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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "backends/fs/fs.h"
#include "sound/mixer.h"
#include "common/file.h"
#include "common/config-manager.h"
#include "saga.h"
#include "reinherit.h"
#include "systimer.h"
#include "rscfile_mod.h"
#include "render_mod.h"
#include "actor_mod.h"
#include "animation_mod.h"
#include "console_mod.h"
#include "cvar_mod.h"
#include "events_mod.h"
#include "actionmap_mod.h"
#include "font_mod.h"
#include "game_mod.h"
#include "interface_mod.h"
#include "isomap_mod.h"
#include "script_mod.h"
#include "scene_mod.h"
#include "sndres.h"
#include "sprite_mod.h"
#include "text_mod.h"
#include "objectmap_mod.h"
#include "sound.h"
#include "music.h"
struct SAGAGameSettings {
const char *name;
const char *description;
byte id;
uint32 features;
const char *detectname;
GameSettings toGameSettings() const {
GameSettings dummy = { name, description, features };
return dummy;
}
};
static const SAGAGameSettings saga_settings[] = {
/* Inherit the Earth - Original floppy version */
{ "ite", "Inherit the Earth (DOS)", Saga::GID_ITE,
MDT_ADLIB, "ite.rsc" },
/* Inherit the Earth - CD version */
{ "itecd", "Inherit the Earth (DOS CD Version)", Saga::GID_ITECD,
MDT_ADLIB, "sounds.rsc" },
/* I Have No Mouth and I Must Scream */
{ "ihnm", "I Have No Mouth and I Must Scream (DOS)", Saga::GID_IHNM,
MDT_ADLIB, "scream.res" },
{ NULL, NULL, 0, 0, NULL }
};
GameList Engine_SAGA_gameList() {
const SAGAGameSettings *g = saga_settings;
GameList games;
while (g->name) {
games.push_back(g->toGameSettings());
g++;
}
return games;
}
DetectedGameList Engine_SAGA_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const SAGAGameSettings *g;
for (g = saga_settings; g->name; ++g) {
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
const char *gameName = file->displayName().c_str();
if (0 == scumm_stricmp(g->detectname, gameName)) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(g->toGameSettings());
break;
}
}
}
return detectedGames;
}
Engine *Engine_SAGA_create(GameDetector *detector, OSystem *syst) {
return new Saga::SagaEngine(detector, syst);
}
REGISTER_PLUGIN("SAGA Engine", Engine_SAGA_gameList, Engine_SAGA_create, Engine_SAGA_detectGames)
namespace Saga {
#define R_MAX_TIME_DELTA 100
struct R_MAIN_DATA {
int sound_enabled;
int music_enabled;
};
static void CF_quitfunc(int argc, char *argv[]);
static void CF_testfunc(int argc, char *argv[]);
static R_MAIN_DATA MainData;
SagaEngine *_vm = NULL;
SagaEngine::SagaEngine(GameDetector *detector, OSystem *syst)
: Engine(syst) {
GAME_setGameDirectory(getGameDataPath());
// Setup mixer
if (!_mixer->isReady()) {
warning("Sound initialization failed.");
}
_mixer->setVolume(ConfMan.getInt("sfx_volume") * ConfMan.getInt("master_volume") / 255);
_vm = this;
}
SagaEngine::~SagaEngine() {
}
void SagaEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
void SagaEngine::go() {
int msec = 0;
// Register engine modules
CON_Register(); // Register console cvars first
RENDER_Register();
GAME_Register();
ANIM_Register();
ACTIONMAP_Register();
OBJECTMAP_Register();
SCRIPT_Register();
ACTOR_Register();
SCENE_Register();
MainData.sound_enabled = 1;
MainData.music_enabled = 1;
CVAR_RegisterFunc(CF_testfunc, "testfunc", "foo [ optional foo ]", R_CVAR_NONE, 0, -1);
CVAR_Register_I(&MainData.sound_enabled, "sound", NULL, R_CVAR_CFG, 0, 1);
CVAR_Register_I(&MainData.music_enabled, "music", NULL, R_CVAR_CFG, 0, 1);
CVAR_RegisterFunc(CF_quitfunc, "quit", NULL, R_CVAR_NONE, 0, 0);
// Process config file
// FIXME
/*
if (CFG_Read(NULL) != R_SUCCESS) {
R_printf(R_STDERR, "Couldn't read configuration file.\n");
}
*/
// Process command line
// Detect game and open resource files
if (GAME_Init() != R_SUCCESS) {
R_printf(R_STDERR, "Couldn't start the game: %s\n", GAME_GetErrS());
return;
}
// Initialize engine modules
_sndRes = new SndRes(this);
EVENT_Init();
FONT_Init();
SPRITE_Init();
ANIM_Init();
ACTIONMAP_Init();
OBJECTMAP_Init();
ISOMAP_Init();
SCRIPT_Init();
INTERFACE_Init(); // requires script module
ACTOR_Init();
if (SCENE_Init() != R_SUCCESS) {
R_printf(R_STDERR, "Couldn't initialize scene module.\n");
return;
}
// System initialization
// Must initialize system timer module first
if (SYSTIMER_InitMSCounter() != R_SUCCESS) {
return;
}
// On some platforms, graphics initialization also initializes sound
// ( Win32 DirectX )... Music must be initialized before sound for
// native midi support
MidiDriver *driver = GameDetector::createMidi(GameDetector::detectMusicDriver(MDT_NATIVE | MDT_ADLIB | MDT_PREFER_NATIVE));
if (!driver)
driver = MidiDriver_ADLIB_create(_mixer);
else if (ConfMan.getBool("native_mt32"))
driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_music = new Music(driver, MainData.music_enabled);
_music->hasNativeMT32(ConfMan.getBool("native_mt32"));
if (!MainData.music_enabled) {
R_printf(R_STDOUT, "Music disabled.\n");
}
// Initialize graphics
if (RENDER_Init(_system) != R_SUCCESS) {
return;
}
// Initialize system specific sound
_sound = new Sound(this, _mixer, MainData.sound_enabled);
if (!MainData.sound_enabled) {
R_printf(R_STDOUT, "Sound disabled.\n");
}
SYSINPUT_Init();
SYSTIMER_ResetMSCounter();
// Begin Main Engine Loop
SCENE_Start();
for (;;) {
#ifdef R_USE_CUSTOM_WININIT
if (ITESYS_CheckSignal()) {
break;
}
#endif
if (RENDER_GetFlags() & RF_RENDERPAUSE) {
// Freeze time while paused
SYSTIMER_ResetMSCounter();
} else {
msec = SYSTIMER_ReadMSCounter();
if (msec > R_MAX_TIME_DELTA) {
msec = R_MAX_TIME_DELTA;
}
ACTOR_Direct(msec);
EVENT_HandleEvents(msec);
STHREAD_ExecThreads(msec);
}
// Per frame processing
RENDER_DrawScene();
SYSTIMER_Sleep(0);
}
}
void SagaEngine::shutdown() {
SCENE_Shutdown();
ACTOR_Shutdown();
SCRIPT_Shutdown();
ANIM_Shutdown();
SPRITE_Shutdown();
OBJECTMAP_Shutdown();
FONT_Shutdown();
CON_Shutdown();
CVAR_Shutdown();
EVENT_Shutdown();
delete _sndRes;
// Shutdown system modules */
delete _music;
delete _sound;
_system->quit();
}
static void CF_quitfunc(int argc, char *argv[]) {
_vm->shutdown();
exit(0);
}
static void CF_testfunc(int argc, char *argv[]) {
int i;
CON_Print("Test function invoked: Got %d arguments.", argc);
for (i = 0; i < argc; i++) {
CON_Print("Arg %d: %s", i, argv[i]);
}
}
} // End of namespace Saga
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