/* 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) { _system->beginGFXTransaction(); initCommonGFX(detector); _system->initSize(320, 200); _system->endGFXTransaction(); 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