PRIVATE: private-eye skeleton engine

This commit is contained in:
neuromancer 2020-12-24 16:10:32 -03:00 committed by Eugene Sandulenko
parent 6b08906f25
commit c813fd25cb
6 changed files with 257 additions and 0 deletions

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# This file is included from the main "configure" script
# add_engine [name] [desc] [build-by-default] [subengines] [base games] [deps]
add_engine private "Private Eye" no

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#include "base/plugins.h"
#include "engines/advancedDetector.h"
namespace Private {
static const PlainGameDescriptor privateGames[] = {
{ "private-eye", "Private Eye" },
{ 0, 0 }
};
static const ADGameDescription gameDescriptions[] = {
{
"private-eye",
0,
AD_ENTRY1s("game.dat", "7a3eb7d9dedf40680ac3d088524f976e", 190735),
Common::EN_ANY,
Common::kPlatformWindows,
ADGF_NO_FLAGS,
GUIO1(GUIO_NOMIDI)
},
AD_TABLE_END_MARKER
};
} // End of namespace Private
class PrivateMetaEngineDetection : public AdvancedMetaEngineDetection {
public:
PrivateMetaEngineDetection() : AdvancedMetaEngineDetection(Private::gameDescriptions, sizeof(ADGameDescription), Private::privateGames) {
}
const char *getEngineId() const override {
return "private";
}
const char *getName() const override {
return "Private Eye";
}
const char *getOriginalCopyright() const override {
return "Copyright (C) Brooklyn Multimedia";
}
};
REGISTER_PLUGIN_STATIC(PRIVATE_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, PrivateMetaEngineDetection);

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#include "private/private.h"
#include "engines/advancedDetector.h"
class PrivateMetaEngine : public AdvancedMetaEngine {
public:
const char *getName() const override {
return "private";
}
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
};
Common::Error PrivateMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
*engine = new Private::PrivateEngine(syst);
return Common::kNoError;
}
#if PLUGIN_ENABLED_DYNAMIC(PRIVATE)
REGISTER_PLUGIN_DYNAMIC(PRIVATE, PLUGIN_TYPE_ENGINE, PrivateMetaEngine);
#else
REGISTER_PLUGIN_STATIC(PRIVATE, PLUGIN_TYPE_ENGINE, PrivateMetaEngine);
#endif

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engines/private/module.mk Normal file
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MODULE := engines/private
MODULE_OBJS := \
metaengine.o \
private.o
MODULE_DIRS += \
engines/private
# This module can be built as a plugin
ifeq ($(ENABLE_QUUX), DYNAMIC_PLUGIN)
PLUGIN := 1
endif
# Include common rules
include $(srcdir)/rules.mk
# Detection objects
DETECT_OBJS += $(MODULE)/detection.o

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engines/private/private.cpp Normal file
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#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/events.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "engines/util.h"
#include "private/private.h"
namespace Private {
PrivateEngine::PrivateEngine(OSystem *syst)
: Engine(syst) {
// 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 run().
// Do not initialize graphics here
// Do not initialize audio devices 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(kPrivateDebugExample, "example", "this is just an example for a engine specific debug channel");
DebugMan.addDebugChannel(kPrivateDebugExample2, "example2", "also an example");
// Don't forget to register your random source
_rnd = new Common::RandomSource("private");
debug("PrivateEngine::PrivateEngine");
}
PrivateEngine::~PrivateEngine() {
debug("PrivateEngine::~PrivateEngine");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error PrivateEngine::run() {
// Initialize graphics using following:
initGraphics(320, 200);
// You could use backend transactions directly as an alternative,
// but it isn't recommended, until you want to handle the error values
// from OSystem::endGFXTransaction yourself.
// This is just an example template:
//_system->beginGFXTransaction();
// // This setup the graphics mode according to users seetings
// initCommonGFX(false);
//
// // Specify dimensions of game graphics window.
// // In this example: 320x200
// _system->initSize(320, 200);
//FIXME: You really want to handle
//OSystem::kTransactionSizeChangeFailed here
//_system->endGFXTransaction();
// Create debugger console. It requires GFX to be initialized
Console *console = new Console(this);
setDebugger(console);
// Additional setup.
debug("PrivateEngine::init");
// Your main even loop should be (invoked from) here.
debug("PrivateEngine::go: Hello, World!");
// This test will show up if -d1 and --debugflags=example are specified on the commandline
debugC(1, kPrivateDebugExample, "Example debug call");
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline
debugC(3, kPrivateDebugExample | kPrivateDebugExample2, "Example debug call two");
// Simple main event loop
Common::Event evt;
while (!shouldQuit()) {
g_system->getEventManager()->pollEvent(evt);
g_system->delayMillis(10);
}
return Common::kNoError;
}
bool PrivateEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error PrivateEngine::loadGameStream(Common::SeekableReadStream *stream) {
Common::Serializer s(stream, nullptr);
syncGameStream(s);
return Common::kNoError;
}
Common::Error PrivateEngine::saveGameStream(Common::WriteStream *stream, bool isAutosave) {
Common::Serializer s(nullptr, stream);
syncGameStream(s);
return Common::kNoError;
}
void PrivateEngine::syncGameStream(Common::Serializer &s) {
// Use methods of Serializer to save/load fields
int dummy = 0;
s.syncAsUint16LE(dummy);
}
} // End of namespace Private

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engines/private/private.h Normal file
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#ifndef PRIVATE_H
#define PRIVATE_H
#include "common/random.h"
#include "common/serializer.h"
#include "engines/engine.h"
#include "gui/debugger.h"
namespace Private {
class Console;
// our engine debug channels
enum {
kPrivateDebugExample = 1 << 0,
kPrivateDebugExample2 = 1 << 1
// next new channel must be 1 << 2 (4)
// the current limitation is 32 debug channels (1 << 31 is the last one)
};
class PrivateEngine : public Engine {
private:
// We need random numbers
Common::RandomSource *_rnd;
public:
PrivateEngine(OSystem *syst);
~PrivateEngine();
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
bool canLoadGameStateCurrently() override { return true; }
bool canSaveGameStateCurrently() override { return true; }
Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
void syncGameStream(Common::Serializer &s);
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(PrivateEngine *vm) {
}
virtual ~Console(void) {
}
};
} // End of namespace Quux
#endif