scummvm/engines/illusions/illusions.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 "illusions/illusions.h"
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#include "illusions/resourcesystem.h"
#include "illusions/backgroundresource.h"
#include "illusions/camera.h"
#include "illusions/graphics.h"
#include "illusions/input.h"
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#include "illusions/updatefunctions.h"
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#include "illusions/actor.h"
#include "illusions/actorresource.h"
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#include "illusions/thread.h"
#include "illusions/screen.h"
#include "illusions/scriptresource.h"
#include "illusions/scriptman.h"
#include "illusions/time.h"
#include "illusions/dictionary.h"
#include "audio/audiostream.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/timer.h"
#include "engines/util.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "graphics/fontman.h"
#include "graphics/palette.h"
#include "graphics/surface.h"
namespace Illusions {
IllusionsEngine::IllusionsEngine(OSystem *syst, const ADGameDescription *gd) :
Engine(syst), _gameDescription(gd) {
_random = new Common::RandomSource("illusions");
Engine::syncSoundSettings();
}
IllusionsEngine::~IllusionsEngine() {
delete _random;
}
Common::Error IllusionsEngine::run() {
// Init search paths
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "music");
SearchMan.addSubDirectoryMatching(gameDataDir, "resource");
SearchMan.addSubDirectoryMatching(gameDataDir, "resrem");
SearchMan.addSubDirectoryMatching(gameDataDir, "savegame");
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx");
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
SearchMan.addSubDirectoryMatching(gameDataDir, "voice");
Graphics::PixelFormat pixelFormat16(2, 5, 6, 5, 0, 11, 5, 0, 0);
initGraphics(640, 480, true, &pixelFormat16);
_dict = new Dictionary();
_resSys = new ResourceSystem();
_resSys->addResourceLoader(0x00060000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x000D0000, new ScriptResourceLoader(this));
_resSys->addResourceLoader(0x00100000, new ActorResourceLoader(this));
_resSys->addResourceLoader(0x00110000, new BackgroundResourceLoader(this));
_screen = new Screen(this);
_input = new Input();
_scriptMan = new ScriptMan(this);
_actorItems = new ActorItems(this);
_backgroundItems = new BackgroundItems(this);
_camera = new Camera(this);
#if 0
// ActorResource test
_resSys->loadResource(0x00100006, 0, 0);
#endif
#if 1
// BackgroundResource test
_resSys->loadResource(0x00110007, 0, 0);
BackgroundItem *backgroundItem = _backgroundItems->debugFirst();
_system->copyRectToScreen((byte*)backgroundItem->_surfaces[0]->getBasePtr(0, 0), backgroundItem->_surfaces[0]->pitch, 0, 0, 640, 480);
_system->updateScreen();
_camera->panToPoint(Common::Point(800, 0), 500, 0);
while (!shouldQuit()) {
//debug("panPoints[0] = %d, %d", backgroundItem->_panPoints[0].x, backgroundItem->_panPoints[0].y);
uint32 t = getCurrentTime();
//debug("t = %d", t);
_camera->update(t);
_system->delayMillis(10);
_system->copyRectToScreen((byte*)backgroundItem->_surfaces[0]->getBasePtr(backgroundItem->_panPoints[0].x, 0),
backgroundItem->_surfaces[0]->pitch, 0, 0, 640, 480);
_system->updateScreen();
updateEvents();
}
#endif
#if 0
// ScriptResource test
_resSys->loadResource(0x000D0001, 0, 0);
_scriptMan->startScriptThread(0x00020004, 0, 0, 0, 0);
while (!shouldQuit()) {
updateEvents();
_scriptMan->_threads->updateThreads();
}
#endif
delete _camera;
delete _backgroundItems;
delete _actorItems;
delete _scriptMan;
delete _input;
delete _screen;
delete _resSys;
delete _dict;
return Common::kNoError;
}
bool IllusionsEngine::hasFeature(EngineFeature f) const {
return
false;
/*
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
*/
}
void IllusionsEngine::updateEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
break;
case Common::EVENT_KEYUP:
break;
case Common::EVENT_MOUSEMOVE:
break;
case Common::EVENT_LBUTTONDOWN:
break;
case Common::EVENT_LBUTTONUP:
break;
case Common::EVENT_RBUTTONDOWN:
break;
case Common::EVENT_RBUTTONUP:
break;
case Common::EVENT_QUIT:
quitGame();
break;
default:
break;
}
}
}
Common::Point *IllusionsEngine::getObjectActorPositionPtr(uint32 objectId) {
// TODO Dummy, to be replaced later
return 0;
}
Control *IllusionsEngine::findControl(uint32 objectId) {
// TODO Dummy, to be replaced later
return 0;
}
void IllusionsEngine::notifyThreadId(uint32 &threadId) {
if (threadId) {
uint32 tempThreadId = threadId;
threadId = 0;
_scriptMan->_threads->notifyId(tempThreadId);
}
}
FramesList *IllusionsEngine::findSequenceFrames(Sequence *sequence) {
// TODO Dummy, to be replaced later
return 0;
}
void IllusionsEngine::setCursorControl(Control *control) {
// TODO Dummy, to be replaced later
}
void IllusionsEngine::placeCursor(Control *control, uint32 sequenceId) {
// TODO Dummy, to be replaced later
}
bool IllusionsEngine::showCursor() {
// TODO Dummy, to be replaced later
// TODO ++cursor._visibleCtr;
// TODO if (cursor._visibleCtr > 0)
return false;
}
bool IllusionsEngine::hideCursor() {
// TODO Dummy, to be replaced later
// TODO --cursor._visibleCtr;
// TODO if (cursor.visibleCtr <= 0)
return false;
}
} // End of namespace Illusions