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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/scummsys.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/file.h"
#include "common/error.h"
#include "graphics/surface.h"
#include "common/stream.h"
#include "common/memstream.h"
#include "hdb.h"
#include "console.h"
namespace HDB {
HDBGame::HDBGame(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
_console = nullptr;
_systemInit = false;
fileMan = new FileMan;
DebugMan.addDebugChannel(kDebugExample1, "Example1", "This is just an example to test");
DebugMan.addDebugChannel(kDebugExample2, "Example2", "This is also an example");
}
HDBGame::~HDBGame() {
delete _console;
DebugMan.clearAllDebugChannels();
}
bool HDBGame::init() {
_voiceless = false;
/*
Game Subsystem Initializations
*/
// Init fileMan
if (fileMan->openMPC("hyperdemo.mpc")) {
gameShutdown = false;
_systemInit = true;
return true;
}
error("FileMan::openMPC: Cannot find the hyperspace.mpc data file.");
return false;
}
void HDBGame::start() {
_gameState = GameState::GAME_TITLE;
}
/*
Changes the current GameState to the next one.
Game State Transitions are deterministic: each state can
only a particular state. The next state is held in gameState.
TODO: All the functionality hasn't been implemented yet since
their subsystems are incomplete. This section needs to be periodically
updated as soon as the subsytems are improved.
*/
void HDBGame::changeGameState() {
switch (_gameState) {
case GameState::GAME_TITLE:
_gameState = GameState::GAME_MENU;
break;
case GameState::GAME_MENU:
_gameState = GameState::GAME_PLAY;
break;
case GameState::GAME_PLAY:
_gameState = GameState::GAME_MENU;
break;
}
}
Common::Error HDBGame::run() {
// Initialize System
if (!_systemInit) {
init();
}
// Initializes Graphics
Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
initGraphics(640, 480, &format);
_console = new Console();
// MPCEntry *titleScreen = fileMan->findFirstData("monkeylogoscreen", DataType::TYPE_PIC);
// debug("Hi");
//Common::MemoryReadStream *stream = new Common::MemoryReadStream((byte *)titleScreen, titleScreen->ulength);
//if (titleScreen == NULL) {
//debug("titleScreen: NULL");
//}
//else {
//debug("Works.");
//}
while (!shouldQuit()) {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
case Common::EVENT_RTL:
break;
case Common::EVENT_KEYDOWN:
debug("Key was pressed.");
break;
default:
break;
}
}
Graphics::Surface screen;
screen.create(640, 480, g_system->getScreenFormat());
screen.drawLine(100, 100, 200, 200, 0xffffffff);
g_system->copyRectToScreen(screen.getBasePtr(0, 0), screen.pitch, 0, 0, 640, 480);
g_system->updateScreen();
g_system->delayMillis(10);
}
return Common::kNoError;
}
} // End of namespace HDB
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