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
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
|
/* 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/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/EventRecorder.h"
#include "common/file.h"
#include "common/fs.h"
#include "engines/util.h"
#include "engines/wintermute/Ad/AdGame.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/PlatformSDL.h"
#include "engines/wintermute/Base/BRegistry.h"
#include "engines/wintermute/Base/BSoundMgr.h"
#include "engines/wintermute/Base/scriptables/ScEngine.h"
namespace WinterMute {
WinterMuteEngine *g_wintermute;
WinterMuteEngine::WinterMuteEngine(OSystem *syst)
: Engine(syst) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from init().
// Do not initialize graphics here
// However this is the place to specify all default directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
//SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
// Here is the right place to set up the engine specific debug channels
DebugMan.addDebugChannel(kWinterMuteDebugLog, "enginelog", "Covers the same output as the log-file in WME");
DebugMan.addDebugChannel(kWinterMuteDebugSaveGame, "savegame", "Savegames");
// Don't forget to register your random source
_rnd = new Common::RandomSource("WinterMute");
debug("WinterMuteEngine::WinterMuteEngine");
_game = NULL;
g_wintermute = this;
_classReg = NULL;
}
WinterMuteEngine::~WinterMuteEngine() {
debug("WinterMuteEngine::~WinterMuteEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
bool WinterMuteEngine::hasFeature(EngineFeature f) const {
switch (f) {
case kSupportsRTL:
return true;
default:
return false;
}
return false;
}
Common::Error WinterMuteEngine::run() {
// Initialize graphics using following:
Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
initGraphics(800, 600, false, &format);
if (g_system->getScreenFormat() != format) {
error("Wintermute currently REQUIRES 32bpp");
}
// You could use backend transactions directly as an alternative,
// but it isn't recommended, until you want to handle the error values
// from OSystem::endGFXTransaction yourself.
// This is just an example template:
//_system->beginGFXTransaction();
// // This setup the graphics mode according to users seetings
// initCommonGFX(false);
//
// // Specify dimensions of game graphics window.
// // In this example: 320x200
// _system->initSize(320, 200);
//FIXME: You really want to handle
//OSystem::kTransactionSizeChangeFailed here
//_system->endGFXTransaction();
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
// Additional setup.
debug("WinterMuteEngine::init");
// Your main even loop should be (invoked from) here.
debug("WinterMuteEngine::go: Hello, World!");
DebugMan.enableDebugChannel("enginelog");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kWinterMuteDebugLog, "Engine Debug-LOG enabled");
debugC(2, kWinterMuteDebugSaveGame , "Savegame debugging-enabled");
int ret = 1;
ret = init();
if (ret == 0) {
ret = messageLoop();
}
deinit();
return Common::kNoError;
}
int WinterMuteEngine::init() {
_classReg = new CSysClassRegistry();
_classReg->registerClasses();
_game = new CAdGame;
if (!_game) return 1;
CBPlatform::Initialize(_game, 0, NULL);
bool windowedMode = !ConfMan.getBool("fullscreen");
// parse command line
char *SaveGame = NULL;
/* for (int i = 0; i < argc; i++) {
strcpy(param, argv[i]);
if (scumm_stricmp(param, "-project") == 0) {
if (argc > i) strcpy(param, argv[i + 1]);
else param[0] = '\0';
if (strcmp(param, "") != 0) {
char *IniDir = CBUtils::GetPath(param);
char *IniName = CBUtils::GetFilename(param);
// switch to ini's dir
warning("TODO: Place ini-files somewhere");
// chdir(IniDir);
// set ini name
sprintf(param, "./%s", IniName);
_game->_registry->SetIniName(param);
delete [] IniDir;
delete [] IniName;
}
} else if (scumm_stricmp(param, "-windowed") == 0) windowedMode = true;
}*/
if (_game->_registry->ReadBool("Debug", "DebugMode")) _game->DEBUG_DebugEnable("./wme.log");
_game->_dEBUG_ShowFPS = _game->_registry->ReadBool("Debug", "ShowFPS");
if (_game->_registry->ReadBool("Debug", "DisableSmartCache")) {
_game->LOG(0, "Smart cache is DISABLED");
_game->_smartCache = false;
}
/* bool AllowDirectDraw = _game->_registry->ReadBool("Debug", "AllowDirectDraw", false);*/
// load general game settings
_game->Initialize1();
if (FAILED(_game->LoadSettings("startup.settings"))) {
_game->LOG(0, "Error loading game settings.");
delete _game;
_game = NULL;
warning("Some of the essential files are missing. Please reinstall.");
return 2;
}
_game->Initialize2();
_game->GetDebugMgr()->OnGameInit();
_game->_scEngine->LoadBreakpoints();
HRESULT ret;
// initialize the renderer
ret = _game->_renderer->InitRenderer(_game->_settingsResWidth, _game->_settingsResHeight, windowedMode);
if (FAILED(ret)) {
_game->LOG(ret, "Error initializing renderer. Exiting.");
delete _game;
_game = NULL;
return 3;
}
_game->Initialize3();
#ifdef __IPHONEOS__
SDL_AddEventWatch(CBPlatform::SDLEventWatcher, NULL);
#endif
// initialize sound manager (non-fatal if we fail)
ret = _game->_soundMgr->initialize();
if (FAILED(ret)) {
_game->LOG(ret, "Sound is NOT available.");
}
// load game
uint32 DataInitStart = CBPlatform::GetTime();
if (FAILED(_game->LoadFile(_game->_settingsGameFile ? _game->_settingsGameFile : "default.game"))) {
_game->LOG(ret, "Error loading game file. Exiting.");
delete _game;
_game = NULL;
return false;
}
_game->SetWindowTitle();
_game->_renderer->_ready = true;
_game->_miniUpdateEnabled = true;
_game->LOG(0, "Engine initialized in %d ms", CBPlatform::GetTime() - DataInitStart);
_game->LOG(0, "");
if (ConfMan.hasKey("save_slot")) {
int slot = ConfMan.getInt("save_slot");
Common::String str = Common::String::format("save00%d.DirtySplitSav", slot);
_game->LoadGame(str.c_str());
}
if (SaveGame) {
_game->LoadGame(SaveGame);
delete [] SaveGame;
}
// all set, ready to go
return 0;
}
int WinterMuteEngine::messageLoop() {
bool done = false;
while (!done) {
Common::Event event;
while (_system->getEventManager()->pollEvent(event)) {
CBPlatform::HandleEvent(&event);
}
if (_game && _game->_renderer->_active && _game->_renderer->_ready) {
_game->DisplayContent();
_game->DisplayQuickMsg();
_game->DisplayDebugInfo();
// ***** flip
if (!_game->_suspendedRendering) _game->_renderer->Flip();
if (_game->_loading) _game->LoadGame(_game->_scheduledLoadSlot);
}
if (_game->_quitting) break;
}
if (_game) {
// remember previous window position
/*
if(_game->_renderer && _game->_renderer->_windowed)
{
if(!::IsIconic(_game->_renderer->_window))
{
int PosX = _game->_renderer->_windowRect.left;
int PosY = _game->_renderer->_windowRect.top;
PosX -= _game->_renderer->_monitorRect.left;
PosY -= _game->_renderer->_monitorRect.top;
_game->_registry->WriteInt("Video", "WindowPosX", PosX);
_game->_registry->WriteInt("Video", "WindowPosY", PosY);
}
}
*/
delete _game;
_game = NULL;
}
return 0;
}
void WinterMuteEngine::deinit() {
delete _classReg;
}
uint32 WinterMuteEngine::randInt(int from, int to) {
return _rnd->getRandomNumberRng(from, to);
}
} // End of namespace WinterMute
|