] = 0;
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if (GetDriveType(buffer) == DRIVE_CDROM) {
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GUI::MessageDialog dialog(
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_("You appear to be playing this game directly\n"
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"from the CD. This is known to cause problems,\n"
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"and it is therefore recommended that you copy\n"
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"the data files to your hard disk instead.\n"
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"See the README file for details."), _("OK"));
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dialog.runModal();
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} else {
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// If we reached here, the game has audio tracks,
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// it's not ran from the CD and the tracks have not
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// been ripped.
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GUI::MessageDialog dialog(
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_("This game has audio tracks in its disk. These\n"
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"tracks need to be ripped from the disk using\n"
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"an appropriate CD audio extracting tool in\n"
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"order to listen to the game's music.\n"
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"See the README file for details."), _("OK"));
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dialog.runModal();
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}
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#endif
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}
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bool Engine::shouldPerformAutoSave(int lastSaveTime) {
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const int diff = _system->getMillis() - lastSaveTime;
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const int autosavePeriod = ConfMan.getInt("autosave_period");
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return autosavePeriod != 0 && diff > autosavePeriod * 1000;
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}
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void Engine::errorString(const char *buf1, char *buf2, int size) {
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Common::strlcpy(buf2, buf1, size);
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}
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void Engine::pauseEngine(bool pause) {
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assert((pause && _pauseLevel >= 0) || (!pause && _pauseLevel));
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if (pause)
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_pauseLevel++;
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else
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_pauseLevel--;
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if (_pauseLevel == 1 && pause) {
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_pauseStartTime = _system->getMillis();
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pauseEngineIntern(true);
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} else if (_pauseLevel == 0) {
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pauseEngineIntern(false);
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_engineStartTime += _system->getMillis() - _pauseStartTime;
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_pauseStartTime = 0;
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}
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}
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void Engine::pauseEngineIntern(bool pause) {
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// By default, just (un)pause all digital sounds
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_mixer->pauseAll(pause);
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}
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void Engine::openMainMenuDialog() {
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if (!_mainMenuDialog)
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_mainMenuDialog = new MainMenuDialog(this);
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setGameToLoadSlot(-1);
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runDialog(*_mainMenuDialog);
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// Load savegame after main menu execution
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// (not from inside the menu loop to avoid
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// mouse cursor glitches and simliar bugs,
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// e.g. #2822778).
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// FIXME: For now we just ignore the return
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// value, which is quite bad since it could
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// be a fatal loading error, which renders
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// the engine unusable.
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if (_saveSlotToLoad >= 0)
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loadGameState(_saveSlotToLoad);
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syncSoundSettings();
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}
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bool Engine::warnUserAboutUnsupportedGame() {
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if (ConfMan.getBool("enable_unsupported_game_warning")) {
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GUI::MessageDialog alert(_("WARNING: The game you are about to start is"
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" not yet fully supported by ResidualVM. As such, it is likely to be"
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" unstable, and any saves you make might not work in future"
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" versions of ResidualVM."), _("Start anyway"), _("Cancel"));
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return alert.runModal() == GUI::kMessageOK;
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}
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return true;
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}
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uint32 Engine::getTotalPlayTime() const {
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if (!_pauseLevel)
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return _system->getMillis() - _engineStartTime;
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else
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return _pauseStartTime - _engineStartTime;
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}
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void Engine::setTotalPlayTime(uint32 time) {
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const uint32 currentTime = _system->getMillis();
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// We need to reset the pause start time here in case the engine is already
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// paused to avoid any incorrect play time counting.
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if (_pauseLevel > 0)
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_pauseStartTime = currentTime;
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_engineStartTime = currentTime - time;
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}
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int Engine::runDialog(GUI::Dialog &dialog) {
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pauseEngine(true);
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int result = dialog.runModal();
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pauseEngine(false);
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return result;
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}
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void Engine::setGameToLoadSlot(int slot) {
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_saveSlotToLoad = slot;
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}
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void Engine::syncSoundSettings() {
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// Sync the engine with the config manager
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int soundVolumeMusic = ConfMan.getInt("music_volume");
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int soundVolumeSFX = ConfMan.getInt("sfx_volume");
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int soundVolumeSpeech = ConfMan.getInt("speech_volume");
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bool mute = false;
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if (ConfMan.hasKey("mute"))
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mute = ConfMan.getBool("mute");
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// We need to handle the speech mute separately here. This is because the
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// engine code should be able to rely on all speech sounds muted when the
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// user specified subtitles only mode, which results in "speech_mute" to
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// be set to "true". The global mute setting has precedence over the
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// speech mute setting though.
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bool speechMute = mute;
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if (!speechMute)
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speechMute = ConfMan.getBool("speech_mute");
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_mixer->muteSoundType(Audio::Mixer::kPlainSoundType, mute);
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_mixer->muteSoundType(Audio::Mixer::kMusicSoundType, mute);
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_mixer->muteSoundType(Audio::Mixer::kSFXSoundType, mute);
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_mixer->muteSoundType(Audio::Mixer::kSpeechSoundType, speechMute);
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_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, Audio::Mixer::kMaxMixerVolume);
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSFX);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech);
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}
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void Engine::deinitKeymap() {
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#ifdef ENABLE_KEYMAPPER
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_eventMan->getKeymapper()->cleanupGameKeymaps();
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#endif
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}
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void Engine::flipMute() {
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// Mute will be set to true by default here. This has two reasons:
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// - if the game already has an "mute" config entry, it will be overwritten anyway.
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// - if it does not have a "mute" config entry, the sound is unmuted currently and should be muted now.
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bool mute = true;
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if (ConfMan.hasKey("mute")) {
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mute = !ConfMan.getBool("mute");
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}
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ConfMan.setBool("mute", mute);
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syncSoundSettings();
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}
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Common::Error Engine::loadGameState(int slot) {
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// Do nothing by default
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return Common::kNoError;
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}
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bool Engine::canLoadGameStateCurrently() {
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// Do not allow loading by default
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return false;
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}
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Common::Error Engine::saveGameState(int slot, const Common::String &desc) {
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// Do nothing by default
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return Common::kNoError;
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}
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bool Engine::canSaveGameStateCurrently() {
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// Do not allow saving by default
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return false;
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}
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void Engine::quitGame() {
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Common::Event event;
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event.type = Common::EVENT_QUIT;
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g_system->getEventManager()->pushEvent(event);
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}
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bool Engine::shouldQuit() {
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Common::EventManager *eventMan = g_system->getEventManager();
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return (eventMan->shouldQuit() || eventMan->shouldRTL());
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}
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/*
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EnginePlugin *Engine::getMetaEnginePlugin() const {
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const EnginePlugin *plugin = 0;
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Common::String gameid = ConfMan.get("gameid");
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gameid.toLowercase();
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EngineMan.findGame(gameid, &plugin);
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return plugin;
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}
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*/
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