/* 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. * * $URL$ * $Id$ * */ #include "common/config-manager.h" #include "common/events.h" #include "common/system.h" #include "common/file.h" #include "asylum/asylum.h" #include "asylum/resourcepack.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 _scene; delete _resMgr; delete _state; _backBuffer.free(); } 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 initGraphics(640, 480, true); _backBuffer.create(640, 480, 1); _resMgr = new ResourceManager(this); _scene = new Scene(this); // DEBUG // Testing new game state abstraction class _state = new MenuState(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 // Disabled for quick testing //_resMgr->loadVideo(0); // TODO: just some scene proof-of-concept _scene->load(5); // DEBUG // Control loop test. Basically just keep the // ScummVM window alive until ESC is pressed. // This will facilitate drawing tests ;) while (!shouldQuit()) { checkForEvent(); // Copy background image _system->copyRectToScreen((byte *)_backBuffer.pixels, _backBuffer.w, 0, 0, _backBuffer.w, _backBuffer.h); waitForTimer(60); } return Common::kNoError; } void AsylumEngine::waitForTimer(int msec_delay) { uint32 start_time = _system->getMillis(); while (_system->getMillis() < start_time + msec_delay) { checkForEvent(); _system->updateScreen(); _system->delayMillis(10); } } void AsylumEngine::checkForEvent() { Common::Event ev; if (_system->getEventManager()->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); } } } _state->handleEvent(&ev); } void AsylumEngine::copyToBackBuffer(byte *buffer, int x, int y, int width, int height) { int h = height; byte *dest = (byte *)_backBuffer.pixels; while (h--) { memcpy(dest, buffer, width); dest += 640; buffer += width; } } void AsylumEngine::copyRectToScreenWithTransparency(byte *buffer, int x, int y, int width, int height) { byte *screenBuffer = (byte *)_system->lockScreen()->pixels; for (int curY = 0; curY < height; curY++) { for (int curX = 0; curX < width; curX++) { if (buffer[curX + curY * width] != 0) { screenBuffer[x + curX + (y + curY) * 640] = buffer[curX + curY * width]; } } } _system->unlockScreen(); } } // namespace Asylum