/* 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 "common/file.h" // for Common::File::exists() #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/music.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, "movie"); // vmd 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; } extern void showScummVMDialog(const Common::String &message); Common::Error SciEngine::run() { g_eventRec.registerRandomSource(_rng, "sci"); // Assign default values to the config manager, in case settings are missing ConfMan.registerDefault("sci_undither", "true"); ConfMan.registerDefault("sci_originalsaveload", "false"); ConfMan.registerDefault("native_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); _gameObjectAddress = _resMan->findGameObject(); _gameSuperClassAddress = NULL_REG; SegManager *segMan = new SegManager(_resMan); // Initialize the game screen _gfxScreen = new GfxScreen(_resMan); _gfxScreen->debugUnditherSetState(ConfMan.getBool("sci_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, SCI01 and SCI1 EGA games used a parser _vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan, false) : NULL; // Also, XMAS1990 apparently had a parser too. Refer to http://forums.scummvm.org/viewtopic.php?t=9135 if (getGameId() == GID_CHRISTMAS1990) _vocabulary = new Vocabulary(_resMan, false); _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; } // we try to find the super class address of the game object, we can't do that earlier const Object *gameObject = segMan->getObject(_gameObjectAddress); if (!gameObject) { warning("Could not get game object, aborting..."); return Common::kUnknownError; } _gameSuperClassAddress = gameObject->getSuperClassSelector(); 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())); // Patch in our save/restore code, so that dialogs are replaced patchGameSaveRestore(segMan); if (_gameDescription->flags & ADGF_ADDENGLISH) { // if game is multilingual Common::Language selectedLanguage = Common::parseLanguage(ConfMan.get("language")); if (selectedLanguage == Common::EN_ANY) { // and english was selected as language if (SELECTOR(printLang) != -1) // set text language to english writeSelectorValue(segMan, _gameObjectAddress, SELECTOR(printLang), 1); if (SELECTOR(parseLang) != -1) // and set parser language to english as well writeSelectorValue(segMan, _gameObjectAddress, SELECTOR(parseLang), 1); } } // Check whether loading a savestate was requested int directSaveSlotLoading = ConfMan.getInt("save_slot"); if (directSaveSlotLoading >= 0) { // call GameObject::play (like normally) initStackBaseWithSelector(SELECTOR(play)); // We set this, so that the game automatically quit right after init _gamestate->variables[VAR_GLOBAL][4] = TRUE_REG; _gamestate->_executionStackPosChanged = false; run_vm(_gamestate); // As soon as we get control again, actually restore the game reg_t restoreArgv[2] = { NULL_REG, make_reg(0, directSaveSlotLoading) }; // special call (argv[0] is NULL) kRestoreGame(_gamestate, 2, restoreArgv); // this indirectly calls GameObject::init, which will setup menu, text font/color codes etc. // without this games would be pretty badly broken } // Show any special warnings for buggy scripts with severe game bugs, // which have been patched by Sierra if (getGameId() == GID_LONGBOW) { // Longbow 1.0 has a buggy script which prevents the game // from progressing during the Green Man riddle sequence. // A patch for this buggy script has been released by Sierra, // and is necessary to complete the game without issues. // The patched script is included in Longbow 1.1. // Refer to bug #3036609. Resource *buggyScript = _resMan->findResource(ResourceId(kResourceTypeScript, 180), 0); if (buggyScript && (buggyScript->size == 12354 || buggyScript->size == 12362)) { showScummVMDialog("A known buggy game script has been detected, which could " "prevent you from progressing later on in the game, during " "the sequence with the Green Man's riddles. Please, apply " "the latest patch for this game by Sierra to avoid possible " "problems"); } } runGame(); ConfMan.flushToDisk(); return Common::kNoError; } static byte patchGameRestoreSave[] = { 0x39, 0x03, // pushi 03 0x76, // push0 0x38, 0xff, 0xff, // pushi -1 0x76, // push0 0x43, 0xff, 0x06, // call kRestoreGame/kSaveGame (will get fixed directly) 0x48, // ret }; void SciEngine::patchGameSaveRestore(SegManager *segMan) { const Object *gameObject = segMan->getObject(_gameObjectAddress); const uint16 gameMethodCount = gameObject->getMethodCount(); const Object *gameSuperObject = segMan->getObject(_gameSuperClassAddress); const uint16 gameSuperMethodCount = gameSuperObject->getMethodCount(); reg_t methodAddress; const uint16 kernelCount = _kernel->getKernelNamesSize(); const byte *scriptRestorePtr = NULL; byte kernelIdRestore = 0; const byte *scriptSavePtr = NULL; byte kernelIdSave = 0; // this feature is currently not supported on SCI32 if (getSciVersion() >= SCI_VERSION_2) return; switch (_gameId) { case GID_MOTHERGOOSE256: // mother goose saves/restores directly and has no save/restore dialogs case GID_JONES: // gets confused, when we patch us in, although the game isn't able to save/restore o_O return; default: break; } if (ConfMan.getBool("sci_originalsaveload")) return; for (uint16 kernelNr = 0; kernelNr < kernelCount; kernelNr++) { Common::String kernelName = _kernel->getKernelName(kernelNr); if (kernelName == "RestoreGame") kernelIdRestore = kernelNr; if (kernelName == "SaveGame") kernelIdSave = kernelNr; } // Search for gameobject-superclass ::restore for (uint16 methodNr = 0; methodNr < gameSuperMethodCount; methodNr++) { uint16 selectorId = gameSuperObject->getFuncSelector(methodNr); Common::String methodName = _kernel->getSelectorName(selectorId); if (methodName == "restore") { methodAddress = gameSuperObject->getFunction(methodNr); Script *script = segMan->getScript(methodAddress.segment); scriptRestorePtr = script->getBuf(methodAddress.offset); } if (methodName == "save") { methodAddress = gameSuperObject->getFunction(methodNr); Script *script = segMan->getScript(methodAddress.segment); scriptSavePtr = script->getBuf(methodAddress.offset); } } // Search for gameobject ::save, if there is one patch that one instead for (uint16 methodNr = 0; methodNr < gameMethodCount; methodNr++) { uint16 selectorId = gameObject->getFuncSelector(methodNr); Common::String methodName = _kernel->getSelectorName(selectorId); if (methodName == "save") { methodAddress = gameObject->getFunction(methodNr); Script *script = segMan->getScript(methodAddress.segment); scriptSavePtr = script->getBuf(methodAddress.offset); break; } } switch (_gameId) { case GID_FAIRYTALES: // fairy tales automatically saves w/o dialog scriptSavePtr = NULL; default: break; } if (scriptRestorePtr) { // Now patch in our code byte *patchPtr = const_cast(scriptRestorePtr); memcpy(patchPtr, patchGameRestoreSave, sizeof(patchGameRestoreSave)); patchPtr[8] = kernelIdRestore; } if (scriptSavePtr) { // Now patch in our code byte *patchPtr = const_cast(scriptSavePtr); memcpy(patchPtr, patchGameRestoreSave, sizeof(patchGameRestoreSave)); patchPtr[8] = kernelIdSave; } } 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, _gameObjectAddress, _gameObjectAddress, _gamestate->stack_base, 2, _gamestate->stack_base)) { _console->printObject(_gameObjectAddress); 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)); patchGameSaveRestore(_gamestate->_segMan); _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)); patchGameSaveRestore(_gamestate->_segMan); _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 { 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; } int SciEngine::inQfGImportRoom() const { if (_gameId == GID_QFG2 && _gamestate->currentRoomNumber() == 805) { // QFG2 character import screen return 2; } else if (_gameId == GID_QFG3 && _gamestate->currentRoomNumber() == 54) { // QFG3 character import screen return 3; } else if (_gameId == GID_QFG4 && _gamestate->currentRoomNumber() == 54) { return 4; } return 0; } 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) * MUSIC_MASTERVOLUME_MAX / Audio::Mixer::kMaxMixerVolume; g_sci->_soundCmd->setMasterVolume(vol); } } } // End of namespace Sci