mirror of
https://github.com/libretro/scummvm.git
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1a321a2064
svn-id: r41254
198 lines
5.7 KiB
C++
198 lines
5.7 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/file.h"
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#include "common/savefile.h"
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#include "common/config-manager.h"
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#include "base/plugins.h"
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#include "base/version.h"
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#include "sound/mididrv.h"
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#include "sound/mixer.h"
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#include "agi/preagi.h"
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#include "agi/graphics.h"
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#include "agi/sprite.h"
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#include "agi/opcodes.h"
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#include "agi/keyboard.h"
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#include "agi/menu.h"
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#include "agi/sound.h"
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// preagi engines
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#include "agi/preagi_mickey.h"
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#include "agi/preagi_troll.h"
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#include "agi/preagi_winnie.h"
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namespace Agi {
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PreAgiEngine::PreAgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
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// Setup mixer
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_rnd = new Common::RandomSource();
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Common::addDebugChannel(kDebugLevelMain, "Main", "Generic debug level");
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Common::addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging");
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Common::addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging");
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Common::addDebugChannel(kDebugLevelInventory, "Inventory", "Inventory debugging");
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Common::addDebugChannel(kDebugLevelInput, "Input", "Input events debugging");
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Common::addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging");
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Common::addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging");
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Common::addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
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Common::addDebugChannel(kDebugLevelText, "Text", "Text output debugging");
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Common::addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");
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memset(&_game, 0, sizeof(struct AgiGame));
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memset(&_debug, 0, sizeof(struct AgiDebug));
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memset(&g_mouse, 0, sizeof(struct Mouse));
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}
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void PreAgiEngine::initialize() {
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// TODO: Some sound emulation modes do not fit our current music
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// drivers, and I'm not sure what they are. For now, they might
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// as well be called "PC Speaker" and "Not PC Speaker".
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switch (MidiDriver::detectMusicDriver(MDT_PCSPK)) {
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case MD_PCSPK:
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_soundemu = SOUND_EMU_PC;
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break;
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default:
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_soundemu = SOUND_EMU_NONE;
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break;
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}
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if (ConfMan.hasKey("render_mode")) {
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_renderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
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} else if (ConfMan.hasKey("platform")) {
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switch (Common::parsePlatform(ConfMan.get("platform"))) {
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case Common::kPlatformAmiga:
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_renderMode = Common::kRenderAmiga;
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break;
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case Common::kPlatformPC:
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_renderMode = Common::kRenderEGA;
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break;
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default:
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_renderMode = Common::kRenderEGA;
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break;
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}
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}
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_gfx = new GfxMgr(this);
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//_sound = new SoundMgr(this, _mixer);
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_picture = new PictureMgr(this, _gfx);
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//_sprites = new SpritesMgr(this, _gfx);
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_gfx->initMachine();
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_game.gameFlags = 0;
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_game.colorFg = 15;
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_game.colorBg = 0;
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_defaultColor = 0xF;
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_game.name[0] = '\0';
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_game.sbufOrig = (uint8 *)calloc(_WIDTH, _HEIGHT * 2); // Allocate space for two AGI screens vertically
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_game.sbuf16c = _game.sbufOrig + SBUF16_OFFSET; // Make sbuf16c point to the 16 color (+control line & priority info) AGI screen
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_game.sbuf = _game.sbuf16c; // Make sbuf point to the 16 color (+control line & priority info) AGI screen by default
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_game.lineMinPrint = 0; // hardcoded
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_gfx->initVideo();
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//_sound->initSound();
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_speakerStream = new Audio::PCSpeaker(_mixer->getOutputRate());
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_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
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_speakerStream, -1, 255, 0, false, true);
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//_timer->installTimerProc(agiTimerFunctionLow, 10 * 1000, NULL);
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debugC(2, kDebugLevelMain, "Detect game");
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// clear all resources and events
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for (int i = 0; i < MAX_DIRS; i++) {
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memset(&_game.pictures[i], 0, sizeof(struct AgiPicture));
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memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now
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memset(&_game.dirPic[i], 0, sizeof(struct AgiDir));
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memset(&_game.dirSound[i], 0, sizeof(struct AgiDir));
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}
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debugC(2, kDebugLevelMain, "Init sound");
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}
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PreAgiEngine::~PreAgiEngine() {
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_mixer->stopHandle(_speakerHandle);
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delete _speakerStream;
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}
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Common::Error PreAgiEngine::go() {
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setflag(fSoundOn, true); // enable sound
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//
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// FIXME (Fingolfin asks): Why are Mickey, Winnie and Troll standalone classes
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// instead of being subclasses of PreAgiEngine ?
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//
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// run preagi engine main loop
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switch (getGameID()) {
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case GID_MICKEY:
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{
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Mickey *mickey = new Mickey(this);
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mickey->init();
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mickey->run();
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delete mickey;
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}
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break;
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case GID_WINNIE:
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{
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Winnie *winnie = new Winnie(this);
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winnie->init();
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winnie->run();
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delete winnie;
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}
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break;
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case GID_TROLL:
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{
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Troll *troll = new Troll(this);
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troll->init();
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troll->run();
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delete troll;
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}
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break;
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default:
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error("Unknown preagi engine");
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break;
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}
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return Common::kNoError;
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}
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} // End of namespace Agi
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