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/* 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.
*
*/
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/random.h"
#include "common/textconsole.h"
#include "audio/mididrv.h"
#include "agi/preagi.h"
#include "agi/graphics.h"
// preagi engines
#include "agi/preagi_mickey.h"
#include "agi/preagi_troll.h"
#include "agi/preagi_winnie.h"
namespace Agi {
PreAgiEngine::PreAgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {
// Setup mixer
syncSoundSettings();
DebugMan.addDebugChannel(kDebugLevelMain, "Main", "Generic debug level");
DebugMan.addDebugChannel(kDebugLevelResources, "Resources", "Resources debugging");
DebugMan.addDebugChannel(kDebugLevelSprites, "Sprites", "Sprites debugging");
DebugMan.addDebugChannel(kDebugLevelInventory, "Inventory", "Inventory debugging");
DebugMan.addDebugChannel(kDebugLevelInput, "Input", "Input events debugging");
DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu debugging");
DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Scripts debugging");
DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
DebugMan.addDebugChannel(kDebugLevelText, "Text", "Text output debugging");
DebugMan.addDebugChannel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");
memset(&_game, 0, sizeof(struct AgiGame));
memset(&_debug, 0, sizeof(struct AgiDebug));
memset(&_mouse, 0, sizeof(struct Mouse));
}
void PreAgiEngine::initialize() {
// TODO: Some sound emulation modes do not fit our current music
// drivers, and I'm not sure what they are. For now, they might
// as well be called "PC Speaker" and "Not PC Speaker".
switch (MidiDriver::getMusicType(MidiDriver::detectDevice(MDT_PCSPK))) {
case MT_PCSPK:
_soundemu = SOUND_EMU_PC;
break;
default:
_soundemu = SOUND_EMU_NONE;
break;
}
if (ConfMan.hasKey("render_mode")) {
_renderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
} else if (ConfMan.hasKey("platform")) {
switch (Common::parsePlatform(ConfMan.get("platform"))) {
case Common::kPlatformAmiga:
_renderMode = Common::kRenderAmiga;
break;
case Common::kPlatformPC:
_renderMode = Common::kRenderEGA;
break;
default:
_renderMode = Common::kRenderEGA;
break;
}
}
_gfx = new GfxMgr(this);
//_sound = new SoundMgr(this, _mixer);
_picture = new PictureMgr(this, _gfx);
//_sprites = new SpritesMgr(this, _gfx);
_gfx->initMachine();
_game.gameFlags = 0;
_game.colorFg = 15;
_game.colorBg = 0;
_defaultColor = 0xF;
_game.name[0] = '\0';
_game.sbufOrig = (uint8 *)calloc(_WIDTH, _HEIGHT * 2); // Allocate space for two AGI screens vertically
_game.sbuf16c = _game.sbufOrig + SBUF16_OFFSET; // Make sbuf16c point to the 16 color (+control line & priority info) AGI screen
_game.sbuf = _game.sbuf16c; // Make sbuf point to the 16 color (+control line & priority info) AGI screen by default
_game.lineMinPrint = 0; // hardcoded
_gfx->initVideo();
//_sound->initSound();
_speakerStream = new Audio::PCSpeaker(_mixer->getOutputRate());
_mixer->playStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
_speakerStream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO, true);
debugC(2, kDebugLevelMain, "Detect game");
// clear all resources and events
for (int i = 0; i < MAX_DIRS; i++) {
memset(&_game.pictures[i], 0, sizeof(struct AgiPicture));
memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now
memset(&_game.dirPic[i], 0, sizeof(struct AgiDir));
memset(&_game.dirSound[i], 0, sizeof(struct AgiDir));
}
debugC(2, kDebugLevelMain, "Init sound");
}
PreAgiEngine::~PreAgiEngine() {
_mixer->stopHandle(_speakerHandle);
delete _speakerStream;
}
Common::Error PreAgiEngine::go() {
setflag(fSoundOn, true); // enable sound
//
// FIXME (Fingolfin asks): Why are Mickey, Winnie and Troll standalone classes
// instead of being subclasses of PreAgiEngine ?
//
// run preagi engine main loop
switch (getGameID()) {
case GID_MICKEY:
{
Mickey *mickey = new Mickey(this);
mickey->init();
mickey->run();
delete mickey;
}
break;
case GID_WINNIE:
{
Winnie *winnie = new Winnie(this);
winnie->init();
winnie->run();
delete winnie;
}
break;
case GID_TROLL:
{
Troll *troll = new Troll(this);
troll->init();
troll->run();
delete troll;
}
break;
default:
error("Unknown preagi engine");
break;
}
return Common::kNoError;
}
int PreAgiEngine::rnd(int hi) {
return (_rnd->getRandomNumber(hi - 1) + 1);
}
} // End of namespace Agi
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