/* 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 "common/debug-channels.h" #include "common/EventRecorder.h" #include "engines/advancedDetector.h" #include "engines/util.h" #include "sci/sci.h" #include "sci/debug.h" #include "sci/console.h" #include "sci/event.h" #include "sci/engine/features.h" #include "sci/engine/message.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/script.h" // for script_adjust_opcode_formats #include "sci/engine/selector.h" // for SELECTOR #include "sci/sound/audio.h" #include "sci/sound/soundcmd.h" #include "sci/graphics/animate.h" #include "sci/graphics/cache.h" #include "sci/graphics/compare.h" #include "sci/graphics/controls.h" #include "sci/graphics/coordadjuster.h" #include "sci/graphics/cursor.h" #include "sci/graphics/maciconbar.h" #include "sci/graphics/menu.h" #include "sci/graphics/paint16.h" #include "sci/graphics/paint32.h" #include "sci/graphics/picture.h" #include "sci/graphics/ports.h" #include "sci/graphics/palette.h" #include "sci/graphics/screen.h" #include "sci/graphics/text16.h" #include "sci/graphics/transitions.h" #ifdef ENABLE_SCI32 #include "sci/graphics/frameout.h" #endif namespace Sci { SciEngine *g_sci = 0; class GfxDriver; SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId) : Engine(syst), _gameDescription(desc), _gameId(gameId) { assert(g_sci == 0); g_sci = this; _gfxMacIconBar = 0; _audio = 0; _features = 0; _resMan = 0; _gamestate = 0; _kernel = 0; _vocabulary = 0; _vocabularyLanguage = 1; // we load english vocabulary on startup _eventMan = 0; _console = 0; // Set up the engine specific debug levels DebugMan.addDebugChannel(kDebugLevelError, "Error", "Script error debugging"); DebugMan.addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging"); DebugMan.addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging"); DebugMan.addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging"); DebugMan.addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging"); DebugMan.addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging"); DebugMan.addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging"); DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging"); DebugMan.addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging"); DebugMan.addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging"); DebugMan.addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging"); DebugMan.addDebugChannel(kDebugLevelFile, "File", "File I/O debugging"); DebugMan.addDebugChannel(kDebugLevelTime, "Time", "Time debugging"); DebugMan.addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging"); DebugMan.addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging"); DebugMan.addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging"); DebugMan.addDebugChannel(kDebugLevelVM, "VM", "VM debugging"); DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded"); DebugMan.addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging"); DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging"); DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game"); const Common::FSNode gameDataDir(ConfMan.get("path")); SearchMan.addSubDirectoryMatching(gameDataDir, "actors"); // KQ6 hi-res portraits SearchMan.addSubDirectoryMatching(gameDataDir, "aud"); // resource.aud and audio files SearchMan.addSubDirectoryMatching(gameDataDir, "audio");// resource.aud and audio files SearchMan.addSubDirectoryMatching(gameDataDir, "audiosfx");// resource.aud and audio files SearchMan.addSubDirectoryMatching(gameDataDir, "wav"); // speech files in WAV format SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); // music/sound files in WAV format SearchMan.addSubDirectoryMatching(gameDataDir, "avi"); // AVI movie files for Windows versions SearchMan.addSubDirectoryMatching(gameDataDir, "seq"); // SEQ movie files for DOS versions SearchMan.addSubDirectoryMatching(gameDataDir, "robot"); // robot movie files SearchMan.addSubDirectoryMatching(gameDataDir, "robots"); // robot movie files SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // vmd movie files SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // vmd movie files // Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD // is for the demo of Phantasmagoria, included in the disk if (_gameId != GID_KQ6) SearchMan.addSubDirectoryMatching(gameDataDir, "patches"); // resource patches } SciEngine::~SciEngine() { // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); #ifdef ENABLE_SCI32 delete _gfxFrameout; #endif delete _gfxMenu; delete _gfxControls; delete _gfxText16; delete _gfxAnimate; delete _gfxPaint; delete _gfxTransitions; delete _gfxCompare; delete _gfxCoordAdjuster; delete _gfxPorts; delete _gfxCache; delete _gfxPalette; delete _gfxCursor; delete _gfxScreen; delete _audio; delete _soundCmd; delete _kernel; delete _vocabulary; delete _console; delete _features; delete _gfxMacIconBar; delete _eventMan; delete _gamestate->_segMan; delete _gamestate; delete _resMan; // should be deleted last g_sci = 0; } Common::Error SciEngine::run() { g_eventRec.registerRandomSource(_rng, "sci"); // Assign default values to the config manager, in case settings are missing ConfMan.registerDefault("undither", "true"); ConfMan.registerDefault("enable_fb01", "false"); _resMan = new ResourceManager(); assert(_resMan); _resMan->addAppropriateSources(); _resMan->init(); // TODO: Add error handling. Check return values of addAppropriateSources // and init. We first have to *add* sensible return values, though ;). /* if (!_resMan) { warning("No resources found, aborting"); return Common::kNoGameDataFoundError; } */ // Reset, so that error()s before SoundCommandParser is initialized wont cause a crash _soundCmd = NULL; // Add the after market GM patches for the specified game, if they exist _resMan->addNewGMPatch(_gameId); _gameObj = _resMan->findGameObject(); SegManager *segMan = new SegManager(_resMan); // Initialize the game screen _gfxScreen = new GfxScreen(_resMan); _gfxScreen->debugUnditherSetState(ConfMan.getBool("undither")); // Create debugger console. It requires GFX to be initialized _console = new Console(this); _kernel = new Kernel(_resMan, segMan); _features = new GameFeatures(segMan, _kernel); // Only SCI0 and SCI01 games used a parser _vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan, false) : NULL; _audio = new AudioPlayer(_resMan); _gamestate = new EngineState(segMan); _eventMan = new EventManager(_resMan->detectFontExtended()); // The game needs to be initialized before the graphics system is initialized, as // the graphics code checks parts of the seg manager upon initialization (e.g. for // the presence of the fastCast object) if (!initGame()) { /* Initialize */ warning("Game initialization failed: Aborting..."); // TODO: Add an "init failed" error? return Common::kUnknownError; } script_adjust_opcode_formats(); // Must be called after game_init(), as they use _features _kernel->loadKernelNames(_features); _soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType()); syncSoundSettings(); // Initialize all graphics related subsystems initGraphics(); debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion())); // Check whether loading a savestate was requested int saveSlot = ConfMan.getInt("save_slot"); if (saveSlot >= 0) { reg_t restoreArgv[2] = { NULL_REG, make_reg(0, saveSlot) }; // special call (argv[0] is NULL) kRestoreGame(_gamestate, 2, restoreArgv); // Initialize the game menu, if there is one. // This is not done when loading, so we must do it manually. reg_t menuBarObj = _gamestate->_segMan->findObjectByName("MenuBar"); if (menuBarObj.isNull()) menuBarObj = _gamestate->_segMan->findObjectByName("TheMenuBar"); // LSL2 if (menuBarObj.isNull()) menuBarObj = _gamestate->_segMan->findObjectByName("menuBar"); // LSL6 if (!menuBarObj.isNull()) { // Reset abortScriptProcessing before initializing the game menu, so that the // VM call performed by invokeSelector will actually run. _gamestate->abortScriptProcessing = kAbortNone; Object *menuBar = _gamestate->_segMan->getObject(menuBarObj); // Invoke the first method (init) of the menuBar object invokeSelector(_gamestate, menuBarObj, menuBar->getFuncSelector(0), 0, _gamestate->stack_base); _gamestate->abortScriptProcessing = kAbortLoadGame; } } runGame(); ConfMan.flushToDisk(); return Common::kNoError; } bool SciEngine::initGame() { // Script 0 needs to be allocated here before anything else! int script0Segment = _gamestate->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK); DataStack *stack = _gamestate->_segMan->allocateStack(VM_STACK_SIZE, NULL); _gamestate->_msgState = new MessageState(_gamestate->_segMan); _gamestate->gcCountDown = GC_INTERVAL - 1; // Script 0 should always be at segment 1 if (script0Segment != 1) { debug(2, "Failed to instantiate script.000"); return false; } _gamestate->initGlobals(); _gamestate->_segMan->initSysStrings(); _gamestate->r_acc = _gamestate->r_prev = NULL_REG; _gamestate->_executionStack.clear(); // Start without any execution stack _gamestate->executionStackBase = -1; // No vm is running yet _gamestate->_executionStackPosChanged = false; _gamestate->abortScriptProcessing = kAbortNone; _gamestate->gameIsRestarting = GAMEISRESTARTING_NONE; _gamestate->stack_base = stack->_entries; _gamestate->stack_top = stack->_entries + stack->_capacity; if (!_gamestate->_segMan->instantiateScript(0)) { error("initGame(): Could not instantiate script 0"); return false; } // Reset parser if (_vocabulary) { _vocabulary->reset(); } _gamestate->gameStartTime = _gamestate->lastWaitTime = _gamestate->_screenUpdateTime = g_system->getMillis(); // Load game language into printLang property of game object setSciLanguage(); return true; } void SciEngine::initGraphics() { // Reset all graphics objects _gfxAnimate = 0; _gfxCache = 0; _gfxCompare = 0; _gfxControls = 0; _gfxCoordAdjuster = 0; _gfxCursor = 0; _gfxMacIconBar = 0; _gfxMenu = 0; _gfxPaint = 0; _gfxPaint16 = 0; _gfxPalette = 0; _gfxPorts = 0; _gfxText16 = 0; _gfxTransitions = 0; #ifdef ENABLE_SCI32 _gfxFrameout = 0; _gfxPaint32 = 0; #endif if (_resMan->isSci11Mac() && getSciVersion() == SCI_VERSION_1_1) _gfxMacIconBar = new GfxMacIconBar(); bool paletteMerging = true; if (getSciVersion() >= SCI_VERSION_1_1) { // there are some games that use inbetween SCI1.1 interpreter, so we have to detect if it's merging or copying if (getSciVersion() == SCI_VERSION_1_1) paletteMerging = _resMan->detectForPaletteMergingForSci11(); else paletteMerging = false; } _gfxPalette = new GfxPalette(_resMan, _gfxScreen, paletteMerging); _gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette); _gfxCursor = new GfxCursor(_resMan, _gfxPalette, _gfxScreen); #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { // SCI32 graphic objects creation _gfxCoordAdjuster = new GfxCoordAdjuster32(_gamestate->_segMan); _gfxCursor->init(_gfxCoordAdjuster, _eventMan); _gfxCompare = new GfxCompare(_gamestate->_segMan, g_sci->getKernel(), _gfxCache, _gfxScreen, _gfxCoordAdjuster); _gfxPaint32 = new GfxPaint32(g_sci->getResMan(), _gamestate->_segMan, g_sci->getKernel(), _gfxCoordAdjuster, _gfxCache, _gfxScreen, _gfxPalette); _gfxPaint = _gfxPaint32; _gfxFrameout = new GfxFrameout(_gamestate->_segMan, g_sci->getResMan(), _gfxCoordAdjuster, _gfxCache, _gfxScreen, _gfxPalette, _gfxPaint32); } else { #endif // SCI0-SCI1.1 graphic objects creation _gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen); _gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts); _gfxCursor->init(_gfxCoordAdjuster, g_sci->getEventManager()); _gfxCompare = new GfxCompare(_gamestate->_segMan, g_sci->getKernel(), _gfxCache, _gfxScreen, _gfxCoordAdjuster); _gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette, g_sci->getResMan()->isVGA()); _gfxPaint16 = new GfxPaint16(g_sci->getResMan(), _gamestate->_segMan, g_sci->getKernel(), _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette, _gfxTransitions, _audio); _gfxPaint = _gfxPaint16; _gfxAnimate = new GfxAnimate(_gamestate, _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette, _gfxCursor, _gfxTransitions); _gfxText16 = new GfxText16(g_sci->getResMan(), _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen); _gfxControls = new GfxControls(_gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen); _gfxMenu = new GfxMenu(g_sci->getEventManager(), _gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor); _gfxMenu->reset(); #ifdef ENABLE_SCI32 } #endif if (_gfxPorts) { _gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16); _gfxPaint16->init(_gfxAnimate, _gfxText16); } // Set default (EGA, amiga or resource 999) palette _gfxPalette->setDefault(); } void SciEngine::initStackBaseWithSelector(Selector selector) { _gamestate->stack_base[0] = make_reg(0, (uint16)selector); _gamestate->stack_base[1] = NULL_REG; // Register the first element on the execution stack if (!send_selector(_gamestate, _gameObj, _gameObj, _gamestate->stack_base, 2, _gamestate->stack_base)) { _console->printObject(_gameObj); error("initStackBaseWithSelector: error while registering the first selector in the call stack"); } } void SciEngine::runGame() { initStackBaseWithSelector(SELECTOR(play)); // Call the play selector // Attach the debug console on game startup, if requested if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup)) _console->attach(); do { _gamestate->_executionStackPosChanged = false; run_vm(_gamestate); exitGame(); if (_gamestate->abortScriptProcessing == kAbortRestartGame) { _gamestate->_segMan->resetSegMan(); initGame(); initStackBaseWithSelector(SELECTOR(play)); _gamestate->gameIsRestarting = GAMEISRESTARTING_RESTART; if (_gfxMenu) _gfxMenu->reset(); _gamestate->abortScriptProcessing = kAbortNone; } else if (_gamestate->abortScriptProcessing == kAbortLoadGame) { _gamestate->abortScriptProcessing = kAbortNone; _gamestate->_executionStack.clear(); initStackBaseWithSelector(SELECTOR(replay)); _gamestate->shrinkStackToBase(); _gamestate->abortScriptProcessing = kAbortNone; } else { break; // exit loop } } while (true); } void SciEngine::exitGame() { if (_gamestate->abortScriptProcessing != kAbortLoadGame) { _gamestate->_executionStack.clear(); _audio->stopAllAudio(); g_sci->_soundCmd->clearPlayList(); } // TODO Free parser segment here // TODO Free scripts here // Close all opened file handles _gamestate->_fileHandles.clear(); _gamestate->_fileHandles.resize(5); } // Invoked by error() when a severe error occurs GUI::Debugger *SciEngine::getDebugger() { if (_gamestate) { ExecStack *xs = &(_gamestate->_executionStack.back()); xs->addr.pc.offset = _debugState.old_pc_offset; xs->sp = _debugState.old_sp; } _debugState.runningStep = 0; // Stop multiple execution _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::getGameIdStr() const { return _gameDescription->gameid; } Common::Language SciEngine::getLanguage() const { return _gameDescription->language; } Common::Platform SciEngine::getPlatform() const { return _gameDescription->platform; } bool SciEngine::isDemo() const { return _gameDescription->flags & 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 { if (_gameId == GID_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 } else if (_gameId == GID_QFG3) { // Quest for Glory 3 wants to read files from Quest for Glory 2 to import character data if (_gamestate->currentRoomNumber() == 54) return "qfg2"; } else if (_gameId == GID_QFG4) { // Quest for Glory 4 wants to read files from Quest for Glory 3 to import character data if (_gamestate->currentRoomNumber() == 54) return "qfg3"; } 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) { _mixer->pauseAll(pause); } void SciEngine::syncSoundSettings() { Engine::syncSoundSettings(); bool mute = false; if (ConfMan.hasKey("mute")) mute = ConfMan.getBool("mute"); int soundVolumeMusic = (mute ? 0 : ConfMan.getInt("music_volume")); if (_gamestate && g_sci->_soundCmd) { int vol = (soundVolumeMusic + 1) * SoundCommandParser::kMaxSciVolume / Audio::Mixer::kMaxMixerVolume; g_sci->_soundCmd->setMasterVolume(vol); } } } // End of namespace Sci