/* 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/config-manager.h" #include "engines/advancedDetector.h" #include "sci/sci.h" #include "sci/debug.h" #include "sci/console.h" #include "sci/event.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/script.h" // for script_adjust_opcode_formats & script_free_breakpoints #include "sci/sound/audio.h" #include "sci/sound/soundcmd.h" #include "sci/graphics/gui.h" #include "sci/graphics/ports.h" #include "sci/graphics/palette.h" #include "sci/graphics/cursor.h" #include "sci/graphics/screen.h" #include "sci/graphics/cache.h" #ifdef ENABLE_SCI32 #include "sci/graphics/gui32.h" #endif namespace Sci { extern int g_loadFromLauncher; class GfxDriver; SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc) : Engine(syst), _gameDescription(desc), _system(syst) { _console = NULL; // Set up the engine specific debug levels Common::addDebugChannel(kDebugLevelError, "Error", "Script error debugging"); Common::addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging"); Common::addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging"); Common::addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging"); Common::addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging"); Common::addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging"); Common::addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging"); Common::addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging"); Common::addDebugChannel(kDebugLevelGfxDriver, "Gfxdriver", "Gfx driver debugging"); Common::addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging"); Common::addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging"); Common::addDebugChannel(kDebugLevelMenu, "Menu", "Menu handling debugging"); Common::addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging"); Common::addDebugChannel(kDebugLevelFile, "File", "File I/O debugging"); Common::addDebugChannel(kDebugLevelTime, "Time", "Time debugging"); Common::addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging"); Common::addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging"); Common::addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging"); Common::addDebugChannel(kDebugLevelVM, "VM", "VM debugging"); Common::addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded"); Common::addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging"); Common::addDebugChannel(kDebugLevelSci0Pic, "Sci0Pic", "SCI0 pic drawing debugging"); Common::addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game"); _gamestate = 0; SearchMan.addSubDirectoryMatching(_gameDataDir, "actors"); // KQ6 hi-res portraits SearchMan.addSubDirectoryMatching(_gameDataDir, "aud"); // resource.aud and audio files SearchMan.addSubDirectoryMatching(_gameDataDir, "avi"); // AVI movie files for Windows versions //SearchMan.addSubDirectoryMatching(_gameDataDir, "patches"); // resource patches SearchMan.addSubDirectoryMatching(_gameDataDir, "seq"); // SEQ movie files for DOS versions SearchMan.addSubDirectoryMatching(_gameDataDir, "wav"); // speech files in WAV format SearchMan.addSubDirectoryMatching(_gameDataDir, "sfx"); // music/sound files in WAV format SearchMan.addSubDirectoryMatching(_gameDataDir, "robot"); // robot files } SciEngine::~SciEngine() { // Remove all of our debug levels here Common::clearAllDebugChannels(); delete _audio; delete _kernel; delete _vocabulary; delete _console; delete _resMan; } Common::Error SciEngine::run() { // FIXME/TODO: Move some of the stuff below to init() // Assign default values to the config manager, in case settings are missing ConfMan.registerDefault("undither", "true"); ConfMan.registerDefault("enable_fb01", "false"); _resMan = new ResourceManager(); if (!_resMan) { warning("No resources found, aborting"); return Common::kNoGameDataFoundError; } // Scale the screen, if needed bool upscaledHires = false; // King's Quest 6 and Gabriel Knight 1 have hires content, gk1/cd was able to provide that under DOS as well, but as // gk1/floppy does support upscaled hires scriptswise, but doesn't actually have the hires content we need to limit // it to platform windows. if (getPlatform() == Common::kPlatformWindows) { if (!strcmp(getGameID(), "kq6")) upscaledHires = true; #ifdef ENABLE_SCI32 if (!strcmp(getGameID(), "gk1")) upscaledHires = true; #endif } // Japanese versions of games use hi-res font on upscaled version of the game if ((getLanguage() == Common::JA_JPN) && (getSciVersion() <= SCI_VERSION_1_1)) upscaledHires = true; // Initialize graphics-related parts GfxScreen *screen = 0; // invokes initGraphics() if (_resMan->detectHires()) screen = new GfxScreen(_resMan, 640, 480, false); else screen = new GfxScreen(_resMan, 320, 200, upscaledHires); GfxPalette *palette = new GfxPalette(_resMan, screen); GfxCache *cache = new GfxCache(_resMan, screen, palette); Cursor *cursor = new Cursor(_resMan, palette, screen); // Create debugger console. It requires GFX to be initialized _console = new Console(this); _kernel = new Kernel(_resMan); // Only SCI0 and SCI01 games used a parser _vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan) : NULL; _audio = new AudioPlayer(_resMan); SegManager *segMan = new SegManager(_resMan); // We'll set the GUI below _gamestate = new EngineState(_resMan, _kernel, _vocabulary, segMan, NULL, _audio); _gamestate->_event = new SciEvent(); if (script_init_engine(_gamestate)) return Common::kUnknownError; #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { _gamestate->_gfxPorts = 0; _gamestate->_gfxAnimate = 0; _gamestate->_gui = 0; _gamestate->_gui32 = new SciGui32(_gamestate, screen, palette, cache, cursor); } else { #endif _gamestate->_gfxPorts = new GfxPorts(segMan, screen); _gamestate->_gui = new SciGui(_gamestate, screen, palette, cache, cursor, _gamestate->_gfxPorts, _audio); #ifdef ENABLE_SCI32 _gamestate->_gui32 = 0; } #endif _gamestate->_gfxPalette = palette; _gamestate->_gfxScreen = screen; _gamestate->_gfxCache = cache; if (game_init(_gamestate)) { /* Initialize */ warning("Game initialization failed: Aborting..."); // TODO: Add an "init failed" error? return Common::kUnknownError; } // Add the after market GM patches for the specified game, if they exist _resMan->addNewGMPatch(_gamestate->_gameId); script_adjust_opcode_formats(_gamestate); _kernel->loadKernelNames(getGameID(), _gamestate); // Set the savegame dir (actually, we set it to a fake value, // since we cannot let the game control where saves are stored) strcpy(_gamestate->sys_strings->_strings[SYS_STRING_SAVEDIR]._value, ""); SciVersion soundVersion = _gamestate->detectDoSoundType(); _gamestate->_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, soundVersion); screen->unditherSetState(ConfMan.getBool("undither")); #ifdef USE_OLD_MUSIC_FUNCTIONS if (game_init_sound(_gamestate, 0, soundVersion)) { warning("Game initialization failed: Error in sound subsystem. Aborting..."); return Common::kUnknownError; } #endif syncSoundSettings(); #ifdef ENABLE_SCI32 if (_gamestate->_gui32) _gamestate->_gui32->init(); else #endif _gamestate->_gui->init(_gamestate->usesOldGfxFunctions()); debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion()).c_str()); // Check whether loading a savestate was requested if (ConfMan.hasKey("save_slot")) { g_loadFromLauncher = ConfMan.getInt("save_slot"); } else { g_loadFromLauncher = -1; } game_run(&_gamestate); // Run the game game_exit(_gamestate); script_free_breakpoints(_gamestate); ConfMan.flushToDisk(); delete _gamestate->_soundCmd; delete _gamestate->_gui; delete _gamestate->_event; delete segMan; delete cursor; delete palette; delete screen; delete _gamestate; return Common::kNoError; } // Invoked by error() when a severe error occurs GUI::Debugger *SciEngine::getDebugger() { if (_gamestate) { ExecStack *xs = &(_gamestate->_executionStack.back()); xs->addr.pc.offset = g_debugState.old_pc_offset; xs->sp = g_debugState.old_sp; } g_debugState.runningStep = 0; // Stop multiple execution g_debugState.seeking = kDebugSeekNothing; // Stop special seeks return _console; } // Used to obtain the engine's console in order to print messages to it Console *SciEngine::getSciDebugger() { return _console; } const char* SciEngine::getGameID() const { return _gameDescription->gameid; } Common::Language SciEngine::getLanguage() const { return _gameDescription->language; } Common::Platform SciEngine::getPlatform() const { return _gameDescription->platform; } uint32 SciEngine::getFlags() const { return _gameDescription->flags; } bool SciEngine::isDemo() const { return getFlags() & ADGF_DEMO; } Common::String SciEngine::getSavegameName(int nr) const { return _targetName + Common::String::printf(".%03d", nr); } Common::String SciEngine::getSavegamePattern() const { return _targetName + ".???"; } Common::String SciEngine::getFilePrefix() const { const char* gameID = getGameID(); if (!strcmp(gameID, "qfg2")) { // Quest for Glory 2 wants to read files from Quest for Glory 1 (EGA/VGA) to import character data if (_gamestate->currentRoomNumber() == 805) return "qfg1"; // TODO: Include import-room for qfg1vga } if (!strcmp(gameID, "qfg3")) { // Quest for Glory 3 wants to read files from Quest for Glory 2 to import character data if (_gamestate->currentRoomNumber() == 54) return "qfg2"; } // TODO: Implement the same for qfg4, when sci32 is good enough return _targetName; } Common::String SciEngine::wrapFilename(const Common::String &name) const { return getFilePrefix() + "-" + name; } Common::String SciEngine::unwrapFilename(const Common::String &name) const { Common::String prefix = getFilePrefix() + "-"; if (name.hasPrefix(prefix.c_str())) return Common::String(name.c_str() + prefix.size()); return name; } void SciEngine::pauseEngineIntern(bool pause) { #ifdef USE_OLD_MUSIC_FUNCTIONS _gamestate->_sound.sfx_suspend(pause); #endif _mixer->pauseAll(pause); } void SciEngine::syncSoundSettings() { Engine::syncSoundSettings(); #ifndef USE_OLD_MUSIC_FUNCTIONS bool mute = false; if (ConfMan.hasKey("mute")) mute = ConfMan.getBool("mute"); int soundVolumeMusic = (mute ? 0 : ConfMan.getInt("music_volume")); if (_gamestate && _gamestate->_soundCmd) { int vol = (soundVolumeMusic + 1) * SoundCommandParser::kMaxSciVolume / Audio::Mixer::kMaxMixerVolume; _gamestate->_soundCmd->setMasterVolume(vol); } #endif } } // End of namespace Sci