コード例 #1
0
void DreamsEngine::start()
{
    // Global for the legacy refkeen code.
    gDreamsEngine = this;    
    gpRenderLock = SDL_CreateSemaphore(1);

    gKeenFiles.setupFilenames(7);

    setScreenMode(3);

    dreamsengine_datapath = const_cast<char*>(mDataPath.c_str());

    // This function extracts the embedded files. TODO: We should integrate that to our existing system
    // Load the Resources
    loadResources();

    //RefKeen_Patch_id_ca();
    //RefKeen_Patch_id_us();
    RefKeen_Patch_id_rf();
    setupObjOffset();

    // TODO: This seems to be the exe with main cycle. We need to break it into draw and logic routines.
    //InitGame();
    //DemoLoop();
    //kdreams_exe_main();

    mpScene.reset( new DreamsDosIntro );

    gGameState = INTRO_TEXT;

    mpScene->start();
}
コード例 #2
0
bool DreamsEngine::start()
{
    CExeFile &ExeFile = gKeenFiles.exeFile;

    //mLoader.setPermilage(10);

    // Patch the EXE-File-Data directly in the memory.
    CPatcher Patcher(ExeFile, gBehaviorEngine.mPatchFname);
    Patcher.process();

    //mLoader.setPermilage(50);

    extractEmbeddedFilesIntoMemory(g_be_gamever_kdreamse113);

    // Global for the legacy refkeen code.
    gDreamsEngine = this;    
    //gpRenderLock = SDL_CreateSemaphore(1);

    gKeenFiles.setupFilenames(7);

    setScreenMode(3);

    dreamsengine_datapath = const_cast<char*>(mDataPath.c_str());

    // This function extracts the embedded files. TODO: We should integrate that to our existing system
    // Load the Resources
    loadResources();

    //RefKeen_Patch_id_ca();
    //RefKeen_Patch_id_us();
    RefKeen_Patch_id_rf();
    setupObjOffset();

    mpScene.reset( new DreamsDosIntro );

    gGameStateChange = GSS_INTRO_TEXT;

    mpScene->start();

    return true;
}