scummvm/engines/wintermute/wintermute.cpp
2012-07-18 19:38:19 +02:00

330 lines
9.1 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 "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, const ADGameDescription *desc)
: Engine(syst), _gameDescription(desc) {
// 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(kWinterMuteDebugLog, "enginelog", "Covers the same output as the log-file in WME");
DebugMan.addDebugChannel(kWinterMuteDebugSaveGame, "savegame", "Savegames");
DebugMan.addDebugChannel(kWinterMuteDebugFont, "font", "Text-drawing-related messages");
DebugMan.addDebugChannel(kWinterMuteDebugFileAccess, "file-access", "Non-critical problems like missing files");
// Don't forget to register your random source
_rnd = new Common::RandomSource("WinterMute");
debug("WinterMuteEngine::WinterMuteEngine");
_game = NULL;
g_wintermute = this;
_classReg = NULL;
}
WinterMuteEngine::~WinterMuteEngine() {
debug("WinterMuteEngine::~WinterMuteEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
bool WinterMuteEngine::hasFeature(EngineFeature f) const {
switch (f) {
case kSupportsRTL:
return true;
default:
return false;
}
return false;
}
Common::Error WinterMuteEngine::run() {
// Initialize graphics using following:
Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
initGraphics(800, 600, true, &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!");
DebugMan.enableDebugChannel("enginelog");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kWinterMuteDebugLog, "Engine Debug-LOG enabled");
debugC(2, kWinterMuteDebugSaveGame , "Savegame debugging-enabled");
int ret = 1;
ret = init();
if (ret == 0) {
ret = messageLoop();
}
deinit();
return Common::kNoError;
}
int WinterMuteEngine::init() {
_classReg = new CSysClassRegistry();
_classReg->registerClasses();
_game = new CAdGame;
if (!_game) return 1;
CBPlatform::initialize(_game, 0, NULL);
bool windowedMode = !ConfMan.getBool("fullscreen");
// parse command line
char *SaveGame = NULL;
/* 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->_debugShowFPS = _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();
// set gameId, for savegame-naming:
_game->setGameId(_targetName);
if (DID_FAIL(_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();
bool ret;
// initialize the renderer
ret = _game->_renderer->initRenderer(_game->_settingsResWidth, _game->_settingsResHeight, windowedMode);
if (DID_FAIL(ret)) {
_game->LOG(ret, "Error initializing renderer. Exiting.");
delete _game;
_game = NULL;
return 3;
}
_game->initialize3();
// initialize sound manager (non-fatal if we fail)
ret = _game->_soundMgr->initialize();
if (DID_FAIL(ret)) {
_game->LOG(ret, "Sound is NOT available.");
}
// load game
uint32 DataInitStart = CBPlatform::getTime();
if (DID_FAIL(_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 (ConfMan.hasKey("save_slot")) {
int slot = ConfMan.getInt("save_slot");
Common::String str = Common::String::format("save00%d.DirtySplitSav", slot);
_game->loadGame(str.c_str());
}
if (SaveGame) {
_game->loadGame(SaveGame);
delete [] SaveGame;
}
// all set, ready to go
return 0;
}
int WinterMuteEngine::messageLoop() {
bool done = false;
uint32 prevTime = _system->getMillis();
uint32 time = _system->getMillis();
uint32 diff = 0;
const uint32 maxFPS = 60;
const uint32 frameTime = (uint32)((1.0/maxFPS) * 1000);
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();
time = _system->getMillis();
diff = time - prevTime;
if (frameTime > diff) // Avoid overflows
_system->delayMillis(frameTime - diff);
// ***** flip
if (!_game->_suspendedRendering) _game->_renderer->flip();
if (_game->_loading) _game->loadGame(_game->_scheduledLoadSlot);
prevTime = time;
}
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;
}
void WinterMuteEngine::deinit() {
delete _classReg;
}
uint32 WinterMuteEngine::randInt(int from, int to) {
return _rnd->getRandomNumberRng(from, to);
}
} // End of namespace WinterMute