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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/system/sys_class_registry.h"
#include "common/system.h"
namespace Common {
DECLARE_SINGLETON(Wintermute::BaseEngine);
}
namespace Wintermute {
BaseEngine::BaseEngine() {
_fileManager = nullptr;
_gameRef = nullptr;
_classReg = nullptr;
_rnd = nullptr;
_gameId = "";
_language = Common::UNK_LANG;
}
void BaseEngine::init() {
_fileManager = new BaseFileManager(_language);
// Don't forget to register your random source
_rnd = new Common::RandomSource("Wintermute");
_classReg = new SystemClassRegistry();
_classReg->registerClasses();
}
BaseEngine::~BaseEngine() {
delete _fileManager;
delete _rnd;
delete _classReg;
}
void BaseEngine::createInstance(const Common::String &targetName, const Common::String &gameId, Common::Language lang, WMETargetExecutable targetExecutable) {
instance()._targetName = targetName;
instance()._gameId = gameId;
instance()._language = lang;
instance()._targetExecutable = targetExecutable;
instance().init();
}
void BaseEngine::LOG(bool res, const char *fmt, ...) {
uint32 secs = g_system->getMillis() / 1000;
uint32 hours = secs / 3600;
secs = secs % 3600;
uint32 mins = secs / 60;
secs = secs % 60;
char buff[512];
va_list va;
va_start(va, fmt);
vsprintf(buff, fmt, va);
va_end(va);
if (instance()._gameRef) {
instance()._gameRef->LOG(res, "%s", buff);
} else {
debugCN(kWintermuteDebugLog, "%02d:%02d:%02d: %s\n", hours, mins, secs, buff);
}
}
uint32 BaseEngine::randInt(int from, int to) {
return _rnd->getRandomNumberRng(from, to);
}
BaseSoundMgr *BaseEngine::getSoundMgr() {
if (instance()._gameRef) {
return _gameRef->_soundMgr;
} else {
return nullptr;
}
}
BaseRenderer *BaseEngine::getRenderer() {
if (instance()._gameRef) {
return instance()._gameRef->_renderer;
} else {
return nullptr;
}
}
const Timer *BaseEngine::getTimer() {
if (instance()._gameRef) {
return instance()._gameRef->getTimer();
} else {
return nullptr;
}
}
const Timer *BaseEngine::getLiveTimer() {
if (instance()._gameRef) {
return instance()._gameRef->getLiveTimer();
} else {
return nullptr;
}
}
} // End of namespace Wintermute
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