/* 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 "asylum/asylum.h" #include "asylum/screen.h" namespace Asylum { AsylumEngine::AsylumEngine(OSystem *system, Common::Language language) : Engine(system) { Common::File::addDefaultDirectory(_gameDataDir.getChild("Data")); Common::File::addDefaultDirectory(_gameDataDir.getChild("Vids")); _eventMan->registerRandomSource(_rnd, "asylum"); } AsylumEngine::~AsylumEngine() { //Common::clearAllDebugChannels(); delete _screen; delete _resMgr; } 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; // 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: load smaker intro movie (0)->(mov000.smk) // TODO: if savegame exists on folder, than start NewGame() return Common::kNoError; } Common::Error AsylumEngine::go() { showMainMenu(); // DEBUG // Control loop test. Basically just keep the // ScummVM window alive until ESC is pressed. // This will facilitate drawing tests ;) bool end = false; Common::EventManager *em = _system->getEventManager(); while (!end) { Common::Event ev; if (em->pollEvent(ev)) { if (ev.type == Common::EVENT_KEYDOWN) { if (ev.kbd.keycode == Common::KEYCODE_ESCAPE) end = true; //if (ev.kbd.keycode == Common::KEYCODE_RETURN) } } _system->delayMillis(10); } return Common::kNoError; } void AsylumEngine::showMainMenu() { // eyes animation index table //const uint32 eyesTable[8] = {3, 5, 1, 7, 4, 8, 2, 6}; _screen->setFrontBuffer( 0, 0, SCREEN_WIDTH, SCREEN_DEPTH, _resMgr->getGraphic("res.001",0).getEntry(0).data); _screen->setPalette(_resMgr->getPalette("res.001", 17).data); _screen->updateScreen(); } } // namespace Asylum