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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "engines/util.h"
#include "sword25/sword25.h"
#include "sword25/kernel/filesystemutil.h"
#include "sword25/kernel/kernel.h"
#include "sword25/package/packagemanager.h"
#include "sword25/script/script.h"
#include "sword25/gfx/animationtemplateregistry.h" // Needed so we can destroy the singleton
#include "sword25/gfx/renderobjectregistry.h" // Needed so we can destroy the singleton
#include "sword25/math/regionregistry.h" // Needed so we can destroy the singleton
namespace Sword25 {
#define BS_LOG_PREFIX "MAIN"
const char *const PACKAGE_MANAGER = "archiveFS";
const char *const DEFAULT_SCRIPT_FILE = "/system/boot.lua";
Sword25Engine::Sword25Engine(OSystem *syst, const ADGameDescription *gameDesc):
Engine(syst),
_gameDescription(gameDesc) {
DebugMan.addDebugChannel(kDebugScript, "Script", "Script debug level");
DebugMan.addDebugChannel(kDebugScript, "Scripts", "Script debug level");
DebugMan.addDebugChannel(kDebugSound, "Sound", "Sound debug level");
}
Sword25Engine::~Sword25Engine() {
}
Common::Error Sword25Engine::run() {
// Engine initialisation
Common::Error errorCode = appStart();
if (errorCode != Common::kNoError) {
appEnd();
return errorCode;
}
// Run the game
bool runSuccess = appMain();
// Engine de-initialisation
bool deinitSuccess = appEnd();
return (runSuccess && deinitSuccess) ? Common::kNoError : Common::kUnknownError;
}
Common::Error Sword25Engine::appStart() {
// Initialise the graphics mode to ARGB8888
Graphics::PixelFormat format = Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24);
initGraphics(800, 600, true, &format);
if (format != g_system->getScreenFormat())
return Common::kUnsupportedColorMode;
// Kernel initialization
if (!Kernel::getInstance()->getInitSuccess()) {
BS_LOG_ERRORLN("Kernel initialization failed.");
return Common::kUnknownError;
}
// Package-Manager starten, damit die Packfiles geladen werden k�nnen.
PackageManager *packageManagerPtr = static_cast<PackageManager *>(Kernel::getInstance()->newService("package", PACKAGE_MANAGER));
if (!packageManagerPtr) {
BS_LOG_ERRORLN("PackageManager initialization failed.");
return Common::kUnknownError;
}
// Packages laden oder das aktuelle Verzeichnis mounten, wenn das �ber Kommandozeile angefordert wurde.
if (getGameFlags() & GF_EXTRACTED) {
if (!packageManagerPtr->loadDirectoryAsPackage(ConfMan.get("path"), "/"))
return Common::kUnknownError;
} else {
if (!loadPackages())
return Common::kUnknownError;
}
// Einen Pointer auf den Skript-Engine holen.
ScriptEngine *scriptPtr = Kernel::getInstance()->getScript();
if (!scriptPtr) {
BS_LOG_ERRORLN("Script intialization failed.");
return Common::kUnknownError;
}
Common::StringArray commandParameters;
scriptPtr->setCommandLine(commandParameters);
return Common::kNoError;
}
bool Sword25Engine::appMain() {
// The main script start. This script loads all the other scripts and starts the actual game.
ScriptEngine *scriptPtr = Kernel::getInstance()->getScript();
BS_ASSERT(scriptPtr);
scriptPtr->executeFile(DEFAULT_SCRIPT_FILE);
return true;
}
bool Sword25Engine::appEnd() {
// The kernel is shutdown, and un-initialises all subsystems
Kernel::deleteInstance();
AnimationTemplateRegistry::destroy();
RenderObjectRegistry::destroy();
RegionRegistry::destroy();
// Free the log file if it was used
BS_Log::closeLog();
return true;
}
bool Sword25Engine::loadPackages() {
PackageManager *packageManagerPtr = Kernel::getInstance()->getPackage();
BS_ASSERT(packageManagerPtr);
// Load the main package
if (!packageManagerPtr->loadPackage("data.b25c", "/")) return false;
// Get the contents of the main program directory and sort them alphabetically
Common::FSNode dir(ConfMan.get("path"));
Common::FSList files;
if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll)) {
warning("Game data path does not exist or is not a directory");
return false;
}
Common::sort(files.begin(), files.end());
// Identify all patch packages
// The filename of patch packages must have the form patch??.b25c, with the question marks
// are placeholders for numbers.
// Since the filenames have been sorted, patches are mounted with low numbers first, through
// to ones with high numbers. This is important, because newly mount packages overwrite
// existing files in the virtual file system, if they include files with the same name.
for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) {
if (it->getName().matchString("patch???.b25c", true))
if (!packageManagerPtr->loadPackage(it->getName(), "/"))
return false;
}
// Identify and mount all language packages
// The filename of the packages have the form lang_*.b25c (eg. lang_de.b25c)
for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) {
if (it->getName().matchString("lang_*.b25c", true))
if (!packageManagerPtr->loadPackage(it->getName(), "/"))
return false;
}
return true;
}
} // End of namespace Sword25
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