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975a9015e8
Please, remove SAGA engine from MSVC builds. It should be broken there until porting to OSystem is finished svn-id: r13565
355 lines
7.8 KiB
C++
355 lines
7.8 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "backends/fs/fs.h"
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#include "sound/mixer.h"
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#include "common/file.h"
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#include "common/config-manager.h"
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#include "saga.h"
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#include "reinherit.h"
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#include "rscfile_mod.h"
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#include "render_mod.h"
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#include "actor_mod.h"
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#include "animation_mod.h"
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#include "console_mod.h"
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#include "cvar_mod.h"
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#include "events_mod.h"
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#include "actionmap_mod.h"
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#include "font_mod.h"
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#include "game_mod.h"
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#include "interface_mod.h"
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#include "isomap_mod.h"
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#include "script_mod.h"
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#include "scene_mod.h"
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#include "sndres_mod.h"
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#include "sprite_mod.h"
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#include "text_mod.h"
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#include "objectmap_mod.h"
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struct SAGAGameSettings {
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const char *name;
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const char *description;
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byte id;
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uint32 features;
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const char *detectname;
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GameSettings toGameSettings() const {
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GameSettings dummy = { name, description, features };
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return dummy;
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}
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};
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static const SAGAGameSettings saga_settings[] = {
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/* Inherit the Earth - Original floppy version */
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{ "ite", "Inherit the Earth (DOS)", Saga::GID_ITE,
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MDT_ADLIB, "ite.rsc" },
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/* Inherit the Earth - CD version */
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{ "itecd", "Inherit the Earth (DOS CD Version)", Saga::GID_ITECD,
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MDT_ADLIB, "sounds.rsc" },
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/* I Have No Mouth and I Must Scream */
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{ "ihnm", "I Have No Mouth and I Must Scream (DOS)", Saga::GID_IHNM,
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MDT_ADLIB, "scream.res" },
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{ NULL, NULL, 0, 0, NULL }
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};
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GameList Engine_SAGA_gameList() {
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const SAGAGameSettings *g = saga_settings;
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GameList games;
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while (g->name) {
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games.push_back(g->toGameSettings());
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g++;
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}
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return games;
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}
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DetectedGameList Engine_SAGA_detectGames(const FSList &fslist) {
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DetectedGameList detectedGames;
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const SAGAGameSettings *g;
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for (g = saga_settings; g->name; ++g) {
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// Iterate over all files in the given directory
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp(g->detectname, gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(g->toGameSettings());
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break;
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}
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}
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}
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return detectedGames;
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}
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Engine *Engine_SAGA_create(GameDetector *detector, OSystem *syst) {
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return new Saga::SagaEngine(detector, syst);
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}
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REGISTER_PLUGIN("SAGA Engine", Engine_SAGA_gameList, Engine_SAGA_create, Engine_SAGA_detectGames)
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namespace Saga {
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#define R_MAX_TIME_DELTA 100
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typedef struct R_MAIN_DATA_tag {
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int sound_enabled;
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int music_enabled;
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} R_MAIN_DATA;
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static void CF_quitfunc(int argc, char *argv[]);
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static void CF_testfunc(int argc, char *argv[]);
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static R_MAIN_DATA MainData;
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SagaEngine::SagaEngine(GameDetector *detector, OSystem *syst)
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: Engine(syst) {
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GAME_setGameDirectory(getGameDataPath());
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// Setup mixer
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if (!_mixer->isReady()) {
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warning("Sound initialization failed.");
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}
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_mixer->setVolume(ConfMan.getInt("sfx_volume") * ConfMan.getInt("master_volume") / 255);
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// Initialize backend
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//syst->initSize(320, 240);
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}
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SagaEngine::~SagaEngine() {
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}
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void SagaEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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void SagaEngine::go() {
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int msec = 0;
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/* Register engine modules
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* \*------------------------------------------------------------- */
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CON_Register(); /* Register console cvars first */
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RENDER_Register();
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GAME_Register();
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ANIM_Register();
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ACTIONMAP_Register();
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OBJECTMAP_Register();
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SCRIPT_Register();
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ACTOR_Register();
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SCENE_Register();
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MainData.sound_enabled = 1;
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CVAR_RegisterFunc(CF_testfunc,
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"testfunc", "foo [ optional foo ]", R_CVAR_NONE, 0, -1);
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CVAR_Register_I(&MainData.sound_enabled,
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"sound", NULL, R_CVAR_CFG, 0, 1);
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CVAR_Register_I(&MainData.music_enabled,
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"music", NULL, R_CVAR_CFG, 0, 1);
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CVAR_RegisterFunc(CF_quitfunc, "quit", NULL, R_CVAR_NONE, 0, 0);
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/* Process config file
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* \*------------------------------------------------------------- */
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// FIXME
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/*
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if (CFG_Read(NULL) != R_SUCCESS) {
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R_printf(R_STDERR, "Couldn't read configuration file.\n");
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}
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*/
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/* Process command line
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* \*------------------------------------------------------------- */
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/* Detect game and open resource files
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* \*------------------------------------------------------------- */
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if (GAME_Init() != R_SUCCESS) {
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R_printf(R_STDERR,
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"Couldn't start the game: %s\n", GAME_GetErrS());
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return;
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}
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/* Initialize engine modules
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* \*------------------------------------------------------------- */
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SND_Init();
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EVENT_Init();
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FONT_Init();
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SPRITE_Init();
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ANIM_Init();
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ACTIONMAP_Init();
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OBJECTMAP_Init();
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ISOMAP_Init();
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SCRIPT_Init();
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INTERFACE_Init(); /* requires script module */
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ACTOR_Init();
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if (SCENE_Init() != R_SUCCESS) {
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R_printf(R_STDERR, "Couldn't initialize scene module.\n");
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return;
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}
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/* System initialization
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* \*------------------------------------------------------------- */
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if (SYSIO_Init() != R_SUCCESS) {
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return;
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}
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/* Must initialize system timer module first */
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if (SYSTIMER_InitMSCounter() != R_SUCCESS) {
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return;
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}
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/* On some platforms, graphics initialization also initializes sound
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* ( Win32 DirectX )... Music must be initialized before sound for
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* native midi support */
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SYSMUSIC_Init(MainData.music_enabled);
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if (!MainData.music_enabled) {
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R_printf(R_STDOUT, "Music disabled.\n");
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}
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/* Initialize graphics */
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if (RENDER_Init() != R_SUCCESS) {
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return;
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}
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/* Initialize system specific sound */
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SYSSOUND_Init(MainData.sound_enabled);
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if (!MainData.sound_enabled) {
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R_printf(R_STDOUT, "Sound disabled.\n");
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}
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SYSINPUT_Init();
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SYSTIMER_ResetMSCounter();
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/* Begin Main Engine Loop
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* \*------------------------------------------------------------- */
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SCENE_Start();
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for (;;) {
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#ifdef R_USE_CUSTOM_WININIT
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if (ITESYS_CheckSignal()) {
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break;
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}
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#endif
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if (RENDER_GetFlags() & RF_RENDERPAUSE) {
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/* Freeze time while paused */
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SYSTIMER_ResetMSCounter();
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} else {
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msec = SYSTIMER_ReadMSCounter();
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if (msec > R_MAX_TIME_DELTA) {
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msec = R_MAX_TIME_DELTA;
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}
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ACTOR_Direct(msec);
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EVENT_HandleEvents(msec);
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STHREAD_ExecThreads(msec);
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}
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/* Per frame processing
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* \*--------------------------------------------------------- */
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RENDER_DrawScene();
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SYSTIMER_Sleep(0);
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} /* end main game engine loop */
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R_Shutdown(0);
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return;
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}
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void SagaEngine::shutdown() {
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_system->quit();
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}
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void R_Shutdown(int param) {
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SCENE_Shutdown();
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ACTOR_Shutdown();
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SCRIPT_Shutdown();
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ANIM_Shutdown();
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SPRITE_Shutdown();
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OBJECTMAP_Shutdown();
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FONT_Shutdown();
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CON_Shutdown();
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CVAR_Shutdown();
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EVENT_Shutdown();
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/* Shutdown system modules */
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SYSMUSIC_Shutdown();
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SYSSOUND_Shutdown();
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SYSIO_Shutdown();
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/* exit(param); */
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}
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static void CF_quitfunc(int argc, char *argv[])
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{
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R_Shutdown(0);
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exit(0);
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}
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static void CF_testfunc(int argc, char *argv[])
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{
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int i;
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CON_Print("Test function invoked: Got %d arguments.", argc);
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for (i = 0; i < argc; i++) {
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CON_Print("Arg %d: %s", i, argv[i]);
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}
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return;
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}
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} // End of namespace Saga
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