Beispiel #1
0
/**
* @brief Checks if the necessary subsystems for the application to run are correctly init
* If they are not -> it inits them.
*/
void Application::checkSubsystemsInit()
{
	if ( isValid() )
		return;

	initSubSystems();
}
Beispiel #2
0
Common::Error AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
	assert(engine);

	const ADGameDescription *agdDesc = 0;
	Common::Language language = Common::UNK_LANG;
	Common::Platform platform = Common::kPlatformUnknown;
	Common::String extra;

	if (ConfMan.hasKey("language"))
		language = Common::parseLanguage(ConfMan.get("language"));
	if (ConfMan.hasKey("platform"))
		platform = Common::parsePlatform(ConfMan.get("platform"));
	if (_flags & kADFlagUseExtraAsHint) {
		if (ConfMan.hasKey("extra"))
			extra = ConfMan.get("extra");
	}

	Common::String gameid = ConfMan.get("gameid");

	Common::String path;
	if (ConfMan.hasKey("path")) {
		path = ConfMan.get("path");
	} else {
		path = ".";

		// This situation may happen only when game was
		// launched from a command line with wrong target and
		// no path was provided.
		//
		// A dummy entry will get created and will keep game path
		// We mark this entry, so it will not be added to the
		// config file.
		//
		// Fixes bug #1544799
		ConfMan.setBool("autoadded", true);

		warning("No path was provided. Assuming the data files are in the current directory");
	}
	Common::FSNode dir(path);
	Common::FSList files;
	if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll, true)) {
		warning("Game data path does not exist or is not a directory (%s)", path.c_str());
		return Common::kNoGameDataFoundError;
	}

	if (files.empty())
		return Common::kNoGameDataFoundError;

	// Compose a hashmap of all files in fslist.
	FileMap allFiles;
	composeFileHashMap(allFiles, files, (_maxScanDepth == 0 ? 1 : _maxScanDepth));

	// Run the detector on this
	ADGameDescList matches = detectGame(files.begin()->getParent(), allFiles, language, platform, extra);

	if (cleanupPirated(matches))
		return Common::kNoGameDataFoundError;

	if (_singleId == NULL) {
		// Find the first match with correct gameid.
		for (uint i = 0; i < matches.size(); i++) {
			if (matches[i]->gameId == gameid) {
				agdDesc = matches[i];
				break;
			}
		}
	} else if (matches.size() > 0) {
		agdDesc = matches[0];
	}

	if (agdDesc == 0) {
		// Use fallback detector if there were no matches by other means
		agdDesc = fallbackDetect(allFiles, files);
		if (agdDesc != 0) {
			// Seems we found a fallback match. But first perform a basic
			// sanity check: the gameid must match.
			if (_singleId == NULL && agdDesc->gameId != gameid)
				agdDesc = 0;
		}
	}

	if (agdDesc == 0)
		return Common::kNoGameDataFoundError;

	// If the GUI options were updated, we catch this here and update them in the users config
	// file transparently.
	Common::String lang = getGameGUIOptionsDescriptionLanguage(agdDesc->language);
	if (agdDesc->flags & ADGF_ADDENGLISH)
		lang += " " + getGameGUIOptionsDescriptionLanguage(Common::EN_ANY);

	Common::updateGameGUIOptions(agdDesc->guiOptions + _guiOptions, lang);

	GameDescriptor gameDescriptor = toGameDescriptor(*agdDesc, _gameIds);

	bool showTestingWarning = false;

#ifdef RELEASE_BUILD
	showTestingWarning = true;
#endif

	if (((gameDescriptor.getSupportLevel() == kUnstableGame
			|| (gameDescriptor.getSupportLevel() == kTestingGame
					&& showTestingWarning)))
			&& !Engine::warnUserAboutUnsupportedGame())
		return Common::kUserCanceled;

	debug(2, "Running %s", gameDescriptor.description().c_str());
	initSubSystems(agdDesc);
	if (!createInstance(syst, engine, agdDesc))
		return Common::kNoGameDataFoundError;
	else
		return Common::kNoError;
}