/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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 "sound/mixer.h" #include "common/file.h" #include "common/config-manager.h" #include "saga.h" #include "reinherit.h" #include "systimer.h" #include "rscfile_mod.h" #include "render_mod.h" #include "actor_mod.h" #include "animation_mod.h" #include "console_mod.h" #include "cvar_mod.h" #include "events_mod.h" #include "actionmap_mod.h" #include "font_mod.h" #include "game_mod.h" #include "interface_mod.h" #include "isomap_mod.h" #include "script_mod.h" #include "scene_mod.h" #include "sndres.h" #include "sprite_mod.h" #include "text_mod.h" #include "objectmap_mod.h" struct SAGAGameSettings { const char *name; const char *description; byte id; uint32 features; const char *detectname; GameSettings toGameSettings() const { GameSettings dummy = { name, description, features }; return dummy; } }; static const SAGAGameSettings saga_settings[] = { /* Inherit the Earth - Original floppy version */ { "ite", "Inherit the Earth (DOS)", Saga::GID_ITE, MDT_ADLIB, "ite.rsc" }, /* Inherit the Earth - CD version */ { "itecd", "Inherit the Earth (DOS CD Version)", Saga::GID_ITECD, MDT_ADLIB, "sounds.rsc" }, /* I Have No Mouth and I Must Scream */ { "ihnm", "I Have No Mouth and I Must Scream (DOS)", Saga::GID_IHNM, MDT_ADLIB, "scream.res" }, { NULL, NULL, 0, 0, NULL } }; GameList Engine_SAGA_gameList() { const SAGAGameSettings *g = saga_settings; GameList games; while (g->name) { games.push_back(g->toGameSettings()); g++; } return games; } DetectedGameList Engine_SAGA_detectGames(const FSList &fslist) { DetectedGameList detectedGames; const SAGAGameSettings *g; for (g = saga_settings; g->name; ++g) { // Iterate over all files in the given directory for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { 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_SAGA_create(GameDetector *detector, OSystem *syst) { return new Saga::SagaEngine(detector, syst); } REGISTER_PLUGIN("SAGA Engine", Engine_SAGA_gameList, Engine_SAGA_create, Engine_SAGA_detectGames) namespace Saga { #define R_MAX_TIME_DELTA 100 struct R_MAIN_DATA { int sound_enabled; int music_enabled; }; static void CF_quitfunc(int argc, char *argv[]); static void CF_testfunc(int argc, char *argv[]); static R_MAIN_DATA MainData; SagaEngine *_vm = NULL; SagaEngine::SagaEngine(GameDetector *detector, OSystem *syst) : Engine(syst) { GAME_setGameDirectory(getGameDataPath()); // Setup mixer if (!_mixer->isReady()) { warning("Sound initialization failed."); } _mixer->setVolume(ConfMan.getInt("sfx_volume") * ConfMan.getInt("master_volume") / 255); _vm = this; } SagaEngine::~SagaEngine() { } void SagaEngine::errorString(const char *buf1, char *buf2) { strcpy(buf2, buf1); } void SagaEngine::go() { int msec = 0; /* Register engine modules * \*------------------------------------------------------------- */ CON_Register(); /* Register console cvars first */ RENDER_Register(); GAME_Register(); ANIM_Register(); ACTIONMAP_Register(); OBJECTMAP_Register(); SCRIPT_Register(); ACTOR_Register(); SCENE_Register(); MainData.sound_enabled = 1; CVAR_RegisterFunc(CF_testfunc, "testfunc", "foo [ optional foo ]", R_CVAR_NONE, 0, -1); CVAR_Register_I(&MainData.sound_enabled, "sound", NULL, R_CVAR_CFG, 0, 1); CVAR_Register_I(&MainData.music_enabled, "music", NULL, R_CVAR_CFG, 0, 1); CVAR_RegisterFunc(CF_quitfunc, "quit", NULL, R_CVAR_NONE, 0, 0); /* Process config file * \*------------------------------------------------------------- */ // FIXME /* if (CFG_Read(NULL) != R_SUCCESS) { R_printf(R_STDERR, "Couldn't read configuration file.\n"); } */ /* Process command line * \*------------------------------------------------------------- */ /* Detect game and open resource files * \*------------------------------------------------------------- */ if (GAME_Init() != R_SUCCESS) { R_printf(R_STDERR, "Couldn't start the game: %s\n", GAME_GetErrS()); return; } /* Initialize engine modules * \*------------------------------------------------------------- */ _snd = new Snd(); EVENT_Init(); FONT_Init(); SPRITE_Init(); ANIM_Init(); ACTIONMAP_Init(); OBJECTMAP_Init(); ISOMAP_Init(); SCRIPT_Init(); INTERFACE_Init(); /* requires script module */ ACTOR_Init(); if (SCENE_Init() != R_SUCCESS) { R_printf(R_STDERR, "Couldn't initialize scene module.\n"); return; } /* System initialization * \*------------------------------------------------------------- */ /* Must initialize system timer module first */ if (SYSTIMER_InitMSCounter() != R_SUCCESS) { return; } /* On some platforms, graphics initialization also initializes sound * ( Win32 DirectX )... Music must be initialized before sound for * native midi support */ SYSMUSIC_Init(MainData.music_enabled); if (!MainData.music_enabled) { R_printf(R_STDOUT, "Music disabled.\n"); } /* Initialize graphics */ if (RENDER_Init() != R_SUCCESS) { return; } /* Initialize system specific sound */ SYSSOUND_Init(MainData.sound_enabled); if (!MainData.sound_enabled) { R_printf(R_STDOUT, "Sound disabled.\n"); } SYSINPUT_Init(); SYSTIMER_ResetMSCounter(); /* Begin Main Engine Loop * \*------------------------------------------------------------- */ SCENE_Start(); for (;;) { #ifdef R_USE_CUSTOM_WININIT if (ITESYS_CheckSignal()) { break; } #endif if (RENDER_GetFlags() & RF_RENDERPAUSE) { /* Freeze time while paused */ SYSTIMER_ResetMSCounter(); } else { msec = SYSTIMER_ReadMSCounter(); if (msec > R_MAX_TIME_DELTA) { msec = R_MAX_TIME_DELTA; } ACTOR_Direct(msec); EVENT_HandleEvents(msec); STHREAD_ExecThreads(msec); } /* Per frame processing * \*--------------------------------------------------------- */ RENDER_DrawScene(); SYSTIMER_Sleep(0); } /* end main game engine loop */ R_Shutdown(0); return; } void SagaEngine::shutdown() { _system->quit(); } void R_Shutdown(int param) { SCENE_Shutdown(); ACTOR_Shutdown(); SCRIPT_Shutdown(); ANIM_Shutdown(); SPRITE_Shutdown(); OBJECTMAP_Shutdown(); FONT_Shutdown(); CON_Shutdown(); CVAR_Shutdown(); EVENT_Shutdown(); /* Shutdown system modules */ SYSMUSIC_Shutdown(); SYSSOUND_Shutdown(); /* exit(param); */ } static void CF_quitfunc(int argc, char *argv[]) { R_Shutdown(0); exit(0); } static void CF_testfunc(int argc, char *argv[]) { int i; CON_Print("Test function invoked: Got %d arguments.", argc); for (i = 0; i < argc; i++) { CON_Print("Arg %d: %s", i, argv[i]); } return; } } // End of namespace Saga