mirror of
https://github.com/libretro/scummvm.git
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ee6deedb03
svn-id: r17527
140 lines
3.2 KiB
C++
140 lines
3.2 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "backends/fs/fs.h"
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#include "gob/gob.h"
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#include "gob/global.h"
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#include "gob/game.h"
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#include "gob/sound.h"
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#include "gob/init.h"
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struct GobGameSettings {
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const char *name;
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const char *description;
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uint32 features;
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const char *detectname;
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GameSettings toGameSettings() const {
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GameSettings dummy = { name, description, features };
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return dummy;
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}
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};
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static const GobGameSettings gob_games[] = {
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{"gob1", "Gobliiins", 0, "all.ask"},
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{0, 0, 0, 0}
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};
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GameList Engine_GOB_gameList() {
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GameList games;
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const GobGameSettings *g = gob_games;
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while (g->name) {
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games.push_back(g->toGameSettings());
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g++;
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}
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return games;
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}
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DetectedGameList Engine_GOB_detectGames(const FSList &fslist) {
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DetectedGameList detectedGames;
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const GobGameSettings *g;
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for (g = gob_games; g->name; ++g) {
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// Iterate over all files in the given directory
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp(g->detectname, gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(g->toGameSettings());
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break;
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}
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}
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}
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}
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return detectedGames;
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}
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Engine *Engine_GOB_create(GameDetector * detector, OSystem *syst) {
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return new Gob::GobEngine(detector, syst);
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}
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REGISTER_PLUGIN(GOB, "Gob Engine")
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namespace Gob {
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#define MAX_TIME_DELTA 100
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GobEngine *_vm = NULL;
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GobEngine::GobEngine(GameDetector *detector, OSystem * syst) : Engine(syst) {
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// Setup mixer
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if (!_mixer->isReady()) {
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warning("Sound initialization failed.");
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}
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_mixer->setVolumeForSoundType(SoundMixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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_mixer->setVolumeForSoundType(SoundMixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_vm = this;
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}
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GobEngine::~GobEngine() {
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}
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void GobEngine::errorString(const char *buf1, char *buf2) {
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strcpy(buf2, buf1);
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}
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int GobEngine::init(GameDetector &detector) {
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debugFlag = 1;
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breakSet = 0;
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doRangeClamp = 1;
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trySmallForBig = 0;
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checkMemFlag = 0;
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videoMode = 0x13;
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snd_soundPort = 1;
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useMouse = 1;
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soundFlags = 0;
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language = 5;
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return 0;
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}
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int GobEngine::go() {
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init_initGame(0);
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return 0;
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}
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void GobEngine::shutdown() {
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_system->quit();
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}
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} // End of namespace Gob
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