scummvm/engines/asylum/asylum.cpp

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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/config-manager.h"
#include "common/events.h"
#include "common/system.h"
#include "common/file.h"
#include "common/stream.h"
#include "sound/audiostream.h"
#include "sound/wave.h"
#include "asylum/asylum.h"
#include "asylum/screen.h"
#include "asylum/resources/video.h"
namespace Asylum {
AsylumEngine::AsylumEngine(OSystem *system, Common::Language language)
: Engine(system) {
Common::File::addDefaultDirectory(_gameDataDir.getChild("Data"));
Common::File::addDefaultDirectory(_gameDataDir.getChild("Vids"));
Common::File::addDefaultDirectory(_gameDataDir.getChild("Music"));
_eventMan->registerRandomSource(_rnd, "asylum");
}
AsylumEngine::~AsylumEngine() {
//Common::clearAllDebugChannels();
delete _screen;
delete _resMgr;
delete _video;
}
Common::Error AsylumEngine::run() {
Common::Error err;
err = init();
if (err != Common::kNoError)
return err;
return go();
}
// Will do the same as subroutine at address 0041A500
Common::Error AsylumEngine::init() {
// initialize engine objects
_screen = new Screen(_system);
_resMgr = new ResourceManager;
_video = new Video(this);
// initializing game
// TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing)
// TODO: get hand icon resource before starting main menu
// TODO: load startup configurations (address 0041A970)
// TODO: setup cinematics (address 0041A880) (probably we won't need it)
// TODO: init unknown game stuffs (address 0040F430)
// TODO: if savegame exists on folder, than start NewGame()
return Common::kNoError;
}
Common::Error AsylumEngine::go() {
// Play intro movie
_video->playVideo(0);
showMainMenu();
// DEBUG
// Control loop test. Basically just keep the
// ScummVM window alive until ESC is pressed.
// This will facilitate drawing tests ;)
uint32 lastRefresh = 0;
Common::EventManager *em = _system->getEventManager();
while (!shouldQuit()) {
Common::Event ev;
if (em->pollEvent(ev)) {
if (ev.type == Common::EVENT_KEYDOWN) {
if (ev.kbd.keycode == Common::KEYCODE_ESCAPE) {
// Push a quit event
Common::Event event;
event.type = Common::EVENT_QUIT;
g_system->getEventManager()->pushEvent(event);
}
//if (ev.kbd.keycode == Common::KEYCODE_RETURN)
}
}
_screen->updateScreen();
_system->delayMillis(10);
}
return Common::kNoError;
}
void AsylumEngine::showMainMenu() {
// Music - start
// Just play some music for now
// FIXME: this should be moved to the bundle manager, but currently the whole manager needs
// an overhaul...
Common::File musFile;
musFile.open("mus.005");
uint32 entryCount = musFile.readUint32LE();
uint32 offset1 = 0;
uint32 offset2 = 0;
for (uint32 i = 0; i < entryCount; i++) {
if (offset1 == 0)
offset1 = musFile.readUint32LE();
// HACK: This will ultimately read the last entry in the bundle lookup table
// This will only work for file bunfles with 1 music file included (like mus.005)
offset2 = musFile.readUint32LE();
}
byte *buffer = new byte[offset2 - offset1];
musFile.read(buffer, offset2 - offset1);
musFile.close();
Common::MemoryReadStream *mem = new Common::MemoryReadStream(buffer, offset2 - offset1);
// Now create the audio stream and play it (it's just a regular WAVE file)
Audio::AudioStream *mus = Audio::makeWAVStream(mem, true);
Audio::SoundHandle _musicHandle;
_mixer->playInputStream(Audio::Mixer::kMusicSoundType, &_musicHandle, mus);
// Music - end
// eyes animation index table
//const uint32 eyesTable[8] = {3, 5, 1, 7, 4, 8, 2, 6};
byte pal[256 * 3];
_resMgr->getPalette(1, 17, pal);
GraphicResource *bg = _resMgr->getGraphic(1, 0)->getEntry(0);
GraphicResource *cur = _resMgr->getGraphic(1, 2)->getEntry(0);
_system->setMouseCursor(cur->data, cur->width, cur->height, 1, 1, 0);
// FIXME: is there any reason why the cursor palette is set here,
// when it's the same as the rest of the game's palette?
//_system->setCursorPalette(pal, 0, 1024);
_system->showMouse(true);
_screen->setFrontBuffer(
0, 0,
bg->width, bg->height,
bg->data);
_screen->setPalette(pal);
_screen->updateScreen();
}
} // namespace Asylum