/* 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/system.h" #include "common/file.h" #include "sci/sci.h" #include "sci/resource.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/kernel_types.h" #include "sci/gui/gui.h" #include "sci/engine/message.h" #ifdef INCLUDE_OLDGFX #include "sci/gfx/gfx_state_internal.h" // required for GfxPort, GfxVisual #include "sci/gfx/menubar.h" #endif namespace Sci { struct OldNewIdTableEntry { Common::String oldId; Common::String newId; bool demo; Common::String demoCheckFile; // if not empty and it doesn't exist, the demo flag is set }; static const OldNewIdTableEntry s_oldNewTable[] = { { "arthur", "camelot", false, "resource.002" }, { "demo", "christmas1988", false, "" }, { "RH Budget", "cnick-longbow", false, "" }, // iceman is the same { "icedemo", "iceman", true, "" }, // longbow is the same { "eco", "ecoquest", false, "resource.000" }, { "eco2", "ecoquest2", true, "" }, // EcoQuest 2 demo { "rain", "ecoquest2", false, "" }, // EcoQuest 2 full { "fp", "freddypharkas", false, "" }, { "emc", "funseeker", false, "" }, { "gk", "gk1", false, "" }, { "hoyledemo", "hoyle1", true, "" }, { "cardgames", "hoyle1", false, "" }, { "solitare", "hoyle2", false, "" }, // hoyle3 is the same // hoyle4 is the same { "demo000", "kq1sci", true, "" }, { "kq1", "kq1sci", false, "" }, { "kq4", "kq4sci", false, "" }, { "cb1", "laurabow", false, "" }, { "lb2", "laurabow2", false, "resource.aud" }, { "rh", "longbow", true, "" }, { "ll1", "lsl1sci", true, "" }, // lsl2 is the same { "lsl3", "lsl3", false, "resource.003" }, { "ll5", "lsl5", true, "" }, // lsl5 is the same // lsl6 is the same { "mg", "mothergoose", false, "" }, { "twisty", "pepper", false, "" }, { "pq1", "pq1sci", false, "" }, { "pq", "pq2", false, "" }, { "tales", "fairytales", false, "resource.002" }, { "trial", "qfg2", false, "" }, { "hq2demo", "qfg2", true, "" }, { "thegame", "slater", false, "" }, { "sq1demo", "sq1sci", true, "" }, { "sq1", "sq1sci", false, "" }, // sq5 is the same { "", "", false, "" } }; const char *convertSierraGameId(const char *gameName, uint32 *gameFlags) { // Convert the id to lower case, so that we match all upper/lower case variants. Common::String sierraId = gameName; sierraId.toLowercase(); // TODO: SCI32 IDs for (const OldNewIdTableEntry *cur = s_oldNewTable; !cur->oldId.empty(); ++cur) { if (sierraId == cur->oldId) { if (cur->demo) *gameFlags |= ADGF_DEMO; if (!cur->demoCheckFile.empty()) if (!Common::File::exists(cur->demoCheckFile.c_str())) *gameFlags |= ADGF_DEMO; return cur->newId.c_str(); } } if (sierraId == "card") { // This could either be christmas1990 or christmas1992 // christmas1990 has a "resource.001" file, whereas // christmas1992 has a "resource.000" file return (Common::File::exists("resource.001")) ? "christmas1990" : "christmas1992"; } if (sierraId == "brain") { // This could either be The Castle of Dr. Brain, or The Island of Dr. Brain // castlebrain has resource.001, whereas islandbrain doesn't return (Common::File::exists("resource.001")) ? "castlebrain" : "islandbrain"; } if (sierraId == "lsl1") { // This could either be LSL1 full version, or LSL casino // LSL1 full has resource.000, whereas LSL casino doesn't return (Common::File::exists("resource.000")) ? "lsl1sci" : "cnick-lsl"; } // TODO: cnick-kq and cnick-longbow (their resources can't be read) // TODO: cnick-sq (same files as Ms. Astro Chicken) if (sierraId == "pq3") { // The pq3 demo comes with resource.000 and resource.001 // The full version was released with several resource.* files, // or one big resource.000 file if (Common::File::exists("resource.000") && Common::File::exists("resource.001") && !Common::File::exists("resource.002")) *gameFlags |= ADGF_DEMO; return "pq3"; } if (sierraId == "glory" || sierraId == "hq") { // This could either be qfg1 or qfg3 or qfg4 // qfg3 has resource.aud, qfg4 has resource.sfx if (Common::File::exists("resource.aud")) return "qfg3"; else if (Common::File::exists("resource.sfx")) return "qfg4"; else return "qfg1"; } if (sierraId == "sq3") { // This could either be SQ3 full version, or Astro Chicken // SQ3 full has resource.002, whereas Astro Chicken doesn't return (Common::File::exists("resource.002")) ? "sq3" : "astrochicken"; } if (sierraId == "sq4") { // This could either be SQ4 full version, or Ms. Astro Chicken // SQ4 full (floppy and CD) has resource.000, whereas Ms. Astro Chicken doesn't return (Common::File::exists("resource.000")) ? "sq4" : "msastrochicken"; } // FIXME: Evil use of strdup here (we are leaking that memory, too) return strdup(sierraId.c_str()); } #ifdef INCLUDE_OLDGFX int _reset_graphics_input(EngineState *s) { Resource *resource; int font_nr; gfx_color_t transparent = { PaletteEntry(), 0, -1, -1, 0 }; debug(2, "Initializing graphics"); if (s->resMan->getViewType() == kViewEga) { for (int i = 0; i < 16; i++) { gfxop_set_color(s->gfx_state, &(s->ega_colors[i]), gfx_sci0_image_colors[sci0_palette][i].r, gfx_sci0_image_colors[sci0_palette][i].g, gfx_sci0_image_colors[sci0_palette][i].b, 0, -1, -1); s->gfx_state->driver->getMode()->palette->makeSystemColor(i, s->ega_colors[i].visual); } } else { // Allocate SCI1 system colors gfx_color_t black = { PaletteEntry(0, 0, 0), 0, 0, 0, GFX_MASK_VISUAL }; s->gfx_state->driver->getMode()->palette->makeSystemColor(0, black.visual); // Check for Amiga palette file. Common::File file; if (file.open("spal")) { s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1_amiga(file)); file.close(); } else { resource = s->resMan->findResource(ResourceId(kResourceTypePalette, 999), 1); if (resource) { if (s->resMan->getViewType() != kViewVga11) s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1(999, resource->data, resource->size)); else s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal11(999, resource->data, resource->size)); s->resMan->unlockResource(resource); } else { debug(2, "Couldn't find the default palette!"); } } } gfxop_fill_box(s->gfx_state, gfx_rect(0, 0, 320, 200), s->ega_colors[0]); // Fill screen black gfxop_update(s->gfx_state); s->pic_is_new = 0; s->pic_visible_map = GFX_MASK_NONE; // Other values only make sense for debugging s->dyn_views = NULL; // no DynViews s->drop_views = NULL; // And, consequently, no list for dropped views font_nr = -1; do { resource = s->resMan->testResource(ResourceId(kResourceTypeFont, ++font_nr)); } while ((!resource) && (font_nr < 65536)); if (!resource) { debug(2, "No text font was found."); return 1; } s->visual = new GfxVisual(s->gfx_state, font_nr); s->wm_port = new GfxPort(s->visual, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent); s->iconbar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 200), s->ega_colors[0], transparent); s->iconbar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH; if (s->resMan->isVGA()) { // This bit sets the foreground and background colors in VGA SCI games gfx_color_t fgcolor; gfx_color_t bgcolor; memset(&fgcolor, 0, sizeof(gfx_color_t)); memset(&bgcolor, 0, sizeof(gfx_color_t)); #if 0 fgcolor.visual = s->gfx_state->resstate->static_palette[0]; fgcolor.mask = GFX_MASK_VISUAL; bgcolor.visual = s->gfx_state->resstate->static_palette[255]; bgcolor.mask = GFX_MASK_VISUAL; #endif s->titlebar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 10), fgcolor, bgcolor); } else { s->titlebar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 10), s->ega_colors[0], s->ega_colors[15]); } s->titlebar_port->_color.mask |= GFX_MASK_PRIORITY; s->titlebar_port->_color.priority = 11; s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY; s->titlebar_port->_bgcolor.priority = 11; s->titlebar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH; // but this is correct s->picture_port = new GfxPort(s->visual, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent); s->visual->add((GfxContainer *)s->visual, s->wm_port); s->visual->add((GfxContainer *)s->visual, s->titlebar_port); s->visual->add((GfxContainer *)s->visual, s->picture_port); s->visual->add((GfxContainer *)s->visual, s->iconbar_port); // Add ports to visual s->port = s->picture_port; // Currently using the picture port #if 0 s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY; s->titlebar_port->_bgcolor.priority = 11; // Standard priority for the titlebar port #endif s->priority_first = 42; // Priority zone 0 ends here if (s->usesOldGfxFunctions()) s->priority_last = 200; else s->priority_last = 190; return 0; } int game_init_graphics(EngineState *s) { return _reset_graphics_input(s); } static void _free_graphics_input(EngineState *s) { debug(2, "Freeing graphics"); delete s->visual; s->wm_port = s->titlebar_port = s->picture_port = NULL; s->visual = NULL; s->dyn_views = NULL; s->port = NULL; } #endif int game_init_sound(EngineState *s, int sound_flags) { if (getSciVersion() > SCI_VERSION_0_LATE) sound_flags |= SFX_STATE_FLAG_MULTIPLAY; s->sfx_init_flags = sound_flags; s->_sound.sfx_init(s->resMan, sound_flags); return 0; } // Architectural stuff: Init/Unintialize engine int script_init_engine(EngineState *s) { s->_msgState = new MessageState(s->_segMan); s->gc_countdown = GC_INTERVAL - 1; SegmentId script_000_segment = s->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK); if (script_000_segment <= 0) { debug(2, "Failed to instantiate script.000"); return 1; } s->script_000 = s->_segMan->getScript(script_000_segment); s->sys_strings = s->_segMan->allocateSysStrings(&s->sys_strings_segment); // Allocate static buffer for savegame and CWD directories SystemString *str = &s->sys_strings->_strings[SYS_STRING_SAVEDIR]; str->_name = "savedir"; str->_maxSize = MAX_SAVE_DIR_SIZE; str->_value = (char *)calloc(MAX_SAVE_DIR_SIZE, sizeof(char)); s->r_acc = s->r_prev = NULL_REG; s->restAdjust = 0; s->_executionStack.clear(); // Start without any execution stack s->execution_stack_base = -1; // No vm is running yet s->restarting_flags = SCI_GAME_IS_NOT_RESTARTING; s->bp_list = NULL; // No breakpoints defined s->have_bp = 0; if (s->detectLofsType() == SCI_VERSION_1_MIDDLE) s->_segMan->setExportAreWide(true); else s->_segMan->setExportAreWide(false); debug(2, "Engine initialized"); #ifdef INCLUDE_OLDGFX s->pic_priority_table = NULL; #endif return 0; } void script_free_breakpoints(EngineState *s) { Breakpoint *bp, *bp_next; // Free breakpoint list bp = s->bp_list; while (bp) { bp_next = bp->next; if (bp->type == BREAK_SELECTOR) free(bp->data.name); free(bp); bp = bp_next; } s->bp_list = NULL; } /*************************************************************/ /* Game instance stuff: Init/Unitialize state-dependant data */ /*************************************************************/ int game_init(EngineState *s) { // FIXME Use new VM instantiation code all over the place DataStack *stack; stack = s->_segMan->allocateStack(VM_STACK_SIZE, &s->stack_segment); s->stack_base = stack->_entries; s->stack_top = stack->_entries + stack->_capacity; if (!script_instantiate(s->resMan, s->_segMan, 0)) { warning("game_init(): Could not instantiate script 0"); return 1; } s->parserIsValid = false; // Invalidate parser s->parser_event = NULL_REG; // Invalidate parser event #ifdef INCLUDE_OLDGFX if (s->gfx_state && _reset_graphics_input(s)) return 1; #endif // Initialize menu TODO: Actually this should be another init() s->_gui->menuReset(); s->successor = NULL; // No successor SystemString *str = &s->sys_strings->_strings[SYS_STRING_PARSER_BASE]; str->_name = "parser-base"; str->_maxSize = MAX_PARSER_BASE; str->_value = (char *)calloc(MAX_PARSER_BASE, sizeof(char)); s->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE); s->game_start_time = g_system->getMillis(); s->last_wait_time = s->game_start_time; srand(g_system->getMillis()); // Initialize random number generator // script_dissect(0, s->_selectorNames); // The first entry in the export table of script 0 points to the game object s->_gameObj = s->_segMan->lookupScriptExport(0, 0); uint32 gameFlags = 0; // unused s->_gameName = convertSierraGameId(s->_segMan->getObjectName(s->_gameObj), &gameFlags); debug(2, " \"%s\" at %04x:%04x", s->_gameName.c_str(), PRINT_REG(s->_gameObj)); #ifdef INCLUDE_OLDGFX s->_menubar = new Menubar(); // Create menu bar #endif if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND) game_init_sound(s, 0); // Load game language into printLang property of game object s->getLanguage(); return 0; } int game_exit(EngineState *s) { s->_executionStack.clear(); if (!s->successor) { s->_sound.sfx_exit(); // Reinit because some other code depends on having a valid state game_init_sound(s, SFX_STATE_FLAG_NOSOUND); } // Note: It's a bad idea to delete the segment manager here. // This function is called right after a game is loaded, and // the segment manager has already been initialized from the // save game. Deleting or resetting it here will result in // invalidating the loaded save state // TODO Free parser segment here // TODO Free scripts here #ifdef INCLUDE_OLDGFX delete s->_menubar; _free_graphics_input(s); #endif // Close all opened file handles s->_fileHandles.clear(); s->_fileHandles.resize(5); return 0; } } // End of namespace Sci