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preagi.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-13-0/engines/agi/preagi.cpp $
 * $Id: preagi.cpp 34916 2008-11-06 17:05:54Z fingolfin $
 *
 */

#include "common/file.h"
#include "common/savefile.h"
#include "common/config-manager.h"

#include "base/plugins.h"
#include "base/version.h"

#include "graphics/cursorman.h"

#include "sound/mididrv.h"
#include "sound/mixer.h"

#include "agi/preagi.h"
#include "agi/graphics.h"
#include "agi/sprite.h"
#include "agi/opcodes.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/sound.h"

// preagi engines
#include "agi/preagi_mickey.h"
#include "agi/preagi_troll.h"
#include "agi/preagi_winnie.h"

namespace Agi {

PreAgiEngine::PreAgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBase(syst, gameDesc) {

      // Setup mixer
      _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
      _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));

      /*
      const GameSettings *g;

      const char *gameid = ConfMan.get("gameid").c_str();
      for (g = agiSettings; g->gameid; ++g)
            if (!scumm_stricmp(g->gameid, gameid))
                  _gameId = g->id;
      */

      _rnd = new Common::RandomSource();

      Common::addSpecialDebugLevel(kDebugLevelMain, "Main", "Generic debug level");
      Common::addSpecialDebugLevel(kDebugLevelResources, "Resources", "Resources debugging");
      Common::addSpecialDebugLevel(kDebugLevelSprites, "Sprites", "Sprites debugging");
      Common::addSpecialDebugLevel(kDebugLevelInventory, "Inventory", "Inventory debugging");
      Common::addSpecialDebugLevel(kDebugLevelInput, "Input", "Input events debugging");
      Common::addSpecialDebugLevel(kDebugLevelMenu, "Menu", "Menu debugging");
      Common::addSpecialDebugLevel(kDebugLevelScripts, "Scripts", "Scripts debugging");
      Common::addSpecialDebugLevel(kDebugLevelSound, "Sound", "Sound debugging");
      Common::addSpecialDebugLevel(kDebugLevelText, "Text", "Text output debugging");
      Common::addSpecialDebugLevel(kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging");

      memset(&_game, 0, sizeof(struct AgiGame));
      memset(&_debug, 0, sizeof(struct AgiDebug));
      memset(&g_mouse, 0, sizeof(struct Mouse));

/*
      _game.clockEnabled = false;
      _game.state = STATE_INIT;

      _keyQueueStart = 0;
      _keyQueueEnd = 0;

      _allowSynthetic = false;

      g_tickTimer = 0;

      _intobj = NULL;

      _lastSentence[0] = 0;
      memset(&_stringdata, 0, sizeof(struct StringData));

      _objects = NULL;

      _oldMode = -1;

      _firstSlot = 0;
*/
}

void PreAgiEngine::initialize() {
      // TODO: Some sound emulation modes do not fit our current music
      //       drivers, and I'm not sure what they are. For now, they might
      //       as well be called "PC Speaker" and "Not PC Speaker".

      switch (MidiDriver::detectMusicDriver(MDT_PCSPK)) {
      case MD_PCSPK:
            _soundemu = SOUND_EMU_PC;
            break;
      default:
            _soundemu = SOUND_EMU_NONE;
            break;
      }

      if (ConfMan.hasKey("render_mode")) {
            _renderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str());
      } else if (ConfMan.hasKey("platform")) {
            switch (Common::parsePlatform(ConfMan.get("platform"))) {
            case Common::kPlatformAmiga:
                  _renderMode = Common::kRenderAmiga;
                  break;
            case Common::kPlatformPC:
                  _renderMode = Common::kRenderEGA;
                  break;
            default:
                  _renderMode = Common::kRenderEGA;
                  break;
            }
      }

      _gfx = new GfxMgr(this);
      //_sound = new SoundMgr(this, _mixer);
      _picture = new PictureMgr(this, _gfx);
      //_sprites = new SpritesMgr(this, _gfx);

      _gfx->initMachine();

      _game.gameFlags = 0;

      _game.colorFg = 15;
      _game.colorBg = 0;

      _defaultColor = 0xF;

      _game.name[0] = '\0';

      _game.sbufOrig = (uint8 *)calloc(_WIDTH, _HEIGHT * 2); // Allocate space for two AGI screens vertically
      _game.sbuf16c  = _game.sbufOrig + SBUF16_OFFSET; // Make sbuf16c point to the 16 color (+control line & priority info) AGI screen
      _game.sbuf     = _game.sbuf16c; // Make sbuf point to the 16 color (+control line & priority info) AGI screen by default

      _game.lineMinPrint = 0; // hardcoded

      _gfx->initVideo();
      //_sound->initSound();

      _speakerStream = new Audio::PCSpeaker(_mixer->getOutputRate());
      _mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speakerHandle,
                                          _speakerStream, -1, 255, 0, false, true);


      //_timer->installTimerProc(agiTimerFunctionLow, 10 * 1000, NULL);

      _game.ver = -1;         // Don't display the conf file warning

      debugC(2, kDebugLevelMain, "Detect game");

      /* clear all resources and events */
      for (int i = 0; i < MAX_DIRS; i++) {
            memset(&_game.pictures[i], 0, sizeof(struct AgiPicture));
            memset(&_game.sounds[i], 0, sizeof(class AgiSound *)); // _game.sounds contains pointers now
            memset(&_game.dirPic[i], 0, sizeof(struct AgiDir));
            memset(&_game.dirSound[i], 0, sizeof(struct AgiDir));
      }

      debugC(2, kDebugLevelMain, "Init sound");
}

PreAgiEngine::~PreAgiEngine() {
      _mixer->stopHandle(_speakerHandle);
      delete _speakerStream;
}


Common::Error PreAgiEngine::go() {
      setflag(fSoundOn, true);      // enable sound

/*
FIXME (Fingolfin asks): Why are Mickey, Winnie and Troll standalone classes
 instead of being subclasses of PreAgiEngine ?
*/

      // run preagi engine main loop
      switch (getGameID()) {
      case GID_MICKEY:
            {
                  Mickey *mickey = new Mickey(this);
                  mickey->init();
                  mickey->run();
                  delete mickey;
            }
            break;
      case GID_WINNIE:
            {
                  Winnie *winnie = new Winnie(this);
                  winnie->init();
                  winnie->run();
                  delete winnie;
            }
            break;
      case GID_TROLL:
            {
                  Troll *troll = new Troll(this);
                  troll->init();
                  troll->run();
                  delete troll;
            }
            break;
      default:
            error("Unknown preagi engine");
            break;
      }
      return Common::kNoError;
}

} // End of namespace Agi

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