/* 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. * * $URL$ * $Id$ * */ #include "common/events.h" #include "common/EventRecorder.h" #include "common/file.h" #include "common/savefile.h" #include "common/config-manager.h" #include "common/system.h" #include "graphics/cursorman.h" #include "sound/mididrv.h" #include "sound/mixer.h" #include "cine/cine.h" #include "cine/bg_list.h" #include "cine/main_loop.h" #include "cine/object.h" #include "cine/texte.h" #include "cine/sound.h" #include "cine/various.h" namespace Cine { Sound *g_sound; Common::SaveFileManager *g_saveFileMan; CineEngine *g_cine; CineEngine::CineEngine(OSystem *syst, const CINEGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { Common::addDebugChannel(kCineDebugScript, "Script", "Script debug level"); Common::addDebugChannel(kCineDebugPart, "Part", "Part debug level"); Common::addDebugChannel(kCineDebugSound, "Sound", "Sound debug level"); // Setup mixer _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume")); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume")); // Use music volume for plain sound types (At least the Adlib player uses a plain sound type // so previously the music and sfx volume controls didn't affect it at all). // FIXME: Make Adlib player differentiate between playing sound effects and music and remove this. _mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, ConfMan.getInt("music_volume")); g_cine = this; g_eventRec.registerRandomSource(_rnd, "cine"); } CineEngine::~CineEngine() { if (g_cine->getGameType() == Cine::GType_OS) { freeErrmessDat(); } Common::clearAllDebugChannels(); } Common::Error CineEngine::run() { // Initialize backend initGraphics(320, 200, false); if (g_cine->getPlatform() == Common::kPlatformPC) { g_sound = new PCSound(_mixer, this); } else { // Paula chipset for Amiga and Atari versions g_sound = new PaulaSound(_mixer, this); } g_saveFileMan = _saveFileMan; initialize(); CursorMan.showMouse(true); mainLoop(1); delete renderer; delete[] collisionPage; delete g_sound; return Common::kNoError; } int CineEngine::getTimerDelay() const { return (10923000 * _timerDelayMultiplier) / 1193180; } /*! \brief Modify game speed * \param speedChange Negative values slow game down, positive values speed it up, zero does nothing * \return Timer delay multiplier's value after the game speed change */ int CineEngine::modifyGameSpeed(int speedChange) { // If we want more speed we decrement the timer delay multiplier and vice versa. _timerDelayMultiplier = CLIP(_timerDelayMultiplier - speedChange, 1, 50); return _timerDelayMultiplier; } void CineEngine::initialize() { // Resize object table to its correct size and reset all its elements objectTable.resize(NUM_MAX_OBJECT); resetObjectTable(); // Resize animation data table to its correct size and reset all its elements animDataTable.resize(NUM_MAX_ANIMDATA); freeAnimDataTable(); // Resize zone data table to its correct size and reset all its elements zoneData.resize(NUM_MAX_ZONE); Common::set_to(zoneData.begin(), zoneData.end(), 0); // Resize zone query table to its correct size and reset all its elements zoneQuery.resize(NUM_MAX_ZONE); Common::set_to(zoneQuery.begin(), zoneQuery.end(), 0); _timerDelayMultiplier = 12; // Set default speed setupOpcodes(); initLanguage(g_cine->getLanguage()); if (g_cine->getGameType() == Cine::GType_OS) { renderer = new OSRenderer; } else { renderer = new FWRenderer; } collisionPage = new byte[320 * 200]; // Clear part buffer as there's nothing loaded into it yet. // Its size will change when loading data into it with the loadPart function. partBuffer.clear(); if (g_cine->getGameType() == Cine::GType_OS) { readVolCnf(); } loadTextData("texte.dat"); if (g_cine->getGameType() == Cine::GType_OS && !(g_cine->getFeatures() & GF_DEMO)) { loadPoldatDat("poldat.dat"); loadErrmessDat("errmess.dat"); } // in case ScummVM engines can be restarted in the future scriptTable.clear(); relTable.clear(); objectScripts.clear(); globalScripts.clear(); bgIncrustList.clear(); freeAnimDataTable(); overlayList.clear(); messageTable.clear(); resetObjectTable(); var8 = 0; var2 = var3 = var4 = var5 = 0; musicIsPlaying = 0; currentDatName[0] = 0; _preLoad = false; if (ConfMan.hasKey("save_slot")) { char saveNameBuffer[256]; sprintf(saveNameBuffer, "%s.%1d", _targetName.c_str(), ConfMan.getInt("save_slot")); bool res = makeLoad(saveNameBuffer); if (res) _preLoad = true; } if (!_preLoad) { loadPrc(BOOT_PRC_NAME); strcpy(currentPrcName, BOOT_PRC_NAME); setMouseCursor(MOUSE_CURSOR_NORMAL); } } } // End of namespace Cine