/* 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 "common/stream.h" #include "sound/audiostream.h" #include "sound/wave.h" #include "asylum/asylum.h" #include "asylum/screen.h" #include "asylum/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(_mixer); // 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 ;) 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