/* 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. * */ #ifndef SCI_SCI_H #define SCI_SCI_H #include "engines/engine.h" #include "common/macresman.h" #include "common/util.h" #include "common/random.h" #include "sci/engine/vm_types.h" // for Selector #include "sci/debug.h" // for DebugState struct ADGameDescription; /** * This is the namespace of the SCI engine. * * Status of this engine: ??? * * Games using this engine: * - Newer Sierra adventure games (based on FreeSCI) * * @todo give a concrete list of supported games. Could also * list future games, with status for each. */ namespace Sci { // GUI-options, primarily used by detection_tables.h #define GAMEOPTION_PREFER_DIGITAL_SFX GUIO_GAMEOPTIONS1 #define GAMEOPTION_ORIGINAL_SAVELOAD GUIO_GAMEOPTIONS2 #define GAMEOPTION_FB01_MIDI GUIO_GAMEOPTIONS3 #define GAMEOPTION_JONES_CDAUDIO GUIO_GAMEOPTIONS4 #define GAMEOPTION_KQ6_WINDOWS_CURSORS GUIO_GAMEOPTIONS5 #define GAMEOPTION_SQ4_SILVER_CURSORS GUIO_GAMEOPTIONS6 #define GAMEOPTION_EGA_UNDITHER GUIO_GAMEOPTIONS7 // HIGH_RESOLUTION_GRAPHICS availability is checked for in SciEngine::run() #define GAMEOPTION_HIGH_RESOLUTION_GRAPHICS GUIO_GAMEOPTIONS8 #define GAMEOPTION_ENABLE_BLACK_LINED_VIDEO GUIO_GAMEOPTIONS9 struct EngineState; class Vocabulary; class ResourceManager; class Kernel; class GameFeatures; class Console; class AudioPlayer; class SoundCommandParser; class EventManager; class SegManager; class ScriptPatcher; class Sync; class GfxAnimate; class GfxCache; class GfxCompare; class GfxControls16; class GfxControls32; class GfxCoordAdjuster; class GfxCursor; class GfxMacIconBar; class GfxMenu; class GfxPaint16; class GfxPaint32; class GfxPalette; class GfxPalette32; class GfxRemap; class GfxRemap32; class GfxPorts; class GfxScreen; class GfxText16; class GfxText32; class GfxTransitions; #ifdef ENABLE_SCI32 // TODO: Move RobotDecoder to Video32 class RobotDecoder; class GfxFrameout; class Audio32; class Video32; class GfxTransitions32; #endif // our engine debug levels enum kDebugLevels { kDebugLevelError = 1 << 0, kDebugLevelNodes = 1 << 1, kDebugLevelGraphics = 1 << 2, kDebugLevelStrings = 1 << 3, kDebugLevelMemory = 1 << 4, kDebugLevelFuncCheck = 1 << 5, kDebugLevelBresen = 1 << 6, kDebugLevelSound = 1 << 7, kDebugLevelBaseSetter = 1 << 8, kDebugLevelParser = 1 << 9, kDebugLevelSaid = 1 << 10, kDebugLevelFile = 1 << 11, kDebugLevelTime = 1 << 12, kDebugLevelRoom = 1 << 13, kDebugLevelAvoidPath = 1 << 14, kDebugLevelDclInflate = 1 << 15, kDebugLevelVM = 1 << 16, kDebugLevelScripts = 1 << 17, kDebugLevelGC = 1 << 18, kDebugLevelResMan = 1 << 19, kDebugLevelOnStartup = 1 << 20, kDebugLevelDebugMode = 1 << 21, kDebugLevelScriptPatcher = 1 << 22, kDebugLevelWorkarounds = 1 << 23 }; enum SciGameId { GID_ASTROCHICKEN, GID_CAMELOT, GID_CASTLEBRAIN, GID_CHEST, GID_CHRISTMAS1988, GID_CHRISTMAS1990, GID_CHRISTMAS1992, GID_CNICK_KQ, GID_CNICK_LAURABOW, GID_CNICK_LONGBOW, GID_CNICK_LSL, GID_CNICK_SQ, GID_ECOQUEST, GID_ECOQUEST2, GID_FAIRYTALES, GID_FREDDYPHARKAS, GID_FUNSEEKER, GID_GK1DEMO, // We have a separate ID for GK1 demo, because it's actually a completely different game (SCI1.1 vs SCI2/SCI2.1) GID_GK1, GID_GK2, GID_HOYLE1, GID_HOYLE2, GID_HOYLE3, GID_HOYLE4, GID_HOYLE5, GID_ICEMAN, GID_INNDEMO, GID_ISLANDBRAIN, GID_JONES, GID_KQ1, GID_KQ4, GID_KQ5, GID_KQ6, GID_KQ7, GID_KQUESTIONS, GID_LAURABOW, GID_LAURABOW2, GID_LIGHTHOUSE, GID_LONGBOW, GID_LSL1, GID_LSL2, GID_LSL3, GID_LSL5, GID_LSL6, GID_LSL6HIRES, // We have a separate ID for LSL6 SCI32, because it's actually a completely different game GID_LSL7, GID_MOTHERGOOSE, // this one is the SCI0 version GID_MOTHERGOOSE256, // this one handles SCI1 and SCI1.1 variants, at least those 2 share a bit in common GID_MOTHERGOOSEHIRES, // this one is the SCI2.1 hires version, completely different from the other ones GID_MSASTROCHICKEN, GID_PEPPER, GID_PHANTASMAGORIA, GID_PHANTASMAGORIA2, GID_PQ1, GID_PQ2, GID_PQ3, GID_PQ4, GID_PQ4DEMO, // We have a separate ID for PQ4 demo, because it's actually a completely different game (SCI1.1 vs SCI2/SCI2.1) GID_PQSWAT, GID_QFG1, GID_QFG1VGA, GID_QFG2, GID_QFG3, GID_QFG4, GID_QFG4DEMO, // We have a separate ID for QFG4 demo, because it's actually a completely different game (SCI1.1 vs SCI2/SCI2.1) GID_RAMA, GID_SHIVERS, //GID_SHIVERS2, // Not SCI GID_SLATER, GID_SQ1, GID_SQ3, GID_SQ4, GID_SQ5, GID_SQ6, GID_TORIN, GID_FANMADE // FIXME: Do we really need/want this? }; /** * SCI versions * For more information, check here: * http://wiki.scummvm.org/index.php/Sierra_Game_Versions#SCI_Games */ enum SciVersion { SCI_VERSION_NONE, SCI_VERSION_0_EARLY, // KQ4 early, LSL2 early, XMAS card 1988 SCI_VERSION_0_LATE, // KQ4, LSL2, LSL3, SQ3 etc SCI_VERSION_01, // KQ1 and multilingual games (S.old.*) SCI_VERSION_1_EGA_ONLY, // SCI 1 EGA with parser (i.e. QFG2 only) SCI_VERSION_1_EARLY, // KQ5 floppy, SQ4 floppy, XMAS card 1990, Fairy tales, Jones floppy SCI_VERSION_1_MIDDLE, // LSL1, Jones CD SCI_VERSION_1_LATE, // Dr. Brain 1, EcoQuest 1, Longbow, PQ3, SQ1, LSL5, KQ5 CD SCI_VERSION_1_1, // Dr. Brain 2, EcoQuest 1 CD, EcoQuest 2, KQ6, QFG3, SQ4CD, XMAS 1992 and many more SCI_VERSION_2, // GK1, PQ4 floppy, QFG4 floppy SCI_VERSION_2_1_EARLY, // GK2 demo, KQ7 1.4/1.51, LSL6 hires, PQ4CD, QFG4 floppy SCI_VERSION_2_1_MIDDLE, // GK2, KQ7 2.00b, MUMG Deluxe, Phantasmagoria 1, PQ:SWAT, QFG4CD, Shivers 1, SQ6, Torin SCI_VERSION_2_1_LATE, // demos of LSL7, Lighthouse, RAMA SCI_VERSION_3 // LSL7, Lighthouse, RAMA, Phantasmagoria 2 }; /** Supported languages */ enum kLanguage { K_LANG_NONE = 0, K_LANG_ENGLISH = 1, K_LANG_FRENCH = 33, K_LANG_SPANISH = 34, K_LANG_ITALIAN = 39, K_LANG_GERMAN = 49, K_LANG_JAPANESE = 81, K_LANG_PORTUGUESE = 351 }; class SciEngine : public Engine { friend class Console; public: SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId); ~SciEngine(); // Engine APIs virtual Common::Error run(); bool hasFeature(EngineFeature f) const; void pauseEngineIntern(bool pause); virtual GUI::Debugger *getDebugger(); Console *getSciDebugger(); Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &desc); bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); void syncSoundSettings(); uint32 getTickCount(); void setTickCount(const uint32 ticks); /** * Syncs the audio options of the ScummVM launcher (speech, subtitles or * both) with the in-game audio options of certain CD game versions. For * some games, this allows simultaneous playing of speech and subtitles, * even if the original games didn't support this feature. * * SCI1.1 games which support simultaneous speech and subtitles: * - EcoQuest 1 CD * - Leisure Suit Larry 6 CD * SCI1.1 games which don't support simultaneous speech and subtitles, * and we add this functionality in ScummVM: * - Space Quest 4 CD * - Freddy Pharkas CD * - Laura Bow 2 CD * SCI1.1 games which don't support simultaneous speech and subtitles, * and we haven't added any extra functionality in ScummVM because extra * script patches are needed: * - King's Quest 6 CD */ bool speechAndSubtitlesEnabled(); void syncIngameAudioOptions(); void updateScummVMAudioOptions(); const SciGameId &getGameId() const { return _gameId; } const char *getGameIdStr() const; int getResourceVersion() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; bool isDemo() const; bool isCD() const; bool forceHiresGraphics() const; /** Returns true if the game's original platform is big-endian. */ bool isBE() const; bool hasMacIconBar() const; inline ResourceManager *getResMan() const { return _resMan; } inline ScriptPatcher *getScriptPatcher() const { return _scriptPatcher; } inline Kernel *getKernel() const { return _kernel; } inline EngineState *getEngineState() const { return _gamestate; } inline Vocabulary *getVocabulary() const { return _vocabulary; } inline EventManager *getEventManager() const { return _eventMan; } inline reg_t getGameObject() const { return _gameObjectAddress; } // Gets the game object VM address Common::RandomSource &getRNG() { return _rng; } Common::String getSavegameName(int nr) const; Common::String getSavegamePattern() const; Common::String getFilePrefix() const; /** Prepend 'TARGET-' to the given filename. */ Common::String wrapFilename(const Common::String &name) const; /** Remove the 'TARGET-' prefix of the given filename, if present. */ Common::String unwrapFilename(const Common::String &name) const; const char *getGameObjectName(); // Gets the name of the game object (should only be used for identifying fanmade games) /** * Checks if we are in a QfG import screen, where special handling * of file-listings is performed. */ int inQfGImportRoom() const; void sleep(uint32 msecs); void scriptDebug(); bool checkExportBreakpoint(uint16 script, uint16 pubfunct); bool checkSelectorBreakpoint(BreakpointType breakpointType, reg_t send_obj, int selector); void patchGameSaveRestore(); public: /** * Processes a multilanguage string based on the current language settings and * returns a string that is ready to be displayed. * @param str the multilanguage string * @param sep optional seperator between main language and subtitle language, * if NULL is passed no subtitle will be added to the returned string * @return processed string */ Common::String strSplitLanguage(const char *str, uint16 *splitLanguage, const char *sep = "\r----------\r"); Common::String strSplit(const char *str, const char *sep = "\r----------\r") { return strSplitLanguage(str, NULL, sep); } kLanguage getSciLanguage(); void setSciLanguage(kLanguage lang); void setSciLanguage(); Common::String getSciLanguageString(const Common::String &str, kLanguage lang, kLanguage *lang2 = NULL, uint16 *languageSplitter = NULL) const; // Check if vocabulary needs to get switched (in multilingual parser games) void checkVocabularySwitch(); // Initializes ports and paint16 for non-sci32 games, also sets default palette void initGraphics(); public: GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx GfxCache *_gfxCache; GfxCompare *_gfxCompare; GfxControls16 *_gfxControls16; // Controls for 16-bit gfx GfxControls32 *_gfxControls32; // Controls for 32-bit gfx GfxCoordAdjuster *_gfxCoordAdjuster; GfxCursor *_gfxCursor; GfxMenu *_gfxMenu; // Menu for 16-bit gfx GfxPalette *_gfxPalette16; GfxPalette32 *_gfxPalette32; // Palette for 32-bit gfx GfxRemap *_gfxRemap16; // Remapping for the QFG4 demo GfxRemap32 *_gfxRemap32; // Remapping for 32-bit gfx GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx GfxPorts *_gfxPorts; // Port managment for 16-bit gfx GfxScreen *_gfxScreen; GfxText16 *_gfxText16; GfxText32 *_gfxText32; GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager #ifdef ENABLE_SCI32 Audio32 *_audio32; Video32 *_video32; RobotDecoder *_robotDecoder; GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx GfxTransitions32 *_gfxTransitions32; #endif AudioPlayer *_audio; Sync *_sync; SoundCommandParser *_soundCmd; GameFeatures *_features; opcode_format (*_opcode_formats)[4]; DebugState _debugState; Common::MacResManager *getMacExecutable() { return &_macExecutable; } private: /** * Initializes a SCI game * This function must be run before script_run() is executed. Graphics data * is initialized iff s->gfx_state != NULL. * @param[in] s The state to operate on * @return true on success, false if an error occurred. */ bool initGame(); /** * Runs a SCI game * This is the main function for SCI games. It takes a valid state, loads * script 0 to it, finds the game object, allocates a stack, and runs the * init method of the game object. In layman's terms, this runs a SCI game. * @param[in] s Pointer to the pointer of the state to operate on */ void runGame(); /** * Uninitializes an initialized SCI game * This function should be run after each script_run() call. * @param[in] s The state to operate on */ void exitGame(); /** * Loads the Mac executable for SCI1 games */ void loadMacExecutable(); void initStackBaseWithSelector(Selector selector); bool gameHasFanMadePatch(); void setLauncherLanguage(); const ADGameDescription *_gameDescription; const SciGameId _gameId; ResourceManager *_resMan; /**< The resource manager */ ScriptPatcher *_scriptPatcher; /**< The script patcher */ EngineState *_gamestate; Kernel *_kernel; Vocabulary *_vocabulary; int16 _vocabularyLanguage; EventManager *_eventMan; reg_t _gameObjectAddress; /**< Pointer to the game object */ Console *_console; Common::RandomSource _rng; Common::MacResManager _macExecutable; bool _forceHiresGraphics; // user-option for GK1, KQ6, PQ4 }; /** * Global instance of the SciEngine class, similar to g_engine. * This is a hackish way to make all central components available * everywhere. Ideally, we would get rid of this again in the future, * but for now it's a pragmatic and simple way to achieve the goal. */ extern SciEngine *g_sci; /** * Convenience function to obtain the active SCI version. */ SciVersion getSciVersion(); /** * Same as above, but this version doesn't assert on unknown SCI versions. * Only used by the fallback detector */ SciVersion getSciVersionForDetection(); /** * Convenience function converting an SCI version into a human-readable string. */ const char *getSciVersionDesc(SciVersion version); } // End of namespace Sci #endif // SCI_SCI_H