scummvm/gob/gob.cpp
2005-04-10 21:10:01 +00:00

140 lines
3.2 KiB
C++

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