1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
|
/* 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/config-manager.h"
#include "common/debug-channels.h"
#include "common/random.h"
#include "sound/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
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
_rnd = new Common::RandomSource();
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::detectMusicDriver(MDT_PCSPK)) {
case MD_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);
//_timer->installTimerProc(agiTimerFunctionLow, 10 * 1000, NULL);
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
|