/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /*! \mainpage %ScummVM Source Reference * * These pages contains a cross referenced documentation for the %ScummVM source code, * generated with Doxygen (http://www.doxygen.org) directly from the source. * Currently not much is actually properly documented, but at least you can get an overview * of almost all the classes, methods and variables, and how they interact. */ #include "common/stdafx.h" #include "base/engine.h" #include "base/gameDetector.h" #include "base/plugins.h" #include "base/version.h" #include "common/config-manager.h" #include "common/file.h" #include "common/system.h" #include "common/timer.h" #include "gui/newgui.h" #include "gui/message.h" #include "sound/mididrv.h" #if defined(_WIN32_WCE) #include "backends/wince/CELauncherDialog.h" #elif defined(__DC__) #include "backends/dc/DCLauncherDialog.h" #else #include "gui/launcher.h" #endif #define DETECTOR_TESTING_HACK #ifdef DETECTOR_TESTING_HACK #include "backends/fs/fs.h" #endif #ifdef PALMOS_68K #include "args.h" #endif #ifdef __SYMBIAN32__ #include "gui/Actions.h" #endif /** List all supported game IDs, i.e. all games which any loaded plugin supports. */ void listGames() { const PluginList &plugins = PluginManager::instance().getPlugins(); printf("Game ID Full Title \n" "-------------------- ------------------------------------------------------\n"); PluginList::const_iterator iter = plugins.begin(); for (iter = plugins.begin(); iter != plugins.end(); ++iter) { GameList list = (*iter)->getSupportedGames(); for (GameList::iterator v = list.begin(); v != list.end(); ++v) { printf("%-20s %s\n", v->gameid.c_str(), v->description.c_str()); } } } /** List all targets which are configured in the config file. */ void listTargets() { using namespace Common; const ConfigManager::DomainMap &domains = ConfMan.getGameDomains(); printf("Target Description \n" "-------------------- ------------------------------------------------------\n"); ConfigManager::DomainMap::const_iterator iter = domains.begin(); for (iter = domains.begin(); iter != domains.end(); ++iter) { Common::String name(iter->_key); Common::String description(iter->_value.get("description")); if (description.empty()) { // FIXME: At this point, we should check for a "gameid" override // to find the proper desc. In fact, the platform probably should // be taken into account, too. Common::String gameid(name); GameDescriptor g = GameDetector::findGame(gameid); if (g.description.size() > 0) description = g.description; } printf("%-20s %s\n", name.c_str(), description.c_str()); } } static void setupDummyPalette(OSystem &system) { // FIXME - mouse cursors are currently always set via 8 bit data. // Thus for now we need to setup a dummy palette. On the long run, we might // want to add a setMouseCursor_overlay() method to OSystem, which would serve // two purposes: // 1) allow for 16 bit mouse cursors in overlay mode // 2) no need to backup & restore the mouse cursor before/after the overlay is shown const byte dummy_palette[] = { 0, 0, 0, 0, 0, 0, 171, 0, 0, 171, 0, 0, 0, 171, 171, 0, 171, 0, 0, 0, 171, 0, 171, 0, 171, 87, 0, 0, 171, 171, 171, 0, 87, 87, 87, 0, 87, 87, 255, 0, 87, 255, 87, 0, 87, 255, 255, 0, 255, 87, 87, 0, 255, 87, 255, 0, 255, 255, 87, 0, 255, 255, 255, 0, }; system.setPalette(dummy_palette, 0, 16); } static bool launcherDialog(GameDetector &detector, OSystem &system) { system.beginGFXTransaction(); // Set the user specified graphics mode (if any). system.setGraphicsMode(ConfMan.get("gfx_mode").c_str()); // Make GUI 640 x 400 system.initSize(320, 200, (ConfMan.getBool("force_1x_overlay") ? 1 : 2)); system.endGFXTransaction(); // Clear the main screen system.clearScreen(); // Setup a dummy palette, for the mouse cursor setupDummyPalette(system); #if defined(_WIN32_WCE) CELauncherDialog dlg(detector); #elif defined(__DC__) DCLauncherDialog dlg(detector); #else GUI::LauncherDialog dlg(detector); #endif return (dlg.runModal() != -1); } static int runGame(const Plugin *plugin, OSystem &system, const Common::String &edebuglevels) { // We add it here, so MD5-based detection will be able to // read mixed case files if (ConfMan.hasKey("path")) { if (!Common::File::exists(ConfMan.get("path"))) { warning("Game directory does not exist (%s)", ConfMan.get("path").c_str()); return 0; } Common::File::addDefaultDirectory(ConfMan.get("path")); } else { Common::File::addDefaultDirectory("."); } // Create the game engine Engine *engine = plugin->createInstance(&system); if (!engine) { // TODO: Show an error dialog or so? //GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!"); //alert.runModal(); warning("Failed to instantiate engine for target %s", ConfMan.getActiveDomainName().c_str()); return 0; } // Now the engine should've set up all debug levels so we can use the command line arugments here Common::enableSpecialDebugLevelList(edebuglevels); // Set the window caption to the game name Common::String caption(ConfMan.get("description")); Common::String desc = GameDetector::findGame(ConfMan.get("gameid")).description; if (caption.empty() && !desc.empty()) caption = desc; if (caption.empty()) caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name if (!caption.empty()) { system.setWindowCaption(caption.c_str()); } if (ConfMan.hasKey("path")) Common::File::addDefaultDirectoryRecursive(ConfMan.get("path")); else Common::File::addDefaultDirectory("."); // Add extrapath (if any) to the directory search list if (ConfMan.hasKey("extrapath")) Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath")); if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain)); // As a last resort add current directory Common::File::addDefaultDirectory("."); int result; // Init the engine (this might change the screen parameters result = engine->init(); // Run the game engine if the initialization was successful. if (result == 0) { result = engine->go(); } // We clear all debug levels again even though the engine should do it Common::clearAllSpecialDebugLevels(); // Free up memory delete engine; // Stop all sound processing now (this prevents some race conditions later on) system.clearSoundCallback(); // Reset the file/directory mappings Common::File::resetDefaultDirectories(); return result; } #ifdef DETECTOR_TESTING_HACK static void runDetectorTest() { // HACK: The following code can be used to test the detection code of our // engines. Basically, it loops over all targets, and calls the detector // for the given path. It then prints out the result and also checks // whether the result agrees with the settings of the target. const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains(); Common::ConfigManager::DomainMap::const_iterator iter = domains.begin(); int success = 0, failure = 0; for (iter = domains.begin(); iter != domains.end(); ++iter) { Common::String name(iter->_key); Common::String gameid(iter->_value.get("gameid")); Common::String path(iter->_value.get("path")); printf("Looking at target '%s', gameid '%s', path '%s' ...\n", name.c_str(), gameid.c_str(), path.c_str()); if (path.empty()) { printf(" ... no path specified, skipping\n"); continue; } if (gameid.empty()) { gameid = name; } FilesystemNode dir(path); if (!dir.isValid() || !dir.isDirectory()) { printf(" ... invalid path, skipping\n"); continue; } FSList files = dir.listDir(FilesystemNode::kListAll); DetectedGameList candidates(PluginManager::instance().detectGames(files)); bool gameidDiffers = false; for (DetectedGameList::iterator x = candidates.begin(); x != candidates.end(); ++x) { gameidDiffers |= scumm_stricmp(gameid.c_str(), x->gameid.c_str()); } if (candidates.empty()) { printf(" FAILURE: No games detected\n"); failure++; } else if (candidates.size() > 1) { if (gameidDiffers) { printf(" FAILURE: Multiple games detected, some/all with wrong gameid\n"); } else { printf(" FAILURE: Multiple games detected, but all have the same gameid\n"); } failure++; } else if (gameidDiffers) { printf(" FAILURE: Wrong gameid detected\n"); failure++; } else { printf(" SUCCESS: Game was detected correctly\n"); success++; } for (DetectedGameList::iterator x = candidates.begin(); x != candidates.end(); ++x) { printf(" gameid '%s', desc '%s', language '%s', platform '%s'\n", x->gameid.c_str(), x->description.c_str(), Common::getLanguageCode(x->language), Common::getPlatformCode(x->platform)); } } int total = domains.size(); printf("Detector test run: %d fail, %d success, %d skipped, out of %d\n", failure, success, total - failure - success, total); } #endif extern "C" int scummvm_main(int argc, char *argv[]) { Common::String specialDebug; Common::String command; bool running = true; // Verify that the backend has been initialized (i.e. g_system has been set). assert(g_system); OSystem &system = *g_system; // Parse the command line Common::StringMap settings; command = GameDetector::parseCommandLine(settings, argc, argv); // Load the config file (possibly overriden via command line): if (settings.contains("config")) { ConfMan.loadConfigFile(settings["config"]); settings.erase("config"); } else { ConfMan.loadDefaultConfigFile(); } // Update the config file ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain); if (settings.contains("debuglevel")) { gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10); printf("Debuglevel (from command line): %d\n", gDebugLevel); settings.erase("debuglevel"); // This option should not be passed to ConfMan. } else if (ConfMan.hasKey("debuglevel")) gDebugLevel = ConfMan.getInt("debuglevel"); // Look for special debug flags if (settings.contains("debugflags")) { specialDebug = settings["debugflags"]; settings.erase("debugflags"); } // Load the plugins PluginManager::instance().loadPlugins(); // Handle commands passed via the command line (like --list-targets and // --list-games). This must be done after the config file and the plugins // have been loaded. // FIXME: The way are are doing this is rather arbitrary at this time. // E.g. --version and --help are very similar, but are still handled // inside parseCommandLine. This should be unified. if (command == "list-targets") { listTargets(); return 0; } else if (command == "list-games") { listGames(); return 0; } #ifdef DETECTOR_TESTING_HACK else if (command == "test-detector") { runDetectorTest(); return 0; } #endif // Process the remaining command line settings GameDetector detector; detector.processSettings(command, settings); #if defined(__SYMBIAN32__) || defined(_WIN32_WCE) // init keymap support here: we wanna move this somewhere else? GUI::Actions::init(); #endif #ifdef PALMOS_68K ArgsFree(argv); #endif // Init the backend. Must take place after all config data (including // the command line params) was read. system.initBackend(); // Create the timer services Common::g_timer = new Common::Timer(&system); // Set initial window caption system.setWindowCaption(gScummVMFullVersion); // Setup a dummy palette, for the mouse cursor, in case an error // dialog has to be shown. See bug #1097467. setupDummyPalette(system); // Unless a game was specified, show the launcher dialog if (ConfMan.getActiveDomainName().empty()) { running = launcherDialog(detector, system); // Discard any command line options. Those that affect the graphics // mode etc. already have should have been handled by the backend at // this point. And the others (like bootparam etc.) should not // blindly be passed to the first game launched from the launcher. ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear(); } // FIXME: We're now looping the launcher. This, of course, doesn't // work as well as it should. In theory everything should be destroyed // cleanly, so this is now enabled to encourage people to fix bits :) while (running) { // Verify the given game name is a valid supported game const Plugin *plugin = detector.detectMain(); if (plugin) { // Unload all plugins not needed for this game, // to save memory PluginManager::instance().unloadPluginsExcept(plugin); int result = runGame(plugin, system, specialDebug); if (result == 0) break; // Discard any command line options. It's unlikely that the user // wanted to apply them to *all* games ever launched. ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear(); // TODO: Reset the game detector fully // PluginManager::instance().unloadPlugins(); PluginManager::instance().loadPlugins(); } running = launcherDialog(detector, system); } // Deinit the timer delete Common::g_timer; return 0; }