scummvm/engines/sword25/sword25.cpp
Max Horn 7cc8811a5c SWORD25: Merge classes PNGLoader, ImageLoader and ImageLoaderManager
This looses some flexibility when it comes to supporting other image
formats. But since the game does not use other image formats, this seems
rather irrelevant, compared to how much simpler the code now is.

svn-id: r53755
2010-10-24 01:32:15 +00:00

191 lines
6.1 KiB
C++
Raw Blame History

/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "engines/util.h"
#include "sword25/sword25.h"
#include "sword25/kernel/filesystemutil.h"
#include "sword25/kernel/kernel.h"
#include "sword25/package/packagemanager.h"
#include "sword25/script/script.h"
#include "sword25/gfx/animationtemplateregistry.h" // Needed so we can destroy the singleton
#include "sword25/gfx/renderobjectregistry.h" // Needed so we can destroy the singleton
#include "sword25/math/regionregistry.h" // Needed so we can destroy the singleton
namespace Sword25 {
#define BS_LOG_PREFIX "MAIN"
const char *const PACKAGE_MANAGER = "archiveFS";
const char *const DEFAULT_SCRIPT_FILE = "/system/boot.lua";
Sword25Engine::Sword25Engine(OSystem *syst, const ADGameDescription *gameDesc):
Engine(syst),
_gameDescription(gameDesc) {
DebugMan.addDebugChannel(kDebugScript, "Script", "Script debug level");
DebugMan.addDebugChannel(kDebugScript, "Scripts", "Script debug level");
DebugMan.addDebugChannel(kDebugSound, "Sound", "Sound debug level");
}
Sword25Engine::~Sword25Engine() {
}
Common::Error Sword25Engine::run() {
// Engine initialisation
Common::Error errorCode = appStart();
if (errorCode != Common::kNoError) {
appEnd();
return errorCode;
}
// Run the game
bool runSuccess = appMain();
// Engine de-initialisation
bool deinitSuccess = appEnd();
return (runSuccess && deinitSuccess) ? Common::kNoError : Common::kUnknownError;
}
Common::Error Sword25Engine::appStart() {
// Initialise the graphics mode to ARGB8888
Graphics::PixelFormat format = Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24);
initGraphics(800, 600, true, &format);
if (format != g_system->getScreenFormat())
return Common::kUnsupportedColorMode;
// Kernel initialization
if (!Kernel::getInstance()->getInitSuccess()) {
BS_LOG_ERRORLN("Kernel initialization failed.");
return Common::kUnknownError;
}
// Package-Manager starten, damit die Packfiles geladen werden k<>nnen.
PackageManager *packageManagerPtr = static_cast<PackageManager *>(Kernel::getInstance()->newService("package", PACKAGE_MANAGER));
if (!packageManagerPtr) {
BS_LOG_ERRORLN("PackageManager initialization failed.");
return Common::kUnknownError;
}
// Packages laden oder das aktuelle Verzeichnis mounten, wenn das <20>ber Kommandozeile angefordert wurde.
if (getGameFlags() & GF_EXTRACTED) {
if (!packageManagerPtr->loadDirectoryAsPackage(ConfMan.get("path"), "/"))
return Common::kUnknownError;
} else {
if (!loadPackages())
return Common::kUnknownError;
}
// Einen Pointer auf den Skript-Engine holen.
ScriptEngine *scriptPtr = Kernel::getInstance()->getScript();
if (!scriptPtr) {
BS_LOG_ERRORLN("Script intialization failed.");
return Common::kUnknownError;
}
Common::StringArray commandParameters;
scriptPtr->setCommandLine(commandParameters);
return Common::kNoError;
}
bool Sword25Engine::appMain() {
// The main script start. This script loads all the other scripts and starts the actual game.
ScriptEngine *scriptPtr = Kernel::getInstance()->getScript();
BS_ASSERT(scriptPtr);
scriptPtr->executeFile(DEFAULT_SCRIPT_FILE);
return true;
}
bool Sword25Engine::appEnd() {
// The kernel is shutdown, and un-initialises all subsystems
Kernel::deleteInstance();
AnimationTemplateRegistry::destroy();
RenderObjectRegistry::destroy();
RegionRegistry::destroy();
// Free the log file if it was used
BS_Log::closeLog();
return true;
}
bool Sword25Engine::loadPackages() {
PackageManager *packageManagerPtr = Kernel::getInstance()->getPackage();
BS_ASSERT(packageManagerPtr);
// Load the main package
if (!packageManagerPtr->loadPackage("data.b25c", "/")) return false;
// Get the contents of the main program directory and sort them alphabetically
Common::FSNode dir(ConfMan.get("path"));
Common::FSList files;
if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll)) {
warning("Game data path does not exist or is not a directory");
return false;
}
Common::sort(files.begin(), files.end());
// Identify all patch packages
// The filename of patch packages must have the form patch??.b25c, with the question marks
// are placeholders for numbers.
// Since the filenames have been sorted, patches are mounted with low numbers first, through
// to ones with high numbers. This is important, because newly mount packages overwrite
// existing files in the virtual file system, if they include files with the same name.
for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) {
if (it->getName().matchString("patch???.b25c", true))
if (!packageManagerPtr->loadPackage(it->getName(), "/"))
return false;
}
// Identify and mount all language packages
// The filename of the packages have the form lang_*.b25c (eg. lang_de.b25c)
for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) {
if (it->getName().matchString("lang_*.b25c", true))
if (!packageManagerPtr->loadPackage(it->getName(), "/"))
return false;
}
return true;
}
} // End of namespace Sword25