/* 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 "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/gui.h" #include "sci/graphics/maciconbar.h" #include "sci/graphics/menu.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 { SciEngine *g_sci = 0; class GfxDriver; SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc) : Engine(syst), _gameDescription(desc), _system(syst) { _console = NULL; assert(g_sci == 0); g_sci = this; _features = 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(kDebugLevelGfxDriver, "Gfxdriver", "Gfx driver debugging"); DebugMan.addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging"); DebugMan.addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging"); DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu handling 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(kDebugLevelSci0Pic, "Sci0Pic", "SCI0 pic drawing debugging"); DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging"); DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game"); _gamestate = 0; _gfxMacIconBar = 0; 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, "avi"); // AVI movie files for Windows versions 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 // 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 (strcmp(getGameID(), "kq6")) SearchMan.addSubDirectoryMatching(gameDataDir, "patches"); // resource patches } SciEngine::~SciEngine() { // Remove all of our debug levels here DebugMan.clearAllDebugChannels(); delete _audio; delete _kernel; delete _vocabulary; delete _console; delete _resMan; delete _features; delete _gfxMacIconBar; g_sci = 0; } Common::Error SciEngine::run() { // 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; } // Add the after market GM patches for the specified game, if they exist _resMan->addNewGMPatch(getGameID()); _gameObj = _resMan->findGameObject(); SegManager *segMan = new SegManager(_resMan); // Scale the screen, if needed int upscaledHires = GFX_SCREEN_UPSCALED_DISABLED; // 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 = GFX_SCREEN_UPSCALED_640x440; #ifdef ENABLE_SCI32 if (!strcmp(getGameID(), "gk1")) upscaledHires = GFX_SCREEN_UPSCALED_640x480; #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 = GFX_SCREEN_UPSCALED_640x400; // Initialize graphics-related parts // invokes initGraphics() if (_resMan->detectHires()) _gfxScreen = new GfxScreen(_resMan, 640, 480); else _gfxScreen = new GfxScreen(_resMan, 320, 200, upscaledHires); _gfxScreen->debugUnditherSetState(ConfMan.getBool("undither")); if (_resMan->isSci11Mac() && getSciVersion() == SCI_VERSION_1_1) _gfxMacIconBar = new GfxMacIconBar(); _gfxPalette = new GfxPalette(_resMan, _gfxScreen); _gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette); _gfxCursor = new GfxCursor(_resMan, _gfxPalette, _gfxScreen); // 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) : NULL; _audio = new AudioPlayer(_resMan); _gamestate = new EngineState(segMan); _eventMan = new EventManager(_resMan); // 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; } #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { _gfxAnimate = 0; _gfxControls = 0; _gfxMenu = 0; _gfxPaint16 = 0; _gfxPorts = 0; _gui = 0; _gui32 = new SciGui32(_gamestate->_segMan, _eventMan, _gfxScreen, _gfxPalette, _gfxCache, _gfxCursor); } else { #endif _gfxPorts = new GfxPorts(segMan, _gfxScreen); _gui = new SciGui(_gamestate, _gfxScreen, _gfxPalette, _gfxCache, _gfxCursor, _gfxPorts, _audio); #ifdef ENABLE_SCI32 _gui32 = 0; _gfxFrameout = 0; g_sci->_gfxMenu->reset(); } #endif _kernel->loadKernelNames(_features); // Must be called after game_init() script_adjust_opcode_formats(); SciVersion soundVersion = _features->detectDoSoundType(); _gamestate->_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, soundVersion); #ifdef USE_OLD_MUSIC_FUNCTIONS initGameSound(0, soundVersion); #endif syncSoundSettings(); #ifdef ENABLE_SCI32 if (_gui32) _gui32->init(); else #endif _gui->init(_features->usesOldGfxFunctions()); // Set default (EGA, amiga or resource 999) palette _gfxPalette->setDefault(); debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion())); // Check whether loading a savestate was requested if (ConfMan.hasKey("save_slot")) { _gamestate->loadFromLauncher = ConfMan.getInt("save_slot"); } else { _gamestate->loadFromLauncher = -1; } runGame(); ConfMan.flushToDisk(); delete _gamestate->_soundCmd; delete _gui; #ifdef ENABLE_SCI32 delete _gui32; #endif delete _gfxPorts; delete _gfxCache; delete _gfxPalette; delete _gfxCursor; delete _gfxScreen; delete _eventMan; delete segMan; delete _gamestate; 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(); if (_gamestate->abortScriptProcessing == kAbortRestartGame && _gfxMenu) _gfxMenu->reset(); _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->gameWasRestarted = false; _gamestate->stack_base = stack->_entries; _gamestate->stack_top = stack->_entries + stack->_capacity; if (!script_instantiate(_resMan, _gamestate->_segMan, 0)) { warning("initGame(): Could not instantiate script 0"); return false; } // Reset parser if (_vocabulary) { _vocabulary->parserIsValid = false; // Invalidate parser _vocabulary->parser_event = NULL_REG; // Invalidate parser event _vocabulary->parser_base = make_reg(_gamestate->_segMan->getSysStringsSegment(), SYS_STRING_PARSER_BASE); } _gamestate->gameStartTime = _gamestate->lastWaitTime = _gamestate->_screenUpdateTime = g_system->getMillis(); srand(g_system->getMillis()); // Initialize random number generator #ifdef USE_OLD_MUSIC_FUNCTIONS if (_gamestate->sfx_init_flags & SFX_STATE_FLAG_NOSOUND) initGameSound(0, _features->detectDoSoundType()); #endif // Load game language into printLang property of game object setSciLanguage(); return true; } #ifdef USE_OLD_MUSIC_FUNCTIONS void SciEngine::initGameSound(int sound_flags, SciVersion soundVersion) { if (getSciVersion() > SCI_VERSION_0_LATE) sound_flags |= SFX_STATE_FLAG_MULTIPLAY; _gamestate->sfx_init_flags = sound_flags; _gamestate->_sound.sfx_init(_resMan, sound_flags, soundVersion); } #endif 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, (_gamestate->abortScriptProcessing == kAbortLoadGame)); exitGame(); if (_gamestate->abortScriptProcessing == kAbortRestartGame) { _gamestate->_segMan->resetSegMan(); initGame(); #ifdef USE_OLD_MUSIC_FUNCTIONS _gamestate->_sound.sfx_reset_player(); #endif initStackBaseWithSelector(SELECTOR(play)); _gamestate->gameWasRestarted = true; } else if (_gamestate->abortScriptProcessing == kAbortLoadGame) { _gamestate->abortScriptProcessing = kAbortNone; initStackBaseWithSelector(SELECTOR(replay)); } else { break; // exit loop } } while (true); } void SciEngine::exitGame() { if (_gamestate->abortScriptProcessing != kAbortLoadGame) { _gamestate->_executionStack.clear(); #ifdef USE_OLD_MUSIC_FUNCTIONS _gamestate->_sound.sfx_exit(); // Reinit because some other code depends on having a valid state initGameSound(SFX_STATE_FLAG_NOSOUND, _features->detectDoSoundType()); #else _audio->stopAllAudio(); _gamestate->_soundCmd->clearPlayList(); #endif } // 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 = 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