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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.
*
*/
#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 "engines/util.h"
#include "engines/wintermute/ad/ad_game.h"
#include "engines/wintermute/wintermute.h"
#include "engines/wintermute/debugger.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"
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);
initGraphics(800, 600, &format);
if (g_system->getScreenFormat() != format) {
error("Wintermute currently REQUIRES 32bpp");
}
// 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);
_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
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