scummvm/engines/draci/draci.cpp
Denis Kasak b96b434446 * Added Game::init() and moved some functionality from Game::Game to it (loading objects, changing rooms)
* Made Game::load*(), Game::getObject() and Game::changeRoom() methods public
* Stopped specifying Z coordinate when creating some Sprites (which I forgot in my previous commit)

svn-id: r42101
2009-07-04 18:35:08 +00:00

191 lines
5.4 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.
*
* $URL$
* $Id$
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "draci/draci.h"
#include "draci/barchive.h"
#include "draci/script.h"
#include "draci/font.h"
#include "draci/sprite.h"
#include "draci/screen.h"
#include "draci/mouse.h"
namespace Draci {
// Data file paths
const Common::String objectsPath("OBJEKTY.DFW");
const Common::String palettePath("PALETY.DFW");
const Common::String spritesPath("OBR_AN.DFW");
const Common::String overlaysPath("OBR_MAS.DFW");
const Common::String roomsPath("MIST.DFW");
const Common::String animationsPath("ANIM.DFW");
DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst) {
// 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
//Common::File::addDefaultDirectory(_gameDataPath + "sound/");
// Here is the right place to set up the engine specific debug levels
Common::addDebugChannel(kDraciGeneralDebugLevel, "general", "Draci general debug info");
Common::addDebugChannel(kDraciBytecodeDebugLevel, "bytecode", "GPL bytecode instructions");
Common::addDebugChannel(kDraciArchiverDebugLevel, "archiver", "BAR archiver debug info");
Common::addDebugChannel(kDraciLogicDebugLevel, "logic", "Game logic debug info");
Common::addDebugChannel(kDraciAnimationDebugLevel, "animation", "Animation debug info");
// Don't forget to register your random source
_eventMan->registerRandomSource(_rnd, "draci");
}
int DraciEngine::init() {
// Initialize graphics using following:
initGraphics(kScreenWidth, kScreenHeight, false);
// Open game's archives
_objectsArchive = new BArchive(objectsPath);
_spritesArchive = new BArchive(spritesPath);
_paletteArchive = new BArchive(palettePath);
_roomsArchive = new BArchive(roomsPath);
_overlaysArchive = new BArchive(overlaysPath);
_animationsArchive = new BArchive(animationsPath);
_screen = new Screen(this);
_font = new Font();
_anims = new Animation(this);
_mouse = new Mouse(this);
_script = new Script(this);
_game = new Game(this);
// Load default font
_font->setFont(kFontBig);
if(!_objectsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
return Common::kUnknownError;
}
if(!_spritesArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
return Common::kUnknownError;
}
if(!_paletteArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
return Common::kUnknownError;
}
// Basic archive test
debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
Common::String path("INIT.DFW");
BArchive ar(path);
BAFile *f;
debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
if(ar.isOpen()) {
f = ar.getFile(0);
} else {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
return Common::kUnknownError;
}
debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
for (unsigned int i = 0; i < 10; ++i) {
debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
}
return Common::kNoError;
}
int DraciEngine::go() {
debugC(1, kDraciGeneralDebugLevel, "DraciEngine::go()");
debugC(2, kDraciGeneralDebugLevel, "Running graphics/animation test...");
_game->init();
_mouse->setCursorType(kNormalCursor);
_mouse->cursorOn();
Common::Event event;
bool quit = false;
while (!quit) {
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
quit = true;
break;
default:
_mouse->handleEvent(event);
}
}
_anims->drawScene(_screen->getSurface());
_screen->copyToScreen();
_system->delayMillis(20);
}
return Common::kNoError;
}
DraciEngine::~DraciEngine() {
// Dispose your resources here
// TODO: Investigate possibility of using sharedPtr or similar
delete _screen;
delete _font;
delete _mouse;
delete _game;
delete _script;
delete _anims;
delete _paletteArchive;
delete _objectsArchive;
delete _spritesArchive;
// Remove all of our debug levels here
Common::clearAllDebugChannels();
}
Common::Error DraciEngine::run() {
init();
go();
return Common::kNoError;
}
} // End of namespace Draci