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engines/sword25/sword25.cpp
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205
engines/sword25/sword25.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/algorithm.h"
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#include "common/array.h"
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#include "common/error.h"
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#include "common/fs.h"
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#include "common/singleton.h"
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#include "common/str-array.h"
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#include "common/str.h"
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "engines/util.h"
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#include "sword25/sword25.h"
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/persistenceservice.h"
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#include "sword25/package/packagemanager.h"
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#include "sword25/script/script.h"
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#include "sword25/gfx/animationtemplateregistry.h" // Needed so we can destroy the singleton
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#include "sword25/gfx/renderobjectregistry.h" // Needed so we can destroy the singleton
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namespace Common {
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DECLARE_SINGLETON(Sword25::RenderObjectRegistry);
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}
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#include "sword25/math/regionregistry.h" // Needed so we can destroy the singleton
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namespace Sword25 {
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const char *const DEFAULT_SCRIPT_FILE = "/system/boot.lua";
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Sword25Engine::Sword25Engine(OSystem *syst, const ADGameDescription *gameDesc):
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Engine(syst),
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_gameDescription(gameDesc) {
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// Setup mixer
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syncSoundSettings();
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setDebugger(new Sword25Console(this));
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}
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Sword25Engine::~Sword25Engine() {
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}
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Common::Error Sword25Engine::run() {
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// Engine initialisation
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Common::Error error = appStart();
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if (error.getCode() != Common::kNoError) {
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appEnd();
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return error;
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}
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// Run the game
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bool runSuccess = appMain();
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// Engine de-initialisation
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bool deinitSuccess = appEnd();
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return (runSuccess && deinitSuccess) ? Common::kNoError : Common::kUnknownError;
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}
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Common::Error Sword25Engine::appStart() {
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// Initialize the graphics mode to RGBA8888
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Graphics::PixelFormat format = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
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initGraphics(800, 600, &format);
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if (format != g_system->getScreenFormat())
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return Common::kUnsupportedColorMode;
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// Kernel initialization
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if (!Kernel::getInstance()->getInitSuccess()) {
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error("Kernel initialization failed.");
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return Common::kUnknownError;
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}
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// Load packages
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PackageManager *packageManagerPtr = Kernel::getInstance()->getPackage();
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if (getGameFlags() & GF_EXTRACTED) {
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Common::Path gameDirectory = ConfMan.getPath("path");
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packageManagerPtr->setRunWithExtractedFiles(gameDirectory);
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if (!packageManagerPtr->loadDirectoryAsPackage(gameDirectory, "/"))
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return Common::kUnknownError;
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} else {
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if (!loadPackages())
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return Common::kUnknownError;
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}
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// Pass the command line to the script engine.
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ScriptEngine *scriptPtr = Kernel::getInstance()->getScript();
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if (!scriptPtr) {
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error("Script initialization failed.");
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return Common::kUnknownError;
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}
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// Set the game target for use in savegames
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setGameTarget(_targetName.c_str());
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Common::StringArray commandParameters;
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scriptPtr->setCommandLine(commandParameters);
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return Common::kNoError;
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}
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bool Sword25Engine::appMain() {
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// The main script start. This script loads all the other scripts and starts the actual game.
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ScriptEngine *scriptPtr = Kernel::getInstance()->getScript();
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assert(scriptPtr);
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scriptPtr->executeFile(DEFAULT_SCRIPT_FILE);
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return true;
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}
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bool Sword25Engine::appEnd() {
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// The kernel is shutdown, and un-initializes all subsystems
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Kernel::deleteInstance();
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AnimationTemplateRegistry::destroy();
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RenderObjectRegistry::destroy();
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RegionRegistry::destroy();
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return true;
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}
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bool Sword25Engine::loadPackages() {
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PackageManager *packageManagerPtr = Kernel::getInstance()->getPackage();
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assert(packageManagerPtr);
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// Load the main package
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if (!packageManagerPtr->loadPackage("data.b25c", "/"))
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return false;
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// Get the contents of the main program directory and sort them alphabetically
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Common::FSNode dir(ConfMan.getPath("path"));
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Common::FSList files;
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if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll)) {
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warning("Game data path does not exist or is not a directory");
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return false;
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}
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Common::sort(files.begin(), files.end());
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// Identify all patch packages
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// The filename of patch packages must have the form patch??.b25c, with the question marks
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// are placeholders for numbers.
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// Since the filenames have been sorted, patches are mounted with low numbers first, through
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// to ones with high numbers. This is important, because newly mount packages overwrite
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// existing files in the virtual file system, if they include files with the same name.
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for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) {
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if (it->getName().matchString("patch???.b25c", true))
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if (!packageManagerPtr->loadPackage(it->getPathInArchive(), "/"))
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return false;
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}
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// Identify and mount all language packages
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// The filename of the packages have the form lang_*.b25c (eg. lang_de.b25c)
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for (Common::FSList::const_iterator it = files.begin(); it != files.end(); ++it) {
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if (it->getName().matchString("lang_*.b25c", true))
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if (!packageManagerPtr->loadPackage(it->getPathInArchive(), "/"))
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return false;
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}
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return true;
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}
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bool Sword25Engine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher);
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// TODO: Implement more of these features?!
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#if 0
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return
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(f == kSupportsSubtitleOptions) ||
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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#endif
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}
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} // End of namespace Sword25
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