/* 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. * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/algorithm.h" #include "common/array.h" #include "common/error.h" #include "common/fs.h" #include "common/singleton.h" #include "common/str-array.h" #include "common/str.h" #include "common/system.h" #include "common/textconsole.h" #include "engines/util.h" #include "sword25/sword25.h" #include "sword25/kernel/kernel.h" #include "sword25/kernel/persistenceservice.h" #include "sword25/package/packagemanager.h" #include "sword25/script/script.h" #include "sword25/gfx/animationtemplateregistry.h" // Needed so we can destroy the singleton #include "sword25/gfx/renderobjectregistry.h" // Needed so we can destroy the singleton namespace Common { DECLARE_SINGLETON(Sword25::RenderObjectRegistry); } #include "sword25/math/regionregistry.h" // Needed so we can destroy the singleton namespace Sword25 { const char *const DEFAULT_SCRIPT_FILE = "/system/boot.lua"; Sword25Engine::Sword25Engine(OSystem *syst, const ADGameDescription *gameDesc): Engine(syst), _gameDescription(gameDesc) { // Setup mixer syncSoundSettings(); DebugMan.addDebugChannel(kDebugScript, "Script", "Script debug level"); DebugMan.addDebugChannel(kDebugScript, "Scripts", "Script debug level"); DebugMan.addDebugChannel(kDebugSound, "Sound", "Sound debug level"); _console = new Sword25Console(this); } Sword25Engine::~Sword25Engine() { DebugMan.clearAllDebugChannels(); delete _console; } Common::Error Sword25Engine::run() { // Engine initialisation Common::Error error = appStart(); if (error.getCode() != Common::kNoError) { appEnd(); return error; } // Run the game bool runSuccess = appMain(); // Engine de-initialisation bool deinitSuccess = appEnd(); return (runSuccess && deinitSuccess) ? Common::kNoError : Common::kUnknownError; } Common::Error Sword25Engine::appStart() { // Initialize the graphics mode to RGBA8888 Graphics::PixelFormat format = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0); initGraphics(800, 600, &format); if (format != g_system->getScreenFormat()) return Common::kUnsupportedColorMode; // Kernel initialization if (!Kernel::getInstance()->getInitSuccess()) { error("Kernel initialization failed."); return Common::kUnknownError; } // Load packages PackageManager *packageManagerPtr = Kernel::getInstance()->getPackage(); if (getGameFlags() & GF_EXTRACTED) { if (!packageManagerPtr->loadDirectoryAsPackage(ConfMan.get("path"), "/")) return Common::kUnknownError; } else { if (!loadPackages()) return Common::kUnknownError; } // Pass the command line to the script engine. ScriptEngine *scriptPtr = Kernel::getInstance()->getScript(); if (!scriptPtr) { error("Script initialization failed."); return Common::kUnknownError; } // Set the game target for use in savegames setGameTarget(_targetName.c_str()); Common::StringArray commandParameters; scriptPtr->setCommandLine(commandParameters); return Common::kNoError; } bool Sword25Engine::appMain() { // The main script start. This script loads all the other scripts and starts the actual game. ScriptEngine *scriptPtr = Kernel::getInstance()->getScript(); assert(scriptPtr); scriptPtr->executeFile(DEFAULT_SCRIPT_FILE); return true; } bool Sword25Engine::appEnd() { // The kernel is shutdown, and un-initializes all subsystems Kernel::deleteInstance(); AnimationTemplateRegistry::destroy(); RenderObjectRegistry::destroy(); RegionRegistry::destroy(); return true; } bool Sword25Engine::loadPackages() { PackageManager *packageManagerPtr = Kernel::getInstance()->getPackage(); assert(packageManagerPtr); // Load the main package if (!packageManagerPtr->loadPackage("data.b25c", "/")) return false; // Get the contents of the main program directory and sort them alphabetically Common::FSNode dir(ConfMan.get("path")); Common::FSList files; if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll)) { warning("Game data path does not exist or is not a directory"); return false; } Common::sort(files.begin(), files.end()); // Identify all patch packages // The filename of patch packages must have the form patch??.b25c, with the question marks // are placeholders for numbers. // Since the filenames have been sorted, patches are mounted with low numbers first, through // to ones with high numbers. This is important, because newly mount packages overwrite // existing files in the virtual file system, if they include files with the same name. for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) { if (it->getName().matchString("patch???.b25c", true)) if (!packageManagerPtr->loadPackage(it->getName(), "/")) return false; } // Identify and mount all language packages // The filename of the packages have the form lang_*.b25c (eg. lang_de.b25c) for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) { if (it->getName().matchString("lang_*.b25c", true)) if (!packageManagerPtr->loadPackage(it->getName(), "/")) return false; } return true; } bool Sword25Engine::hasFeature(EngineFeature f) const { return (f == kSupportsRTL); // TODO: Implement more of these features?! #if 0 return (f == kSupportsSubtitleOptions) || (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); #endif } } // End of namespace Sword25