/* 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 "sci/sci.h" // for INCLUDE_OLDGFX #include "sci/engine/state.h" #include "sci/engine/vm.h" #include "sci/engine/script.h" #include "sci/engine/message.h" namespace Sci { EngineState::EngineState(ResourceManager *res, Kernel *kernel, Vocabulary *voc, SegManager *segMan, SciGui *gui, AudioPlayer *audio) : resMan(res), _kernel(kernel), _voc(voc), _segMan(segMan), _gui(gui), _audio(audio), _dirseeker() { sfx_init_flags = 0; restarting_flags = 0; last_wait_time = 0; _fileHandles.resize(5); execution_stack_base = 0; _executionStackPosChanged = false; r_acc = NULL_REG; restAdjust = 0; r_prev = NULL_REG; stack_segment = 0; stack_base = 0; stack_top = 0; parser_base = NULL_REG; parser_event = NULL_REG; script_000 = 0; bp_list = 0; have_bp = 0; sys_strings_segment = 0; sys_strings = 0; parserIsValid = false; _gameObj = NULL_REG; gc_countdown = 0; successor = 0; _lastAnimateCounter = 0; _lastAnimateTime = 0; _setCursorType = SCI_VERSION_NONE; _doSoundType = SCI_VERSION_NONE; _lofsType = SCI_VERSION_NONE; _gfxFunctionsType = SCI_VERSION_NONE; _moveCountType = kMoveCountUninitialized; _usesCdTrack = Common::File::exists("cdaudio.map"); _soundCmd = 0; } EngineState::~EngineState() { delete _msgState; } uint16 EngineState::currentRoomNumber() const { return script_000->_localsBlock->_locals[13].toUint16(); } void EngineState::setRoomNumber(uint16 roomNumber) { script_000->_localsBlock->_locals[13] = make_reg(0, roomNumber); } kLanguage EngineState::charToLanguage(const char c) const { switch (c) { case 'F': return K_LANG_FRENCH; case 'S': return K_LANG_SPANISH; case 'I': return K_LANG_ITALIAN; case 'G': return K_LANG_GERMAN; case 'J': case 'j': return K_LANG_JAPANESE; case 'P': return K_LANG_PORTUGUESE; default: return K_LANG_NONE; } } Common::String EngineState::getLanguageString(const char *str, kLanguage lang) const { kLanguage secondLang = K_LANG_NONE; const char *seeker = str; while (*seeker) { if ((*seeker == '%') || (*seeker == '#')) { secondLang = charToLanguage(*(seeker + 1)); if (secondLang != K_LANG_NONE) break; } seeker++; } if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) { // FIXME: Add Kanji support lang = K_LANG_ENGLISH; } if (secondLang == lang) return Common::String(seeker + 2); if (seeker) return Common::String(str, seeker - str); else return Common::String(str); } kLanguage EngineState::getLanguage() { kLanguage lang = K_LANG_ENGLISH; if (_kernel->_selectorCache.printLang != -1) { lang = (kLanguage)GET_SEL32V(_segMan, _gameObj, printLang); if ((getSciVersion() == SCI_VERSION_1_1) || (lang == K_LANG_NONE)) { // If language is set to none, we use the language from the game detector. // SSCI reads this from resource.cfg (early games do not have a language // setting in resource.cfg, but instead have the secondary language number // hardcoded in the game script). // SCI1.1 games always use the language setting from the config file // (essentially disabling runtime language switching). // Note: only a limited number of multilanguage games have been tested // so far, so this information may not be 100% accurate. switch (((Sci::SciEngine*)g_engine)->getLanguage()) { case Common::FR_FRA: lang = K_LANG_FRENCH; break; case Common::ES_ESP: lang = K_LANG_SPANISH; break; case Common::IT_ITA: lang = K_LANG_ITALIAN; break; case Common::DE_DEU: lang = K_LANG_GERMAN; break; case Common::JA_JPN: lang = K_LANG_JAPANESE; break; case Common::PT_BRA: lang = K_LANG_PORTUGUESE; break; default: lang = K_LANG_ENGLISH; } // Store language in printLang selector PUT_SEL32V(_segMan, _gameObj, printLang, lang); } } return lang; } Common::String EngineState::strSplit(const char *str, const char *sep) { kLanguage lang = getLanguage(); kLanguage subLang = K_LANG_NONE; if (_kernel->_selectorCache.subtitleLang != -1) { subLang = (kLanguage)GET_SEL32V(_segMan, _gameObj, subtitleLang); } Common::String retval = getLanguageString(str, lang); if ((subLang != K_LANG_NONE) && (sep != NULL)) { retval += sep; retval += getLanguageString(str, subLang); } return retval; } bool EngineState::autoDetectFeature(FeatureDetection featureDetection, int methodNum) { Common::String objName; Selector slc = 0; reg_t objAddr; bool foundTarget = false; // Get address of target script switch (featureDetection) { case kDetectGfxFunctions: objName = "Rm"; objAddr = _segMan->findObjectByName(objName); slc = _kernel->_selectorCache.overlay; break; case kDetectMoveCountType: objName = "Motion"; objAddr = _segMan->findObjectByName(objName); slc = _kernel->_selectorCache.doit; break; case kDetectSoundType: objName = "Sound"; objAddr = _segMan->findObjectByName(objName); slc = _kernel->_selectorCache.play; break; case kDetectSetCursorType: objName = "Game"; // We need to check the overridden game object here. Fixes KQ5CD setCursor detection, // as KQ5CD overrides the default setCursor selector of the Game object objAddr = _gameObj; slc = _kernel->_selectorCache.setCursor; break; case kDetectLofsType: objName = "Game"; objAddr = _segMan->findObjectByName(objName); break; default: warning("autoDetectFeature: invalid featureDetection value %x", featureDetection); return false; } reg_t addr; if (objAddr.isNull()) { warning("autoDetectFeature: %s object couldn't be found", objName.c_str()); return false; } if (methodNum == -1) { if (lookup_selector(_segMan, objAddr, slc, NULL, &addr) != kSelectorMethod) { warning("autoDetectFeature: target selector is not a method of object %s", objName.c_str()); return false; } } else { addr = _segMan->getObject(objAddr)->getFunction(methodNum); } uint16 offset = addr.offset; Script *script = _segMan->getScript(addr.segment); uint16 intParam = 0xFFFF; do { uint16 kFuncNum; int opsize = script->_buf[offset++]; uint opcode = opsize >> 1; int i = 0; byte argc; if (featureDetection == kDetectLofsType) { if (opcode == op_lofsa || opcode == op_lofss) { uint16 lofs; // Load lofs operand if (opsize & 1) { if (offset >= script->_bufSize) break; lofs = script->_buf[offset++]; } else { if ((uint32)offset + 1 >= (uint32)script->_bufSize) break; lofs = READ_LE_UINT16(script->_buf + offset); offset += 2; } // Check for going out of bounds when interpreting as abs/rel if (lofs >= script->_bufSize) _lofsType = SCI_VERSION_0_EARLY; if ((signed)offset + (int16)lofs < 0) _lofsType = SCI_VERSION_1_MIDDLE; if ((signed)offset + (int16)lofs >= (signed)script->_bufSize) _lofsType = SCI_VERSION_1_MIDDLE; if (_lofsType != SCI_VERSION_NONE) return true; // If we reach here, we haven't been able to deduce the lofs parameter // type, but we have advanced the offset pointer already. So move on // to the next opcode continue; } } if (featureDetection == kDetectSoundType) { // The play method of the Sound object pushes the DoSound command // that it'll use just before it calls DoSound. We intercept that here // in order to check what sound semantics are used, cause the position // of the sound commands has changed at some point during SCI1 middle if (opcode == op_pushi) { // Load the pushi parameter if (opsize & 1) { if (offset >= script->_bufSize) break; intParam = script->_buf[offset++]; } else { if ((uint32)offset + 1 >= (uint32)script->_bufSize) break; intParam = READ_LE_UINT16(script->_buf + offset); offset += 2; } continue; } } while (g_opcode_formats[opcode][i]) { switch (g_opcode_formats[opcode][i++]) { case Script_Invalid: break; case Script_SByte: case Script_Byte: offset++; break; case Script_Word: case Script_SWord: offset += 2; break; case Script_SVariable: case Script_Variable: case Script_Property: case Script_Global: case Script_Local: case Script_Temp: case Script_Param: if (opsize & 1) kFuncNum = script->_buf[offset++]; else { kFuncNum = 0xffff & (script->_buf[offset] | (script->_buf[offset + 1] << 8)); offset += 2; } if (opcode == op_callk) { argc = script->_buf[offset++]; switch (featureDetection) { case kDetectGfxFunctions: if (kFuncNum == 8) { // kDrawPic (SCI0 - SCI11) // If kDrawPic is called with 6 parameters from the // overlay selector, the game is using old graphics functions. // Otherwise, if it's called with 8 parameters, it's using new // graphics functions _gfxFunctionsType = (argc == 8) ? SCI_VERSION_0_LATE : SCI_VERSION_0_EARLY; return true; } break; case kDetectMoveCountType: // Games which ignore move count call kAbs before calling kDoBresen if (_kernel->getKernelName(kFuncNum) == "Abs") { foundTarget = true; } else if (_kernel->getKernelName(kFuncNum) == "DoBresen") { _moveCountType = foundTarget ? kIgnoreMoveCount : kIncrementMoveCount; return true; } break; case kDetectSoundType: // Late SCI1 games call kIsObject before kDoSound if (kFuncNum == 6) { // kIsObject (SCI0-SCI11) foundTarget = true; } else if (kFuncNum == 45) { // kDoSound (SCI1) // First, check which DoSound function is called by the play method of // the Sound object switch (intParam) { case 1: _doSoundType = SCI_VERSION_0_EARLY; break; case 7: _doSoundType = SCI_VERSION_1_EARLY; break; case 8: _doSoundType = SCI_VERSION_1_LATE; break; default: // Unknown case... should never happen. We fall back to // alternative detection here, which works in general, apart from // some transitive games like Jones CD _doSoundType = foundTarget ? SCI_VERSION_1_LATE : SCI_VERSION_1_EARLY; break; } if (_doSoundType != SCI_VERSION_NONE) return true; } break; case kDetectSetCursorType: // Games with colored mouse cursors call kIsObject before kSetCursor if (kFuncNum == 6) { // kIsObject (SCI0-SCI11) foundTarget = true; } else if (kFuncNum == 40) { // kSetCursor (SCI0-SCI11) _setCursorType = foundTarget ? SCI_VERSION_1_1 : SCI_VERSION_0_EARLY; return true; } break; default: break; } } break; case Script_Offset: case Script_SRelative: offset++; if (!opsize & 1) offset++; break; case Script_End: offset = 0; // exit loop break; default: warning("opcode %02x: Invalid", opcode); } } } while (offset > 0); // Some games, like KQ5CD, never actually call SetCursor inside Game::setCursor // but call isObject. Cover this case here, if we're actually reading the selector // itself, and not iterating through the Game object (i.e. when the selector // dictionary is missing) if (featureDetection == kDetectSetCursorType && methodNum == -1 && foundTarget) { _setCursorType = SCI_VERSION_1_1; return true; } return false; // not found } SciVersion EngineState::detectDoSoundType() { if (_doSoundType == SCI_VERSION_NONE) { if (getSciVersion() == SCI_VERSION_0_EARLY) { // This game is using early SCI0 sound code (different headers than SCI0 late) _doSoundType = SCI_VERSION_0_EARLY; } else if (_kernel->_selectorCache.nodePtr == -1) { // No nodePtr selector, so this game is definitely using newer // SCI0 sound code (i.e. SCI_VERSION_0_LATE) _doSoundType = SCI_VERSION_0_LATE; } else { if (getSciVersion() >= SCI_VERSION_1_LATE) { // All SCI1 late games use the newer doSound semantics _doSoundType = SCI_VERSION_1_LATE; } else { if (!autoDetectFeature(kDetectSoundType)) { warning("DoSound detection failed, taking an educated guess"); if (getSciVersion() >= SCI_VERSION_1_MIDDLE) _doSoundType = SCI_VERSION_1_LATE; else if (getSciVersion() > SCI_VERSION_01) _doSoundType = SCI_VERSION_1_EARLY; } } } debugC(1, kDebugLevelSound, "Detected DoSound type: %s", getSciVersionDesc(_doSoundType).c_str()); } return _doSoundType; } SciVersion EngineState::detectSetCursorType() { if (_setCursorType == SCI_VERSION_NONE) { if (getSciVersion() <= SCI_VERSION_01) { // SCI0/SCI01 games never use cursor views _setCursorType = SCI_VERSION_0_EARLY; } else if (getSciVersion() >= SCI_VERSION_1_1) { // SCI1.1 games always use cursor views _setCursorType = SCI_VERSION_1_1; } else { bool found = false; if (_kernel->_selectorCache.setCursor == -1) { // Find which function of the Game object calls setCursor Object *obj = _segMan->getObject(_gameObj); for (uint m = 0; m < obj->getMethodCount(); m++) { found = autoDetectFeature(kDetectSetCursorType, m); if (found) break; } } else { found = autoDetectFeature(kDetectSetCursorType); } if (!found) { // Quite normal in several demos which don't have a cursor warning("SetCursor detection failed, taking an educated guess"); if (getSciVersion() >= SCI_VERSION_1_1) _setCursorType = SCI_VERSION_1_1; else _setCursorType = SCI_VERSION_0_EARLY; } } debugC(1, kDebugLevelGraphics, "Detected SetCursor type: %s", getSciVersionDesc(_setCursorType).c_str()); } return _setCursorType; } SciVersion EngineState::detectLofsType() { if (_lofsType == SCI_VERSION_NONE) { // This detection only works (and is only needed) for SCI 1 if (getSciVersion() <= SCI_VERSION_01) { _lofsType = SCI_VERSION_0_EARLY; return _lofsType; } if (getSciVersion() >= SCI_VERSION_1_1) { _lofsType = SCI_VERSION_1_1; return _lofsType; } // Find a function of the game object which invokes lofsa/lofss reg_t gameClass = _segMan->findObjectByName("Game"); Object *obj = _segMan->getObject(gameClass); bool found = false; for (uint m = 0; m < obj->getMethodCount(); m++) { found = autoDetectFeature(kDetectLofsType, m); if (found) break; } if (!found) { warning("Lofs detection failed, taking an educated guess"); if (getSciVersion() >= SCI_VERSION_1_MIDDLE) _lofsType = SCI_VERSION_1_MIDDLE; else _lofsType = SCI_VERSION_0_EARLY; } debugC(1, kDebugLevelVM, "Detected Lofs type: %s", getSciVersionDesc(_lofsType).c_str()); } return _lofsType; } SciVersion EngineState::detectGfxFunctionsType() { if (_gfxFunctionsType == SCI_VERSION_NONE) { // This detection only works (and is only needed) for SCI0 games if (getSciVersion() >= SCI_VERSION_01) { _gfxFunctionsType = SCI_VERSION_0_LATE; return _gfxFunctionsType; } if (getSciVersion() > SCI_VERSION_0_EARLY) { // Check if the game is using an overlay bool found = false; if (_kernel->_selectorCache.overlay == -1) { // No overlay selector found, check if any method of the Rm object // is calling kDrawPic, as the overlay selector might be missing in demos Object *obj = _segMan->getObject(_segMan->findObjectByName("Rm")); for (uint m = 0; m < obj->getMethodCount(); m++) { found = autoDetectFeature(kDetectGfxFunctions, m); if (found) break; } } if (_kernel->_selectorCache.overlay == -1 && !found) { // No overlay selector found, therefore the game is definitely // using old graphics functions _gfxFunctionsType = SCI_VERSION_0_EARLY; } else if (_kernel->_selectorCache.overlay == -1 && found) { // Detection already done above } else { // _kernel->_selectorCache.overlay != -1 // An in-between case: The game does not have a shiftParser // selector, but it does have an overlay selector, so it uses an // overlay. Therefore, check it to see how it calls kDrawPic to // determine the graphics functions type used if (!autoDetectFeature(kDetectGfxFunctions)) { warning("Graphics functions detection failed, taking an educated guess"); // Try detecting the graphics function types from the existence of the motionCue // selector (which is a bit of a hack) if (_kernel->findSelector("motionCue") != -1) _gfxFunctionsType = SCI_VERSION_0_LATE; else _gfxFunctionsType = SCI_VERSION_0_EARLY; } } } else { // (getSciVersion() == SCI_VERSION_0_EARLY) // Old SCI0 games always used old graphics functions _gfxFunctionsType = SCI_VERSION_0_EARLY; } debugC(1, kDebugLevelVM, "Detected graphics functions type: %s", getSciVersionDesc(_gfxFunctionsType).c_str()); } return _gfxFunctionsType; } MoveCountType EngineState::detectMoveCountType() { if (_moveCountType == kMoveCountUninitialized) { // SCI0/SCI01 games always increment move count if (getSciVersion() <= SCI_VERSION_01) { _moveCountType = kIncrementMoveCount; } else { if (!autoDetectFeature(kDetectMoveCountType)) { warning("Move count autodetection failed"); _moveCountType = kIncrementMoveCount; // Most games do this, so best guess } } debugC(1, kDebugLevelVM, "Detected move count handling: %s", (_moveCountType == kIncrementMoveCount) ? "increment" : "ignore"); } return _moveCountType; } } // End of namespace Sci