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
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
|
/* 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/file.h"
#include "common/fs.h"
#include "common/tokenizer.h"
#include "common/translation.h"
#include "engines/util.h"
#include "engines/wintermute/ad/ad_game.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/debugger.h"
#include "engines/wintermute/game_description.h"
#include "engines/wintermute/platform_osystem.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/sound/base_sound_manager.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/scriptables/script_engine.h"
#include "engines/wintermute/debugger/debugger_controller.h"
#include "gui/message.h"
namespace Wintermute {
// Simple constructor for detection - we need to setup the persistence to avoid special-casing in-engine
// This might not be the prettiest solution
WintermuteEngine::WintermuteEngine() : Engine(g_system) {
_game = new AdGame("");
_debugger = nullptr;
_dbgController = nullptr;
_trigDebug = false;
_gameDescription = nullptr;
}
WintermuteEngine::WintermuteEngine(OSystem *syst, const WMEGameDescription *desc)
: Engine(syst), _gameDescription(desc) {
// 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().
ConfMan.registerDefault("show_fps","false");
// 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");
DebugMan.addDebugChannel(kWintermuteDebugFont, "font", "Text-drawing-related messages");
DebugMan.addDebugChannel(kWintermuteDebugFileAccess, "file-access", "Non-critical problems like missing files");
DebugMan.addDebugChannel(kWintermuteDebugAudio, "audio", "audio-playback-related issues");
DebugMan.addDebugChannel(kWintermuteDebugGeneral, "general", "various issues not covered by any of the above");
_game = nullptr;
_debugger = nullptr;
_dbgController = nullptr;
_trigDebug = false;
}
WintermuteEngine::~WintermuteEngine() {
// Dispose your resources here
deinit();
delete _game;
delete _debugger;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
bool WintermuteEngine::hasFeature(EngineFeature f) const {
switch (f) {
case kSupportsRTL:
return true;
case kSupportsLoadingDuringRuntime:
return true;
case kSupportsSavingDuringRuntime:
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);
if (_gameDescription->adDesc.flags & GF_LOWSPEC_ASSETS) {
initGraphics(320, 240, &format);
#ifdef ENABLE_FOXTAIL
} else if (BaseEngine::isFoxTailCheck(_gameDescription->targetExecutable)) {
initGraphics(640, 360, &format);
#endif
} else {
initGraphics(800, 600, &format);
}
if (g_system->getScreenFormat() != format) {
return Common::kUnsupportedColorMode;
}
// Create debugger console. It requires GFX to be initialized
_dbgController = new DebuggerController(this);
_debugger = new Console(this);
// DebugMan.enableDebugChannel("enginelog");
debugC(1, kWintermuteDebugLog, "Engine Debug-LOG enabled");
debugC(2, kWintermuteDebugSaveGame , "Savegame debugging-enabled");
int ret = 1;
// Additional setup.
debugC(kWintermuteDebugLog, "WintermuteEngine::init");
ret = init();
debugC(kWintermuteDebugLog, "WintermuteEngine::messageLoop");
if (ret == 0) {
ret = messageLoop();
}
deinit();
return Common::kNoError;
}
int WintermuteEngine::init() {
BaseEngine::createInstance(_targetName, _gameDescription->adDesc.gameId, _gameDescription->adDesc.language, _gameDescription->targetExecutable);
// check dependencies for games with high resolution assets
#if not defined(USE_PNG) || not defined(USE_JPEG) || not defined(USE_VORBIS)
if (!(_gameDescription->adDesc.flags & GF_LOWSPEC_ASSETS)) {
GUI::MessageDialog dialog(_("This game requires PNG, JPEG and Vorbis support."));
dialog.runModal();
delete _game;
_game = nullptr;
return false;
}
#endif
// check dependencies for games with FoxTail subengine
#if not defined(ENABLE_FOXTAIL)
if (BaseEngine::isFoxTailCheck(_gameDescription->targetExecutable)) {
GUI::MessageDialog dialog(_("This game requires the FoxTail subengine, which is not compiled in."));
dialog.runModal();
delete _game;
_game = nullptr;
return false;
}
#endif
Common::ArchiveMemberList actors3d;
if (BaseEngine::instance().getFileManager()->listMatchingMembers(actors3d, "*.act3d")) {
GUI::MessageDialog dialog(
_("This game requires 3D characters support, which is out of ScummVM's scope."),
_("Start anyway"),
_("Cancel")
);
if (dialog.runModal() != GUI::kMessageOK) {
delete _game;
_game = nullptr;
return false;
}
}
_game = new AdGame(_targetName);
if (!_game) {
return 1;
}
BaseEngine::instance().setGameRef(_game);
BasePlatform::initialize(this, _game, 0, nullptr);
_game->initConfManSettings();
// load general game settings
_game->initialize1();
// set gameId, for savegame-naming:
_game->setGameTargetName(_targetName);
if (DID_FAIL(_game->loadSettings("startup.settings"))) {
_game->LOG(0, "Error loading game settings.");
delete _game;
_game = nullptr;
warning("Some of the essential files are missing. Please reinstall.");
return 2;
}
_game->initialize2();
bool ret = _game->initRenderer();
if (DID_FAIL(ret)) {
_game->LOG(ret, "Error initializing renderer. Exiting.");
delete _game;
_game = nullptr;
return 3;
}
_game->initialize3();
// initialize sound manager (non-fatal if we fail)
ret = _game->_soundMgr->initialize();
if (DID_FAIL(ret)) {
_game->LOG(ret, "Sound is NOT available.");
}
// load game
uint32 dataInitStart = g_system->getMillis();
if (DID_FAIL(_game->loadGameSettingsFile())) {
_game->LOG(ret, "Error loading game file. Exiting.");
delete _game;
_game = nullptr;
return false;
}
_game->_renderer->_ready = true;
_game->_miniUpdateEnabled = true;
_game->LOG(0, "Engine initialized in %d ms", g_system->getMillis() - dataInitStart);
_game->LOG(0, "");
if (ConfMan.hasKey("save_slot")) {
int slot = ConfMan.getInt("save_slot");
_game->loadGame(slot);
}
_game->_scEngine->attachMonitor(_dbgController);
// all set, ready to go
return 0;
}
int WintermuteEngine::messageLoop() {
bool done = false;
uint32 prevTime = _system->getMillis();
uint32 time = _system->getMillis();
uint32 diff = 0;
const uint32 maxFPS = 60;
const uint32 frameTime = 2 * (uint32)((1.0 / maxFPS) * 1000);
while (!done) {
if (!_game) {
break;
}
_debugger->onFrame();
Common::Event event;
while (_system->getEventManager()->pollEvent(event)) {
BasePlatform::handleEvent(&event);
}
if (_trigDebug) {
_debugger->attach();
_trigDebug = false;
}
if (_game && _game->_renderer->_active && _game->_renderer->isReady()) {
_game->displayContent();
_game->displayQuickMsg();
_game->displayDebugInfo();
time = _system->getMillis();
diff = time - prevTime;
if (frameTime > diff) { // Avoid overflows
_system->delayMillis(frameTime - diff);
}
// ***** flip
if (!_game->getSuspendedRendering()) {
_game->_renderer->flip();
}
if (_game->getIsLoading()) {
_game->loadGame(_game->_scheduledLoadSlot);
}
prevTime = time;
}
if (shouldQuit()) {
break;
}
if (_game && _game->_quitting) {
break;
}
}
if (_game) {
delete _game;
_game = nullptr;
}
return 0;
}
void WintermuteEngine::deinit() {
BaseEngine::destroy();
BasePlatform::deinit();
}
Common::Error WintermuteEngine::loadGameState(int slot) {
BaseEngine::instance().getGameRef()->loadGame(slot);
return Common::kNoError;
}
Common::Error WintermuteEngine::saveGameState(int slot, const Common::String &desc) {
BaseEngine::instance().getGameRef()->saveGame(slot, desc.c_str(), false);
return Common::kNoError;
}
bool WintermuteEngine::canSaveGameStateCurrently() {
return true;
}
bool WintermuteEngine::canLoadGameStateCurrently() {
return true;
}
bool WintermuteEngine::getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption) {
bool retVal = false;
caption = name = "(invalid)";
Common::SeekableReadStream *stream = nullptr;
// Quick-fix, instead of possibly breaking the persistence-system, let's just roll with it
BaseFileManager *fileMan = new BaseFileManager(Common::UNK_LANG, true);
fileMan->registerPackages(fslist);
stream = fileMan->openFile("startup.settings", false, false);
// The process is as follows: Check the "GAME=" tag in startup.settings, to decide where the
// game-settings are (usually "default.game"), then look into the game-settings to find
// the NAME = and CAPTION = tags, to use them to generate a gameid and extras-field
Common::String settingsGameFile = "default.game";
// If the stream-open failed, lets at least attempt to open the default game file afterwards
// so, we don't call it a failure yet.
if (stream) {
while (!stream->eos() && !stream->err()) {
Common::String line = stream->readLine();
line.trim(); // Get rid of indentation
// Expect "SETTINGS {" or comment, or empty line
if (line.size() == 0 || line[0] == ';' || (line.contains("{"))) {
continue;
} else {
// We are looking for "GAME ="
Common::StringTokenizer token(line, "=");
Common::String key = token.nextToken();
Common::String value = token.nextToken();
if (value.size() == 0) {
continue;
}
if (value[0] == '\"') {
value.deleteChar(0);
} else {
continue;
}
if (value.lastChar() == '\"') {
value.deleteLastChar();
}
if (key == "GAME") {
settingsGameFile = value;
break;
}
}
}
}
delete stream;
stream = fileMan->openFile(settingsGameFile, false, false);
if (stream) {
// We do some manual parsing here, as the engine needs gfx to be initalized to do that.
while (!stream->eos() && !stream->err()) {
Common::String line = stream->readLine();
line.trim(); // Get rid of indentation
// Expect "GAME {" or comment, or empty line
if (line.size() == 0 || line[0] == ';' || (line.contains("{"))) {
continue;
} else {
Common::StringTokenizer token(line, "=");
Common::String key = token.nextToken();
Common::String value = token.nextToken();
if (value.size() == 0) {
continue;
}
if (value[0] == '\"') {
value.deleteChar(0);
} else {
continue; // not a string
}
if (value.lastChar() == '\"') {
value.deleteLastChar();
}
if (key == "NAME") {
retVal = true;
name = value;
} else if (key == "CAPTION") {
retVal = true;
// Remove any translation tags, if they are included in the game description.
// This can potentially remove parts of a string that has translation tags
// and contains a "/" in its description (e.g. /tag/Name start / name end will
// result in "name end"), but it's a very rare case, and this code is just used
// for fallback anyway.
if (value.hasPrefix("/")) {
value.deleteChar(0);
while (value.contains("/")) {
value.deleteChar(0);
}
}
caption = value;
}
}
}
delete stream;
}
delete fileMan;
BaseEngine::destroy();
return retVal;
}
} // End of namespace Wintermute
|