/* 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. * */ #include "common/system.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "common/translation.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/guest_additions.h" #include "sci/engine/message.h" #include "sci/engine/object.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/script.h" // for script_adjust_opcode_formats #include "sci/engine/script_patches.h" #include "sci/engine/selector.h" // for SELECTOR #include "sci/sound/audio.h" #include "sci/sound/music.h" #include "sci/sound/sync.h" #include "sci/sound/soundcmd.h" #include "sci/graphics/animate.h" #include "sci/graphics/cache.h" #include "sci/graphics/compare.h" #include "sci/graphics/controls16.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/remap.h" #include "sci/graphics/screen.h" #include "sci/graphics/text16.h" #include "sci/graphics/transitions.h" #ifdef ENABLE_SCI32 #include "sci/graphics/controls32.h" #include "sci/graphics/cursor32.h" #include "sci/graphics/frameout.h" #include "sci/graphics/palette32.h" #include "sci/graphics/remap32.h" #include "sci/graphics/text32.h" #include "sci/graphics/transitions32.h" #include "sci/graphics/video32.h" #include "sci/sound/audio32.h" #endif namespace Sci { SciEngine *g_sci = 0; SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId) : Engine(syst), _gameDescription(desc), _gameId(gameId), _rng("sci") { assert(g_sci == 0); g_sci = this; _gfxMacIconBar = 0; _audio = 0; _sync = nullptr; #ifdef ENABLE_SCI32 _audio32 = nullptr; _video32 = nullptr; _gfxCursor32 = nullptr; #endif _guestAdditions = nullptr; _features = 0; _resMan = 0; _gamestate = 0; _kernel = 0; _vocabulary = 0; _vocabularyLanguage = 1; // we load english vocabulary on startup _eventMan = 0; _console = 0; _opcode_formats = 0; _forceHiresGraphics = false; // 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(kDebugLevelScriptPatcher, "ScriptPatcher", "Notifies when scripts are patched"); DebugMan.addDebugChannel(kDebugLevelWorkarounds, "Workarounds", "Notifies when workarounds are triggered"); DebugMan.addDebugChannel(kDebugLevelVideo, "Video", "Video (SEQ, VMD, RBT) debugging"); DebugMan.addDebugChannel(kDebugLevelGame, "Game", "Debug calls from game scripts"); DebugMan.addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging"); DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging"); DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game"); DebugMan.addDebugChannel(kDebugLevelDebugMode, "DebugMode", "Enable game debug mode 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, "music"); // LSL7 music files (GOG version) SearchMan.addSubDirectoryMatching(gameDataDir, "music/22s16"); // LSL7 music files SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // VMD movie files SearchMan.addSubDirectoryMatching(gameDataDir, "duk"); // Duck movie files in Phantasmagoria 2 SearchMan.addSubDirectoryMatching(gameDataDir, "Robot Folder"); // Mac robot files SearchMan.addSubDirectoryMatching(gameDataDir, "Sound Folder"); // Mac audio files SearchMan.addSubDirectoryMatching(gameDataDir, "Voices Folder", 0, 2, true); // Mac audio36 files (recursive for Torin) SearchMan.addSubDirectoryMatching(gameDataDir, "Voices"); // Mac audio36 files SearchMan.addSubDirectoryMatching(gameDataDir, "VMD Folder"); // Mac VMD files // Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD // (e.g. KQ Collection 1997) is for the demo of Phantasmagoria, included in the disk if (_gameId != GID_KQ6) SearchMan.addSubDirectoryMatching(gameDataDir, "patches"); // resource patches // Some releases (e.g. Pointsoft Torin) use a different patch directory name SearchMan.addSubDirectoryMatching(gameDataDir, "patch"); // resource patches } SciEngine::~SciEngine() { // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); #ifdef ENABLE_SCI32 delete _gfxControls32; delete _gfxPaint32; delete _gfxText32; // GfxFrameout and GfxPalette32 must be deleted after Video32 since // destruction of screen items in the Video32 destructor relies on these // components delete _video32; delete _gfxCursor32; delete _gfxPalette32; delete _gfxTransitions32; delete _gfxFrameout; delete _gfxRemap32; delete _audio32; #endif delete _gfxMenu; delete _gfxControls16; delete _gfxText16; delete _gfxAnimate; delete _gfxPaint16; delete _gfxTransitions; delete _gfxCompare; delete _gfxCoordAdjuster; delete _gfxPorts; delete _gfxCache; delete _gfxPalette16; delete _gfxRemap16; delete _gfxCursor; delete _gfxScreen; delete _audio; delete _sync; delete _soundCmd; delete _kernel; delete _vocabulary; delete _console; delete _guestAdditions; delete _features; delete _gfxMacIconBar; delete _eventMan; delete _gamestate->_segMan; delete _gamestate; delete[] _opcode_formats; delete _scriptPatcher; delete _resMan; // should be deleted last g_sci = 0; } extern void showScummVMDialog(const Common::String &message); Common::Error SciEngine::run() { _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(true, isBE()); _scriptPatcher = new ScriptPatcher(); SegManager *segMan = new SegManager(_resMan, _scriptPatcher); // Read user option for forcing hires graphics // Only show/selectable for: // - King's Quest 6 CD // - King's Quest 6 CD demo // - Gabriel Knight 1 CD // - Police Quest 4 CD // TODO: Check, if Gabriel Knight 1 floppy supports high resolution // // Gabriel Knight 1 on Mac is hi-res only, so it should NOT get this option. // Confirmed by [md5] and originally by clone2727. if (Common::checkGameGUIOption(GAMEOPTION_HIGH_RESOLUTION_GRAPHICS, ConfMan.get("guioptions"))) { // GAMEOPTION_HIGH_RESOLUTION_GRAPHICS is available for the currently detected game, // so read the user option now. // We need to do this, because the option's default is "true", but we don't want "true" // for any game that does not have this option. _forceHiresGraphics = ConfMan.getBool("enable_high_resolution_graphics"); } if (getSciVersion() < SCI_VERSION_2) { // Initialize the game screen _gfxScreen = new GfxScreen(_resMan); _gfxScreen->enableUndithering(ConfMan.getBool("disable_dithering")); } else { _gfxScreen = nullptr; } _kernel = new Kernel(_resMan, segMan); _kernel->init(); _features = new GameFeatures(segMan, _kernel); // Only SCI0, SCI01 and SCI1 EGA games used a parser _vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA_ONLY) ? 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); _gamestate = new EngineState(segMan); _guestAdditions = new GuestAdditions(_gamestate, _features, _kernel); _eventMan = new EventManager(_resMan->detectFontExtended()); #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2_1_EARLY) { _audio32 = new Audio32(_resMan); } else #endif _audio = new AudioPlayer(_resMan); #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { _video32 = new Video32(segMan, _eventMan); } #endif _sync = new Sync(_resMan, segMan); // Create debugger console. It requires GFX and _gamestate to be initialized _console = new Console(this); // 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; } script_adjust_opcode_formats(); // Must be called after game_init(), as they use _features _kernel->loadKernelNames(_features); // Load our Mac executable here for icon bar palettes and high-res fonts loadMacExecutable(); // Initialize all graphics related subsystems initGraphics(); // Sound must be initialized after graphics because SysEx transfers at the // start of the game must pump the event loop to avoid making the OS think // that ScummVM is hanged, and pumping the event loop requires GfxCursor to // be initialized _soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType()); syncSoundSettings(); _guestAdditions->syncAudioOptionsFromScummVM(); _guestAdditions->patchGameSaveRestore(); setLauncherLanguage(); // Check whether loading a savestate was requested int directSaveSlotLoading = ConfMan.getInt("save_slot"); if (directSaveSlotLoading >= 0) { _gamestate->_delayedRestoreGameId = directSaveSlotLoading; // Jones only initializes its menus when restarting/restoring, thus set // the gameIsRestarting flag here before initializing. Fixes bug #6536. if (g_sci->getGameId() == GID_JONES) _gamestate->gameIsRestarting = GAMEISRESTARTING_RESTORE; } // 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.")); } } if (getGameId() == GID_KQ7 && ConfMan.getBool("subtitles")) { showScummVMDialog(_("Subtitles are enabled, but subtitling in King's" " Quest 7 was unfinished and disabled in the release" " version of the game. ScummVM allows the subtitles" " to be re-enabled, but because they were removed from" " the original game, they do not always render" " properly or reflect the actual game speech." " This is not a ScummVM bug -- it is a problem with" " the game's assets.")); } // Show a warning if the user has selected a General MIDI device, no GM patch exists // (i.e. patch 4) and the game is one of the known 8 SCI1 games that Sierra has provided // after market patches for in their "General MIDI Utility". if (_soundCmd->getMusicType() == MT_GM && !ConfMan.getBool("native_mt32")) { if (!_resMan->findResource(ResourceId(kResourceTypePatch, 4), 0)) { switch (getGameId()) { case GID_ECOQUEST: case GID_HOYLE3: case GID_LSL1: case GID_LSL5: case GID_LONGBOW: case GID_SQ1: case GID_SQ4: case GID_FAIRYTALES: showScummVMDialog(_("You have selected General MIDI as a sound device. Sierra " "has provided after-market support for General MIDI for this " "game in their \"General MIDI Utility\". Please, apply this " "patch in order to enjoy MIDI music with this game. Once you " "have obtained it, you can unpack all of the included *.PAT " "files in your ScummVM extras folder and ScummVM will add the " "appropriate patch automatically. Alternatively, you can follow " "the instructions in the READ.ME file included in the patch and " "rename the associated *.PAT file to 4.PAT and place it in the " "game folder. Without this patch, General MIDI music for this " "game will sound badly distorted.")); break; default: break; } } } if (gameHasFanMadePatch()) { showScummVMDialog(_("Your game is patched with a fan made script patch. Such patches have " "been reported to cause issues, as they modify game scripts extensively. " "The issues that these patches fix do not occur in ScummVM, so you are " "advised to remove this patch from your game folder in order to avoid " "having unexpected errors and/or issues later on.")); } runGame(); ConfMan.flushToDisk(); return Common::kNoError; } bool SciEngine::gameHasFanMadePatch() { struct FanMadePatchInfo { SciGameId gameID; uint16 targetScript; uint16 targetSize; uint16 patchedByteOffset; byte patchedByte; }; const FanMadePatchInfo patchInfo[] = { // game script size offset byte // ** NRS Patches ************************** { GID_HOYLE3, 994, 2580, 656, 0x78 }, { GID_KQ1, 85, 5156, 631, 0x02 }, { GID_LAURABOW2, 994, 4382, 0, 0x00 }, { GID_LONGBOW, 994, 4950, 1455, 0x78 }, // English { GID_LONGBOW, 994, 5020, 1469, 0x78 }, // German { GID_LSL1, 803, 592, 342, 0x01 }, { GID_LSL3, 380, 6148, 195, 0x35 }, { GID_LSL5, 994, 4810, 1342, 0x78 }, // English { GID_LSL5, 994, 4942, 1392, 0x76 }, // German { GID_PQ1, 994, 4332, 1473, 0x78 }, { GID_PQ2, 200, 10614, 0, 0x00 }, { GID_PQ3, 994, 4686, 1291, 0x78 }, // English { GID_PQ3, 994, 4734, 1283, 0x78 }, // German { GID_QFG1VGA, 994, 4388, 0, 0x00 }, { GID_QFG3, 994, 4714, 2, 0x48 }, // TODO: Disabled, as it fixes a whole lot of bugs which can't be tested till SCI2.1 support is finished //{ GID_QFG4, 710, 11477, 0, 0x00 }, { GID_SQ1, 994, 4740, 0, 0x00 }, { GID_SQ5, 994, 4142, 1496, 0x78 }, // English/German/French // TODO: Disabled, till we can test the Italian version //{ GID_SQ5, 994, 4148, 0, 0x00 }, // Italian - patched file is the same size as the original // TODO: The bugs in SQ6 can't be tested till SCI2.1 support is finished //{ GID_SQ6, 380, 16308, 15042, 0x0C }, // English //{ GID_SQ6, 380, 11652, 0, 0x00 }, // German - patched file is the same size as the original // ** End marker *************************** { GID_FANMADE, 0, 0, 0, 0x00 } }; int curEntry = 0; while (true) { if (patchInfo[curEntry].targetSize == 0) break; if (patchInfo[curEntry].gameID == getGameId()) { Resource *targetScript = _resMan->findResource(ResourceId(kResourceTypeScript, patchInfo[curEntry].targetScript), 0); if (targetScript && targetScript->size() + 2 == patchInfo[curEntry].targetSize) { if (patchInfo[curEntry].patchedByteOffset == 0) return true; else if (targetScript->getUint8At(patchInfo[curEntry].patchedByteOffset - 2) == patchInfo[curEntry].patchedByte) return true; } } curEntry++; } return false; } 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 0"); 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->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; _gfxControls16 = 0; _gfxCoordAdjuster = 0; _gfxCursor = 0; _gfxMacIconBar = 0; _gfxMenu = 0; _gfxPaint16 = 0; _gfxPalette16 = 0; _gfxRemap16 = 0; _gfxPorts = 0; _gfxText16 = 0; _gfxTransitions = 0; #ifdef ENABLE_SCI32 _gfxControls32 = 0; _gfxText32 = 0; _gfxFrameout = 0; _gfxPaint32 = 0; _gfxPalette32 = 0; _gfxRemap32 = 0; _gfxTransitions32 = 0; _gfxCursor32 = 0; #endif if (hasMacIconBar()) _gfxMacIconBar = new GfxMacIconBar(); #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { _gfxPalette32 = new GfxPalette32(_resMan); _gfxRemap32 = new GfxRemap32(); } else { #endif _gfxPalette16 = new GfxPalette(_resMan, _gfxScreen); if (getGameId() == GID_QFG4DEMO) _gfxRemap16 = new GfxRemap(_gfxPalette16); #ifdef ENABLE_SCI32 } #endif _gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette16); #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { // SCI32 graphic objects creation _gfxCursor32 = new GfxCursor32(); _gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, nullptr, _gfxCoordAdjuster); _gfxPaint32 = new GfxPaint32(_gamestate->_segMan); _gfxTransitions32 = new GfxTransitions32(_gamestate->_segMan); _gfxFrameout = new GfxFrameout(_gamestate->_segMan, _gfxPalette32, _gfxTransitions32, _gfxCursor32); _gfxCursor32->init(_gfxFrameout->getCurrentBuffer()); _gfxText32 = new GfxText32(_gamestate->_segMan, _gfxCache); _gfxControls32 = new GfxControls32(_gamestate->_segMan, _gfxCache, _gfxText32); _gfxFrameout->run(); } else { #endif // SCI0-SCI1.1 graphic objects creation _gfxCursor = new GfxCursor(_resMan, _gfxPalette16, _gfxScreen); _gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen); _gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts); _gfxCursor->init(_gfxCoordAdjuster, _eventMan); _gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, _gfxScreen, _gfxCoordAdjuster); _gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette16); _gfxPaint16 = new GfxPaint16(_resMan, _gamestate->_segMan, _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette16, _gfxTransitions, _audio); _gfxAnimate = new GfxAnimate(_gamestate, _scriptPatcher, _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette16, _gfxCursor, _gfxTransitions); _gfxText16 = new GfxText16(_gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen); _gfxControls16 = new GfxControls16(_gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen); _gfxMenu = new GfxMenu(_eventMan, _gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor); _gfxMenu->reset(); _gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16); _gfxPaint16->init(_gfxAnimate, _gfxText16); #ifdef ENABLE_SCI32 } #endif if (getSciVersion() < SCI_VERSION_2) { // Set default (EGA, amiga or resource 999) palette _gfxPalette16->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() { setTotalPlayTime(0); initStackBaseWithSelector(SELECTOR(play)); // Call the play selector // Attach the debug console on game startup, if requested if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup)) _console->attach(); _guestAdditions->reset(); do { _gamestate->_executionStackPosChanged = false; run_vm(_gamestate); exitGame(); _guestAdditions->sciEngineRunGameHook(); if (_gamestate->abortScriptProcessing == kAbortRestartGame) { _gamestate->_segMan->resetSegMan(); initGame(); initStackBaseWithSelector(SELECTOR(play)); _guestAdditions->patchGameSaveRestore(); setLauncherLanguage(); _gamestate->gameIsRestarting = GAMEISRESTARTING_RESTART; _gamestate->_throttleLastTime = 0; if (_gfxMenu) _gfxMenu->reset(); _gamestate->abortScriptProcessing = kAbortNone; _guestAdditions->reset(); } else if (_gamestate->abortScriptProcessing == kAbortLoadGame) { _gamestate->abortScriptProcessing = kAbortNone; _gamestate->_executionStack.clear(); initStackBaseWithSelector(SELECTOR(replay)); _guestAdditions->patchGameSaveRestore(); setLauncherLanguage(); _gamestate->shrinkStackToBase(); _gamestate->abortScriptProcessing = kAbortNone; syncSoundSettings(); _guestAdditions->syncAudioOptionsFromScummVM(); } else { break; // exit loop } } while (true); } void SciEngine::exitGame() { if (_gamestate->abortScriptProcessing != kAbortLoadGame) { _gamestate->_executionStack.clear(); if (_audio) { _audio->stopAllAudio(); } _sync->stop(); _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()); if (xs) { xs->addr.pc.setOffset(_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; } bool SciEngine::isCD() const { return _gameDescription->flags & ADGF_CD; } bool SciEngine::forceHiresGraphics() const { return _forceHiresGraphics; } bool SciEngine::isBE() const{ switch(_gameDescription->platform) { case Common::kPlatformAmiga: case Common::kPlatformMacintosh: return true; default: return false; } } bool SciEngine::hasMacIconBar() const { return _resMan->isSci11Mac() && getSciVersion() == SCI_VERSION_1_1 && (getGameId() == GID_KQ6 || getGameId() == GID_FREDDYPHARKAS); } Common::String SciEngine::getSavegameName(int nr) const { return _targetName + Common::String::format(".%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 { Common::String prefix = getFilePrefix() + "-"; if (name.hasPrefix(prefix.c_str())) return name; else return prefix + 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()); else return name; } const char *SciEngine::getGameObjectName() { return _gamestate->_segMan->getObjectName(_gameObjectAddress); } 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::sleep(uint32 msecs) { uint32 time; const uint32 wakeUpTime = g_system->getMillis() + msecs; for (;;) { // let backend process events and update the screen _eventMan->getSciEvent(SCI_EVENT_PEEK); #ifdef ENABLE_SCI32 // If a game is in a wait loop, kFrameOut is not called, but mouse // movement is still occurring and the screen needs to be updated to // reflect it if (getSciVersion() >= SCI_VERSION_2) { g_system->updateScreen(); } #endif time = g_system->getMillis(); if (time + 10 < wakeUpTime) { g_system->delayMillis(10); } else { if (time < wakeUpTime) g_system->delayMillis(wakeUpTime - time); break; } } } void SciEngine::setLauncherLanguage() { if (_gameDescription->flags & ADGF_ADDENGLISH) { // If game is multilingual Common::Language chosenLanguage = Common::parseLanguage(ConfMan.get("language")); uint16 languageToSet = 0; switch (chosenLanguage) { case Common::EN_ANY: // and English was selected as language languageToSet = K_LANG_ENGLISH; break; case Common::JA_JPN: { // Set Japanese for FM-Towns games // KQ5 on FM-Towns has no initial language set if (g_sci->getPlatform() == Common::kPlatformFMTowns) { languageToSet = K_LANG_JAPANESE; } } default: break; } if (languageToSet) { if (SELECTOR(printLang) != -1) // set text language writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), languageToSet); if (SELECTOR(parseLang) != -1) // and set parser language as well writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang), languageToSet); } } } void SciEngine::pauseEngineIntern(bool pause) { _mixer->pauseAll(pause); if (_soundCmd) _soundCmd->pauseAll(pause); } void SciEngine::syncSoundSettings() { Engine::syncSoundSettings(); _guestAdditions->syncSoundSettings(); } void SciEngine::loadMacExecutable() { if (getPlatform() != Common::kPlatformMacintosh || getSciVersion() < SCI_VERSION_1_EARLY || getSciVersion() > SCI_VERSION_1_1) return; Common::String filename; switch (getGameId()) { case GID_KQ6: filename = "King's Quest VI"; break; case GID_FREDDYPHARKAS: filename = "Freddy Pharkas"; break; default: break; } if (filename.empty()) return; if (!_macExecutable.open(filename) || !_macExecutable.hasResFork()) { // KQ6/Freddy require the executable to load their icon bar palettes if (hasMacIconBar()) error("Could not load Mac resource fork '%s'", filename.c_str()); // TODO: Show some sort of warning dialog saying they can't get any // high-res Mac fonts, when we get to that point ;) } } uint32 SciEngine::getTickCount() { return g_engine->getTotalPlayTime() * 60 / 1000; } void SciEngine::setTickCount(const uint32 ticks) { return g_engine->setTotalPlayTime(ticks * 1000 / 60); } } // End of namespace Sci