scummvm/engines/cine/cine.cpp
Eugene Sandulenko 71c170bb13 Initial version of Cinematique engine evo 1.
svn-id: r20813
2006-02-22 22:40:53 +00:00

257 lines
5.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* cinE Engine is (C) 2004-2005 by CinE Team
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "common/savefile.h"
#include "common/config-manager.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "backends/fs/fs.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "cine/cine.h"
#include "cine/sound_driver.h"
Audio::Mixer * cine_g_mixer;
AdlibMusic *g_cine_adlib;
static void initialize();
char *savePath;
struct CINEGameSettings {
const char *name;
const char *description;
byte id;
uint32 features;
const char *detectname;
GameSettings toGameSettings() const {
GameSettings dummy = { name, description };
return dummy;
}
};
static const CINEGameSettings cine_settings[] = {
{"fw", "Future Wars", Cine::GID_FW, MDT_ADLIB, "AUTO00.PRC"},
{"os", "Operation Stealth", Cine::GID_OS, MDT_ADLIB, "PROCS00"},
{NULL, NULL, 0, 0, NULL}
};
// Keep list of different supported games
static const GameSettings cine_list[] = {
{"fw", "Future Wars"},
{"os", "Operation Stealth"},
{0, 0}
};
GameList Engine_CINE_gameIDList() {
GameList games;
const GameSettings *g = cine_list;
while (g->gameid) {
games.push_back(*g);
g++;
}
return games;
}
GameSettings Engine_CINE_findGameID(const char *gameid) {
const GameSettings *g = cine_list;
while (g->gameid) {
if (0 == strcmp(gameid, g->gameid))
break;
g++;
}
return *g;
}
DetectedGameList Engine_CINE_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const CINEGameSettings *g;
for (g = cine_settings; g->name; ++g) {
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin();
file != fslist.end(); ++file) {
const char *gameName = file->displayName().c_str();
if (0 == scumm_stricmp(g->detectname, gameName)) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(g->toGameSettings());
break;
}
}
}
return detectedGames;
}
Engine *Engine_CINE_create(GameDetector *detector, OSystem *syst) {
return new Cine::CineEngine(detector, syst);
}
REGISTER_PLUGIN(CINE, "CINE Engine")
namespace Cine {
CineEngine::CineEngine(GameDetector *detector, OSystem *syst) : Engine(syst) {
// Setup mixer
if (!_mixer->isReady()) {
warning("Sound initialization failed.");
}
cine_g_mixer = _mixer;
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType,
ConfMan.getInt("sfx_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType,
ConfMan.getInt("music_volume"));
_dataPath = getGameDataPath();
_savePath = _saveFileMan->getSavePath();
Common::File::addDefaultDirectory(_gameDataPath);
const CINEGameSettings *g;
for (g = cine_settings; g->name; ++g)
if (!scumm_stricmp(g->name, detector->_targetName.c_str()))
_gameId = g->id;
gameType = _gameId;
}
CineEngine::~CineEngine() {
}
void CineEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
int CineEngine::init(GameDetector &detector) {
// Initialize backend
_system->beginGFXTransaction();
initCommonGFX(detector, false);
_system->initSize(320, 200);
_system->endGFXTransaction();
g_cine_adlib = new AdlibMusic(_mixer);
initialize();
return 0;
}
int CineEngine::go() {
_system->showMouse(true);
mainLoop(1);
if (gameType == Cine::GID_FW)
snd_clearBasesonEntries();
delete g_cine_adlib;
return 0;
}
}
int gameType;
static void initialize() {
u16 i;
init_video();
textDataPtr = (u8 *) malloc(8000);
partBuffer = (partBufferStruct *) malloc(255 * sizeof(animDataStruct));
loadTextData("texte.dat", textDataPtr);
snd_loadBasesonEntries("BASESON.SND");
for (i = 0; i < NUM_MAX_OBJECT; i++) {
objectTable[i].part = 0;
objectTable[i].name[0] = 0;
}
for (i = 0; i < NUM_MAX_OBJECTDATA; i++) {
globalVars[i] = 0;
}
globalVars[255] = 1;
for (i = 0; i < NUM_MAX_SCRIPT; i++) {
scriptTable[i].ptr = NULL;
scriptTable[i].var4 = 0;
}
for (i = 0; i < NUM_MAX_MESSAGE; i++) {
messageTable[i].ptr = NULL;
messageTable[i].len = 0;
}
for (i = 0; i < NUM_MAX_REL; i++) {
relTable[i].ptr0 = NULL;
relTable[i].var4 = 0;
relTable[i].var6 = 0;
relTable[i].var8 = 0;
}
for (i = 0; i < NUM_MAX_PARTDATA; i++) {
animDataTable[i].ptr1 = NULL;
animDataTable[i].ptr2 = NULL;
}
overlayHead.next = NULL;
overlayHead.previous = NULL;
var8 = 0;
var9 = NULL;
objScriptList.next = NULL;
globalScriptsHead.next = NULL;
objScriptList.scriptPtr = NULL;
globalScriptsHead.scriptPtr = NULL;
var2 = 0;
var3 = 0;
var4 = 0;
var5 = 0;
freePrcLinkedList();
loadPrc(BOOT_PRC_NAME);
strcpy(currentPrcName, BOOT_PRC_NAME);
processPendingUpdates(0);
}