scummvm/engines/wintermute/wintermute.cpp
lolbot-iichan 86b53e55d8 WINTERMUTE: Add FoxTail screen methods
FoxTail use 2x, 3x, 4x, etc so-called "screen modes", that are switched between in Options menu.
Current implementation makes FoxTail no choice but to think that 640x360 is the only option avaliable, since we don't want game engine to mess with ScummVM's render filter settings.
2020-01-11 18:05:39 +02:00

445 lines
13 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/file.h"
#include "common/fs.h"
#include "common/tokenizer.h"
#include "common/translation.h"
#include "engines/util.h"
#include "engines/wintermute/ad/ad_game.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/debugger.h"
#include "engines/wintermute/game_description.h"
#include "engines/wintermute/platform_osystem.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/sound/base_sound_manager.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/scriptables/script_engine.h"
#include "engines/wintermute/debugger/debugger_controller.h"
#include "gui/message.h"
namespace Wintermute {
// Simple constructor for detection - we need to setup the persistence to avoid special-casing in-engine
// This might not be the prettiest solution
WintermuteEngine::WintermuteEngine() : Engine(g_system) {
_game = new AdGame("");
_debugger = nullptr;
_dbgController = nullptr;
_trigDebug = false;
_gameDescription = nullptr;
}
WintermuteEngine::WintermuteEngine(OSystem *syst, const WMEGameDescription *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().
ConfMan.registerDefault("show_fps","false");
// 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");
DebugMan.addDebugChannel(kWintermuteDebugAudio, "audio", "audio-playback-related issues");
DebugMan.addDebugChannel(kWintermuteDebugGeneral, "general", "various issues not covered by any of the above");
_game = nullptr;
_debugger = nullptr;
_dbgController = nullptr;
_trigDebug = false;
}
WintermuteEngine::~WintermuteEngine() {
// Dispose your resources here
deinit();
delete _game;
delete _debugger;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
bool WintermuteEngine::hasFeature(EngineFeature f) const {
switch (f) {
case kSupportsRTL:
return true;
case kSupportsLoadingDuringRuntime:
return true;
case kSupportsSavingDuringRuntime:
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);
if (_gameDescription->adDesc.flags & GF_LOWSPEC_ASSETS) {
initGraphics(320, 240, &format);
#ifdef ENABLE_FOXTAIL
} else if (BaseEngine::isFoxTailCheck(_gameDescription->targetExecutable)) {
initGraphics(640, 360, &format);
#endif
} else {
initGraphics(800, 600, &format);
}
if (g_system->getScreenFormat() != format) {
return Common::kUnsupportedColorMode;
}
// Create debugger console. It requires GFX to be initialized
_dbgController = new DebuggerController(this);
_debugger = new Console(this);
// DebugMan.enableDebugChannel("enginelog");
debugC(1, kWintermuteDebugLog, "Engine Debug-LOG enabled");
debugC(2, kWintermuteDebugSaveGame , "Savegame debugging-enabled");
int ret = 1;
// Additional setup.
debugC(kWintermuteDebugLog, "WintermuteEngine::init");
ret = init();
debugC(kWintermuteDebugLog, "WintermuteEngine::messageLoop");
if (ret == 0) {
ret = messageLoop();
}
deinit();
return Common::kNoError;
}
int WintermuteEngine::init() {
BaseEngine::createInstance(_targetName, _gameDescription->adDesc.gameId, _gameDescription->adDesc.language, _gameDescription->targetExecutable);
// check dependencies for games with high resolution assets
#if not defined(USE_PNG) || not defined(USE_JPEG) || not defined(USE_VORBIS)
if (!(_gameDescription->adDesc.flags & GF_LOWSPEC_ASSETS)) {
GUI::MessageDialog dialog(_("This game requires PNG, JPEG and Vorbis support."));
dialog.runModal();
delete _game;
_game = nullptr;
return false;
}
#endif
// check dependencies for games with FoxTail subengine
#if not defined(ENABLE_FOXTAIL)
if (BaseEngine::isFoxTailCheck(_gameDescription->targetExecutable)) {
GUI::MessageDialog dialog(_("This game requires the FoxTail subengine, which is not compiled in."));
dialog.runModal();
delete _game;
_game = nullptr;
return false;
}
#endif
Common::ArchiveMemberList actors3d;
if (BaseEngine::instance().getFileManager()->listMatchingMembers(actors3d, "*.act3d")) {
GUI::MessageDialog dialog(
_("This game requires 3D characters support, which is out of ScummVM's scope."),
_("Start anyway"),
_("Cancel")
);
if (dialog.runModal() != GUI::kMessageOK) {
delete _game;
_game = nullptr;
return false;
}
}
_game = new AdGame(_targetName);
if (!_game) {
return 1;
}
BaseEngine::instance().setGameRef(_game);
BasePlatform::initialize(this, _game, 0, nullptr);
_game->initConfManSettings();
// load general game settings
_game->initialize1();
// set gameId, for savegame-naming:
_game->setGameTargetName(_targetName);
if (DID_FAIL(_game->loadSettings("startup.settings"))) {
_game->LOG(0, "Error loading game settings.");
delete _game;
_game = nullptr;
warning("Some of the essential files are missing. Please reinstall.");
return 2;
}
_game->initialize2();
bool ret = _game->initRenderer();
if (DID_FAIL(ret)) {
_game->LOG(ret, "Error initializing renderer. Exiting.");
delete _game;
_game = nullptr;
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 = g_system->getMillis();
if (DID_FAIL(_game->loadGameSettingsFile())) {
_game->LOG(ret, "Error loading game file. Exiting.");
delete _game;
_game = nullptr;
return false;
}
_game->_renderer->_ready = true;
_game->_miniUpdateEnabled = true;
_game->LOG(0, "Engine initialized in %d ms", g_system->getMillis() - dataInitStart);
_game->LOG(0, "");
if (ConfMan.hasKey("save_slot")) {
int slot = ConfMan.getInt("save_slot");
_game->loadGame(slot);
}
_game->_scEngine->attachMonitor(_dbgController);
// 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 = 2 * (uint32)((1.0 / maxFPS) * 1000);
while (!done) {
if (!_game) {
break;
}
_debugger->onFrame();
Common::Event event;
while (_system->getEventManager()->pollEvent(event)) {
BasePlatform::handleEvent(&event);
}
if (_trigDebug) {
_debugger->attach();
_trigDebug = false;
}
if (_game && _game->_renderer->_active && _game->_renderer->isReady()) {
_game->displayContent();
_game->displayQuickMsg();
_game->displayDebugInfo();
time = _system->getMillis();
diff = time - prevTime;
if (frameTime > diff) { // Avoid overflows
_system->delayMillis(frameTime - diff);
}
// ***** flip
if (!_game->getSuspendedRendering()) {
_game->_renderer->flip();
}
if (_game->getIsLoading()) {
_game->loadGame(_game->_scheduledLoadSlot);
}
prevTime = time;
}
if (shouldQuit()) {
break;
}
if (_game && _game->_quitting) {
break;
}
}
if (_game) {
delete _game;
_game = nullptr;
}
return 0;
}
void WintermuteEngine::deinit() {
BaseEngine::destroy();
BasePlatform::deinit();
}
Common::Error WintermuteEngine::loadGameState(int slot) {
BaseEngine::instance().getGameRef()->loadGame(slot);
return Common::kNoError;
}
Common::Error WintermuteEngine::saveGameState(int slot, const Common::String &desc) {
BaseEngine::instance().getGameRef()->saveGame(slot, desc.c_str(), false);
return Common::kNoError;
}
bool WintermuteEngine::canSaveGameStateCurrently() {
return true;
}
bool WintermuteEngine::canLoadGameStateCurrently() {
return true;
}
bool WintermuteEngine::getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption) {
bool retVal = false;
caption = name = "(invalid)";
Common::SeekableReadStream *stream = nullptr;
// Quick-fix, instead of possibly breaking the persistence-system, let's just roll with it
BaseFileManager *fileMan = new BaseFileManager(Common::UNK_LANG, true);
fileMan->registerPackages(fslist);
stream = fileMan->openFile("startup.settings", false, false);
// The process is as follows: Check the "GAME=" tag in startup.settings, to decide where the
// game-settings are (usually "default.game"), then look into the game-settings to find
// the NAME = and CAPTION = tags, to use them to generate a gameid and extras-field
Common::String settingsGameFile = "default.game";
// If the stream-open failed, lets at least attempt to open the default game file afterwards
// so, we don't call it a failure yet.
if (stream) {
while (!stream->eos() && !stream->err()) {
Common::String line = stream->readLine();
line.trim(); // Get rid of indentation
// Expect "SETTINGS {" or comment, or empty line
if (line.size() == 0 || line[0] == ';' || (line.contains("{"))) {
continue;
} else {
// We are looking for "GAME ="
Common::StringTokenizer token(line, "=");
Common::String key = token.nextToken();
Common::String value = token.nextToken();
if (value.size() == 0) {
continue;
}
if (value[0] == '\"') {
value.deleteChar(0);
} else {
continue;
}
if (value.lastChar() == '\"') {
value.deleteLastChar();
}
if (key == "GAME") {
settingsGameFile = value;
break;
}
}
}
}
delete stream;
stream = fileMan->openFile(settingsGameFile, false, false);
if (stream) {
// We do some manual parsing here, as the engine needs gfx to be initalized to do that.
while (!stream->eos() && !stream->err()) {
Common::String line = stream->readLine();
line.trim(); // Get rid of indentation
// Expect "GAME {" or comment, or empty line
if (line.size() == 0 || line[0] == ';' || (line.contains("{"))) {
continue;
} else {
Common::StringTokenizer token(line, "=");
Common::String key = token.nextToken();
Common::String value = token.nextToken();
if (value.size() == 0) {
continue;
}
if (value[0] == '\"') {
value.deleteChar(0);
} else {
continue; // not a string
}
if (value.lastChar() == '\"') {
value.deleteLastChar();
}
if (key == "NAME") {
retVal = true;
name = value;
} else if (key == "CAPTION") {
retVal = true;
// Remove any translation tags, if they are included in the game description.
// This can potentially remove parts of a string that has translation tags
// and contains a "/" in its description (e.g. /tag/Name start / name end will
// result in "name end"), but it's a very rare case, and this code is just used
// for fallback anyway.
if (value.hasPrefix("/")) {
value.deleteChar(0);
while (value.contains("/")) {
value.deleteChar(0);
}
}
caption = value;
}
}
}
delete stream;
}
delete fileMan;
BaseEngine::destroy();
return retVal;
}
} // End of namespace Wintermute