/* 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/config-manager.h" #include "common/debug-channels.h" #include "common/md5.h" #include "common/events.h" #include "common/EventRecorder.h" #include "common/system.h" #include "engines/util.h" #include "gui/message.h" #include "gui/GuiManager.h" #include "graphics/cursorman.h" #include "scumm/akos.h" #include "scumm/charset.h" #include "scumm/costume.h" #include "scumm/debugger.h" #include "scumm/dialogs.h" #include "scumm/file.h" #include "scumm/file_nes.h" #include "scumm/imuse/imuse.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/smush/smush_mixer.h" #include "scumm/smush/smush_player.h" #include "scumm/insane/insane.h" #include "scumm/he/animation_he.h" #include "scumm/he/intern_he.h" #include "scumm/he/logic_he.h" #include "scumm/he/sound_he.h" #include "scumm/object.h" #include "scumm/player_nes.h" #include "scumm/player_sid.h" #include "scumm/player_pce.h" #include "scumm/player_v1.h" #include "scumm/player_v2.h" #include "scumm/player_v2a.h" #include "scumm/player_v3a.h" #include "scumm/player_v4a.h" #include "scumm/he/resource_he.h" #include "scumm/scumm_v0.h" #include "scumm/scumm_v8.h" #include "scumm/sound.h" #include "scumm/imuse/sysex.h" #include "scumm/he/sprite_he.h" #include "scumm/he/cup_player_he.h" #include "scumm/util.h" #include "scumm/verbs.h" #include "sound/mixer.h" using Common::File; namespace Scumm { // Use g_scumm from error() ONLY ScummEngine *g_scumm = 0; struct dbgChannelDesc { const char *channel, *desc; uint32 flag; }; // Debug channel lookup table for Debugger console static const dbgChannelDesc debugChannels[] = { {"SCRIPTS", "Track script execution", DEBUG_SCRIPTS}, {"OPCODES", "Track opcode execution", DEBUG_OPCODES}, {"IMUSE", "Track iMUSE events", DEBUG_IMUSE}, {"RESOURCE", "Track resource loading/management", DEBUG_RESOURCE}, {"VARS", "Track variable changes", DEBUG_VARS}, {"ACTORS", "Actor-related debug", DEBUG_ACTORS}, {"SOUND", "Sound related debug", DEBUG_SOUND}, {"INSANE", "Track INSANE", DEBUG_INSANE}, {"SMUSH", "Track SMUSH", DEBUG_SMUSH} }; ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr) : Engine(syst), _game(dr.game), _filenamePattern(dr.fp), _language(dr.language), _debugger(0), _currentScript(0xFF), // Let debug() work on init stage _messageDialog(0), _pauseDialog(0), _scummMenuDialog(0), _versionDialog(0) { if (_game.platform == Common::kPlatformNES) { _gdi = new GdiNES(this); #ifdef USE_RGB_COLOR } else if (_game.features & GF_16BIT_COLOR) { if (_game.platform == Common::kPlatformPCEngine) _gdi = new GdiPCEngine(this); else _gdi = new Gdi16Bit(this); #endif } else if (_game.version <= 1) { _gdi = new GdiV1(this); } else if (_game.version == 2) { _gdi = new GdiV2(this); } else { _gdi = new Gdi(this); } _res = new ResourceManager(this); // Convert MD5 checksum back into a digest for (int i = 0; i < 16; ++i) { char tmpStr[3] = "00"; uint tmpVal; tmpStr[0] = dr.md5[2*i]; tmpStr[1] = dr.md5[2*i+1]; sscanf(tmpStr, "%x", &tmpVal); _gameMD5[i] = (byte)tmpVal; } _fileHandle = 0; // Init all vars _v0ObjectIndex = false; _v0ObjectInInventory = false; _imuse = NULL; _imuseDigital = NULL; _musicEngine = NULL; _verbs = NULL; _objs = NULL; _sound = NULL; memset(&vm, 0, sizeof(vm)); _pauseDialog = NULL; _scummMenuDialog = NULL; _versionDialog = NULL; _fastMode = 0; _actors = NULL; _arraySlot = NULL; _inventory = NULL; _newNames = NULL; _scummVars = NULL; _roomVars = NULL; _varwatch = 0; _bitVars = NULL; _numVariables = 0; _numBitVariables = 0; _numRoomVariables = 0; _numLocalObjects = 0; _numGlobalObjects = 0; _numArray = 0; _numVerbs = 0; _numFlObject = 0; _numInventory = 0; _numRooms = 0; _numScripts = 0; _numSounds = 0; _numCharsets = 0; _numNewNames = 0; _numGlobalScripts = 0; _numCostumes = 0; _numImages = 0; _numLocalScripts = 60; _numSprites = 0; _numTalkies = 0; _numPalettes = 0; _numUnk = 0; _curPalIndex = 0; _currentRoom = 0; _egoPositioned = false; _mouseAndKeyboardStat = 0; _leftBtnPressed = 0; _rightBtnPressed = 0; _lastInputScriptTime = 0; _bootParam = 0; _dumpScripts = false; _debugMode = 0; _heV7DiskOffsets = NULL; _heV7RoomIntOffsets = NULL; _objectOwnerTable = NULL; _objectRoomTable = NULL; _objectStateTable = NULL; _numObjectsInRoom = 0; _userPut = 0; _userState = 0; _resourceHeaderSize = 8; _saveLoadFlag = 0; _saveLoadSlot = 0; _lastSaveTime = 0; _saveTemporaryState = false; memset(_saveLoadFileName, 0, sizeof(_saveLoadFileName)); memset(_saveLoadName, 0, sizeof(_saveLoadName)); memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets)); _scriptPointer = NULL; _scriptOrgPointer = NULL; _opcode = 0; vm.numNestedScripts = 0; _lastCodePtr = NULL; _resultVarNumber = 0; _scummStackPos = 0; memset(_vmStack, 0, sizeof(_vmStack)); _fileOffset = 0; memset(_resourceMapper, 0, sizeof(_resourceMapper)); _lastLoadedRoom = 0; _roomResource = 0; OF_OWNER_ROOM = 0; _verbMouseOver = 0; _classData = NULL; _actorToPrintStrFor = 0; _sentenceNum = 0; memset(_sentence, 0, sizeof(_sentence)); memset(_string, 0, sizeof(_string)); _screenB = 0; _screenH = 0; _roomHeight = 0; _roomWidth = 0; _screenHeight = 0; _screenWidth = 0; memset(_virtscr, 0, sizeof(_virtscr)); memset(&camera, 0, sizeof(CameraData)); memset(_colorCycle, 0, sizeof(_colorCycle)); memset(_colorUsedByCycle, 0, sizeof(_colorUsedByCycle)); _ENCD_offs = 0; _EXCD_offs = 0; _CLUT_offs = 0; _EPAL_offs = 0; _IM00_offs = 0; _PALS_offs = 0; _fullRedraw = false; _bgNeedsRedraw = false; _screenEffectFlag = false; _completeScreenRedraw = false; _disableFadeInEffect = false; memset(&_cursor, 0, sizeof(_cursor)); memset(_grabbedCursor, 0, sizeof(_grabbedCursor)); _currentCursor = 0; _newEffect = 0; _switchRoomEffect2 = 0; _switchRoomEffect = 0; _bytesPerPixel = 1; _doEffect = false; _snapScroll = false; _currentLights = 0; _shakeEnabled = false; _shakeFrame = 0; _screenStartStrip = 0; _screenEndStrip = 0; _screenTop = 0; _drawObjectQueNr = 0; memset(_drawObjectQue, 0, sizeof(_drawObjectQue)); _palManipStart = 0; _palManipEnd = 0; _palManipCounter = 0; _palManipPalette = NULL; _palManipIntermediatePal = NULL; memset(gfxUsageBits, 0, sizeof(gfxUsageBits)); _hePalettes = NULL; _hePaletteSlot = 0; _16BitPalette = NULL; _shadowPalette = NULL; _shadowPaletteSize = 0; memset(_currentPalette, 0, sizeof(_currentPalette)); memset(_darkenPalette, 0, sizeof(_darkenPalette)); memset(_HEV7ActorPalette, 0, sizeof(_HEV7ActorPalette)); _palDirtyMin = 0; _palDirtyMax = 0; _haveMsg = 0; _haveActorSpeechMsg = false; _useTalkAnims = false; _defaultTalkDelay = 0; _musicType = MDT_NONE; _saveSound = 0; memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags)); memset(_scaleSlots, 0, sizeof(_scaleSlots)); _charset = NULL; _charsetColor = 0; memset(_charsetColorMap, 0, sizeof(_charsetColorMap)); memset(_charsetData, 0, sizeof(_charsetData)); _charsetBufPos = 0; memset(_charsetBuffer, 0, sizeof(_charsetBuffer)); _copyProtection = false; _voiceMode = 0; _talkDelay = 0; _NES_lastTalkingActor = 0; _NES_talkColor = 0; _keepText = false; _costumeLoader = NULL; _costumeRenderer = NULL; _2byteFontPtr = 0; _V1TalkingActor = 0; _NESStartStrip = 0; _actorClipOverride.top = 0; _actorClipOverride.bottom = 480; _actorClipOverride.left = 0; _actorClipOverride.right = 640; _skipDrawObject = 0; // // Init all VARS to 0xFF // VAR_KEYPRESS = 0xFF; VAR_SYNC = 0xFF; VAR_EGO = 0xFF; VAR_CAMERA_POS_X = 0xFF; VAR_HAVE_MSG = 0xFF; VAR_ROOM = 0xFF; VAR_OVERRIDE = 0xFF; VAR_MACHINE_SPEED = 0xFF; VAR_ME = 0xFF; VAR_NUM_ACTOR = 0xFF; VAR_CURRENT_LIGHTS = 0xFF; VAR_CURRENTDRIVE = 0xFF; // How about merging this with VAR_CURRENTDISK? VAR_CURRENTDISK = 0xFF; VAR_TMR_1 = 0xFF; VAR_TMR_2 = 0xFF; VAR_TMR_3 = 0xFF; VAR_MUSIC_TIMER = 0xFF; VAR_ACTOR_RANGE_MIN = 0xFF; VAR_ACTOR_RANGE_MAX = 0xFF; VAR_CAMERA_MIN_X = 0xFF; VAR_CAMERA_MAX_X = 0xFF; VAR_TIMER_NEXT = 0xFF; VAR_VIRT_MOUSE_X = 0xFF; VAR_VIRT_MOUSE_Y = 0xFF; VAR_ROOM_RESOURCE = 0xFF; VAR_LAST_SOUND = 0xFF; VAR_CUTSCENEEXIT_KEY = 0xFF; VAR_OPTIONS_KEY = 0xFF; VAR_TALK_ACTOR = 0xFF; VAR_CAMERA_FAST_X = 0xFF; VAR_SCROLL_SCRIPT = 0xFF; VAR_ENTRY_SCRIPT = 0xFF; VAR_ENTRY_SCRIPT2 = 0xFF; VAR_EXIT_SCRIPT = 0xFF; VAR_EXIT_SCRIPT2 = 0xFF; VAR_VERB_SCRIPT = 0xFF; VAR_SENTENCE_SCRIPT = 0xFF; VAR_INVENTORY_SCRIPT = 0xFF; VAR_CUTSCENE_START_SCRIPT = 0xFF; VAR_CUTSCENE_END_SCRIPT = 0xFF; VAR_CHARINC = 0xFF; VAR_CHARCOUNT = 0xFF; VAR_WALKTO_OBJ = 0xFF; VAR_DEBUGMODE = 0xFF; VAR_HEAPSPACE = 0xFF; VAR_RESTART_KEY = 0xFF; VAR_PAUSE_KEY = 0xFF; VAR_MOUSE_X = 0xFF; VAR_MOUSE_Y = 0xFF; VAR_TIMER = 0xFF; VAR_TIMER_TOTAL = 0xFF; VAR_SOUNDCARD = 0xFF; VAR_VIDEOMODE = 0xFF; VAR_MAINMENU_KEY = 0xFF; VAR_FIXEDDISK = 0xFF; VAR_CURSORSTATE = 0xFF; VAR_USERPUT = 0xFF; VAR_SOUNDRESULT = 0xFF; VAR_TALKSTOP_KEY = 0xFF; VAR_FADE_DELAY = 0xFF; VAR_NOSUBTITLES = 0xFF; VAR_SOUNDPARAM = 0xFF; VAR_SOUNDPARAM2 = 0xFF; VAR_SOUNDPARAM3 = 0xFF; VAR_INPUTMODE = 0xFF; VAR_MEMORY_PERFORMANCE = 0xFF; VAR_VIDEO_PERFORMANCE = 0xFF; VAR_ROOM_FLAG = 0xFF; VAR_GAME_LOADED = 0xFF; VAR_NEW_ROOM = 0xFF; VAR_VERSION_KEY = 0xFF; VAR_V5_TALK_STRING_Y = 0xFF; VAR_ROOM_WIDTH = 0xFF; VAR_ROOM_HEIGHT = 0xFF; VAR_SUBTITLES = 0xFF; VAR_V6_EMSSPACE = 0xFF; VAR_CAMERA_POS_Y = 0xFF; VAR_CAMERA_MIN_Y = 0xFF; VAR_CAMERA_MAX_Y = 0xFF; VAR_CAMERA_THRESHOLD_X = 0xFF; VAR_CAMERA_THRESHOLD_Y = 0xFF; VAR_CAMERA_SPEED_X = 0xFF; VAR_CAMERA_SPEED_Y = 0xFF; VAR_CAMERA_ACCEL_X = 0xFF; VAR_CAMERA_ACCEL_Y = 0xFF; VAR_CAMERA_DEST_X = 0xFF; VAR_CAMERA_DEST_Y = 0xFF; VAR_CAMERA_FOLLOWED_ACTOR = 0xFF; VAR_LEFTBTN_DOWN = 0xFF; VAR_RIGHTBTN_DOWN = 0xFF; VAR_LEFTBTN_HOLD = 0xFF; VAR_RIGHTBTN_HOLD = 0xFF; VAR_SAVELOAD_SCRIPT = 0xFF; VAR_SAVELOAD_SCRIPT2 = 0xFF; VAR_DEFAULT_TALK_DELAY = 0xFF; VAR_CHARSET_MASK = 0xFF; VAR_CUSTOMSCALETABLE = 0xFF; VAR_V6_SOUNDMODE = 0xFF; VAR_ACTIVE_VERB = 0xFF; VAR_ACTIVE_OBJECT1 = 0xFF; VAR_ACTIVE_OBJECT2 = 0xFF; VAR_VERB_ALLOWED = 0xFF; VAR_BLAST_ABOVE_TEXT = 0xFF; VAR_VOICE_MODE = 0xFF; VAR_MUSIC_BUNDLE_LOADED = 0xFF; VAR_VOICE_BUNDLE_LOADED = 0xFF; VAR_REDRAW_ALL_ACTORS = 0xFF; VAR_SKIP_RESET_TALK_ACTOR = 0xFF; VAR_SOUND_CHANNEL = 0xFF; VAR_TALK_CHANNEL = 0xFF; VAR_SOUNDCODE_TMR = 0xFF; VAR_RESERVED_SOUND_CHANNELS = 0xFF; VAR_MAIN_SCRIPT = 0xFF; VAR_NUM_SCRIPT_CYCLES = 0xFF; VAR_SCRIPT_CYCLE = 0xFF; VAR_NUM_GLOBAL_OBJS = 0xFF; // Use g_scumm from error() ONLY g_scumm = this; // Read settings from the detector & config manager _debugMode = (gDebugLevel >= 0); _dumpScripts = ConfMan.getBool("dump_scripts"); _bootParam = ConfMan.getInt("boot_param"); // Boot params often need debugging switched on to work if (_bootParam) _debugMode = true; _copyProtection = ConfMan.getBool("copy_protection"); if (ConfMan.getBool("demo_mode")) _game.features |= GF_DEMO; if (ConfMan.hasKey("nosubtitles")) { printf("Configuration key 'nosubtitles' is deprecated. Use 'subtitles' instead\n"); if (!ConfMan.hasKey("subtitles")) ConfMan.setBool("subtitles", !ConfMan.getBool("nosubtitles")); } // Make sure that at least subtitles are enabled if (ConfMan.getBool("speech_mute") && !ConfMan.getBool("subtitles")) ConfMan.setBool("subtitles", true); // TODO Detect subtitle only versions of scumm6 games if (ConfMan.getBool("speech_mute")) _voiceMode = 2; else _voiceMode = ConfMan.getBool("subtitles"); if (ConfMan.hasKey("render_mode")) { _renderMode = Common::parseRenderMode(ConfMan.get("render_mode")); } else { _renderMode = Common::kRenderDefault; } // Check some render mode restrictions if (_game.version <= 1) _renderMode = Common::kRenderDefault; switch (_renderMode) { case Common::kRenderHercA: case Common::kRenderHercG: if (_game.version > 2 && _game.id != GID_MONKEY_EGA) _renderMode = Common::kRenderDefault; break; case Common::kRenderCGA: case Common::kRenderEGA: case Common::kRenderAmiga: if ((_game.version >= 4 && !(_game.features & GF_16COLOR) && !(_game.platform == Common::kPlatformAmiga && _renderMode == Common::kRenderEGA)) || (_game.features & GF_OLD256)) _renderMode = Common::kRenderDefault; break; default: break; } _hexdumpScripts = false; _showStack = false; if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) { // FM-TOWNS V3 games use 320x240 _screenWidth = 320; _screenHeight = 240; } else if (_game.version == 8 || _game.heversion >= 71) { // COMI uses 640x480. Likewise starting from version 7.1, HE games use // 640x480, too. _screenWidth = 640; _screenHeight = 480; } else if (_game.platform == Common::kPlatformNES) { _screenWidth = 256; _screenHeight = 240; } else { _screenWidth = 320; _screenHeight = 200; } _bytesPerPixel = (_game.features & GF_16BIT_COLOR) ? 2 : 1; // Allocate gfx compositing buffer (not needed for V7/V8 games). if (_game.version < 7) _compositeBuf = (byte *)malloc(_screenWidth * _screenHeight * _bytesPerPixel); else _compositeBuf = 0; _fmtownsBuf = 0; _herculesBuf = 0; if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { _herculesBuf = (byte *)malloc(Common::kHercW * Common::kHercH); } // Add debug levels for (int i = 0; i < ARRAYSIZE(debugChannels); ++i) DebugMan.addDebugChannel(debugChannels[i].flag, debugChannels[i].channel, debugChannels[i].desc); g_eventRec.registerRandomSource(_rnd, "scumm"); } ScummEngine::~ScummEngine() { DebugMan.clearAllDebugChannels(); delete _musicEngine; _mixer->stopAll(); for (int i = 0; i < _numActors; ++i) delete _actors[i]; delete[] _actors; delete[] _sortedActors; delete[] _2byteFontPtr; delete _charset; delete _messageDialog; delete _pauseDialog; delete _scummMenuDialog; delete _versionDialog; delete _fileHandle; delete _sound; delete _costumeLoader; delete _costumeRenderer; _textSurface.free(); free(_shadowPalette); free(_palManipPalette); free(_palManipIntermediatePal); free(_objectStateTable); free(_objectRoomTable); free(_objectOwnerTable); free(_inventory); free(_verbs); free(_objs); free(_roomVars); free(_scummVars); free(_bitVars); free(_newNames); free(_classData); free(_arraySlot); free(_compositeBuf); free(_herculesBuf); free(_fmtownsBuf); delete _debugger; delete _res; delete _gdi; } ScummEngine_v5::ScummEngine_v5(OSystem *syst, const DetectorResult &dr) : ScummEngine(syst, dr) { // All "classic" games (V5 and older) encrypted their data files // with exception of the GF_OLD256 games and the PC-Engine version // of Loom. if (!(_game.features & GF_OLD256)) _game.features |= GF_USE_KEY; resetCursors(); // Setup flashlight memset(&_flashlight, 0, sizeof(_flashlight)); _flashlight.xStrips = 7; _flashlight.yStrips = 7; _flashlight.buffer = NULL; } ScummEngine_v4::ScummEngine_v4(OSystem *syst, const DetectorResult &dr) : ScummEngine_v5(syst, dr) { _resourceHeaderSize = 6; _game.features |= GF_SMALL_HEADER; } ScummEngine_v3::ScummEngine_v3(OSystem *syst, const DetectorResult &dr) : ScummEngine_v4(syst, dr) { // All v3 and older games only used 16 colors with exception of the GF_OLD256 games. if (!(_game.features & GF_OLD256)) _game.features |= GF_16COLOR; _savePreparedSavegame = NULL; } ScummEngine_v3::~ScummEngine_v3() { delete _savePreparedSavegame; } ScummEngine_v3old::ScummEngine_v3old(OSystem *syst, const DetectorResult &dr) : ScummEngine_v3(syst, dr) { _resourceHeaderSize = 4; _game.features |= GF_OLD_BUNDLE; } ScummEngine_v2::ScummEngine_v2(OSystem *syst, const DetectorResult &dr) : ScummEngine_v3old(syst, dr) { _inventoryOffset = 0; _activeInventory = 0; _activeObject = 0; _activeVerb = 0; VAR_SENTENCE_VERB = 0xFF; VAR_SENTENCE_OBJECT1 = 0xFF; VAR_SENTENCE_OBJECT2 = 0xFF; VAR_SENTENCE_PREPOSITION = 0xFF; VAR_BACKUP_VERB = 0xFF; VAR_CLICK_AREA = 0xFF; VAR_CLICK_VERB = 0xFF; VAR_CLICK_OBJECT = 0xFF; } ScummEngine_v0::ScummEngine_v0(OSystem *syst, const DetectorResult &dr) : ScummEngine_v2(syst, dr) { _verbExecuting = false; _verbPickup = false; _currentMode = 0; _activeObject2 = 0; _activeObjectIndex = 0; _activeObject2Index = 0; _activeInvExecute = false; _activeObject2Inv = false; _activeObjectObtained = false; _activeObject2Obtained = false; } ScummEngine_v6::ScummEngine_v6(OSystem *syst, const DetectorResult &dr) : ScummEngine(syst, dr) { _blastObjectQueuePos = 0; memset(_blastObjectQueue, 0, sizeof(_blastObjectQueue)); _blastTextQueuePos = 0; memset(_blastTextQueue, 0, sizeof(_blastTextQueue)); memset(_akosQueue, 0, sizeof(_akosQueue)); _akosQueuePos = 0; _curActor = 0; _curVerb = 0; _curVerbSlot = 0; _forcedWaitForMessage = false; _skipVideo = false; VAR_VIDEONAME = 0xFF; VAR_RANDOM_NR = 0xFF; VAR_STRING2DRAW = 0xFF; VAR_TIMEDATE_YEAR = 0xFF; VAR_TIMEDATE_MONTH = 0xFF; VAR_TIMEDATE_DAY = 0xFF; VAR_TIMEDATE_HOUR = 0xFF; VAR_TIMEDATE_MINUTE = 0xFF; VAR_TIMEDATE_SECOND = 0xFF; } ScummEngine_v60he::ScummEngine_v60he(OSystem *syst, const DetectorResult &dr) : ScummEngine_v6(syst, dr) { memset(_hInFileTable, 0, sizeof(_hInFileTable)); memset(_hOutFileTable, 0, sizeof(_hOutFileTable)); memset(_heTimers, 0, sizeof(_heTimers)); if (_game.heversion >= 61) _game.features |= GF_NEW_COSTUMES; } ScummEngine_v60he::~ScummEngine_v60he() { for (int i = 0; i < 17; ++i) { delete _hInFileTable[i]; delete _hOutFileTable[i]; } } ScummEngine_v70he::ScummEngine_v70he(OSystem *syst, const DetectorResult &dr) : ScummEngine_v60he(syst, dr) { if (_game.platform == Common::kPlatformMacintosh && (_game.heversion >= 72 && _game.heversion <= 74)) _resExtractor = new MacResExtractor(this); else _resExtractor = new Win32ResExtractor(this); _heV7RoomOffsets = NULL; _heSndSoundId = 0; _heSndOffset = 0; _heSndChannel = 0; _heSndFlags = 0; _heSndSoundFreq = 0; _numStoredFlObjects = 0; _storedFlObjects = (ObjectData *)calloc(100, sizeof(ObjectData)); VAR_NUM_SOUND_CHANNELS = 0xFF; } ScummEngine_v70he::~ScummEngine_v70he() { delete _resExtractor; free(_heV7DiskOffsets); free(_heV7RoomIntOffsets); free(_heV7RoomOffsets); free(_storedFlObjects); } #ifdef ENABLE_HE ScummEngine_v71he::ScummEngine_v71he(OSystem *syst, const DetectorResult &dr) : ScummEngine_v70he(syst, dr) { _auxBlocksNum = 0; memset(_auxBlocks, 0, sizeof(_auxBlocks)); _auxEntriesNum = 0; memset(_auxEntries, 0, sizeof(_auxEntries)); _wiz = new Wiz(this); _skipProcessActors = 0; VAR_WIZ_TCOLOR = 0xFF; } ScummEngine_v71he::~ScummEngine_v71he() { delete _wiz; } ScummEngine_v72he::ScummEngine_v72he(OSystem *syst, const DetectorResult &dr) : ScummEngine_v71he(syst, dr) { VAR_NUM_ROOMS = 0xFF; VAR_NUM_SCRIPTS = 0xFF; VAR_NUM_SOUNDS = 0xFF; VAR_NUM_COSTUMES = 0xFF; VAR_NUM_IMAGES = 0xFF; VAR_NUM_CHARSETS = 0xFF; VAR_SOUND_ENABLED = 0xFF; VAR_POLYGONS_ONLY = 0xFF; VAR_MOUSE_STATE = 0xFF; VAR_PLATFORM = 0xFF; } ScummEngine_v80he::ScummEngine_v80he(OSystem *syst, const DetectorResult &dr) : ScummEngine_v72he(syst, dr) { _heSndResId = 0; _curSndId = 0; _sndPtrOffs = 0; _sndTmrOffs = 0; _sndDataSize = 0; VAR_PLATFORM_VERSION = 0xFF; VAR_CURRENT_CHARSET = 0xFF; VAR_KEY_STATE = 0xFF; VAR_COLOR_DEPTH = 0xFF; } ScummEngine_v90he::ScummEngine_v90he(OSystem *syst, const DetectorResult &dr) : ScummEngine_v80he(syst, dr) { _moviePlay = new MoviePlayer(this, _mixer); _sprite = new Sprite(this); memset(_videoParams.filename, 0, sizeof(_videoParams.filename)); _videoParams.status = 0; _videoParams.flags = 0; _videoParams.unk2 = 0; _videoParams.wizResNum = 0; VAR_NUM_SPRITE_GROUPS = 0xFF; VAR_NUM_SPRITES = 0xFF; VAR_NUM_PALETTES = 0xFF; VAR_NUM_UNK = 0xFF; VAR_U32_VERSION = 0xFF; VAR_U32_ARRAY_UNK = 0xFF; } ScummEngine_v90he::~ScummEngine_v90he() { delete _moviePlay; delete _sprite; if (_game.heversion >= 98) { delete _logicHE; } if (_game.heversion >= 99) { free(_hePalettes); } } ScummEngine_vCUPhe::ScummEngine_vCUPhe(OSystem *syst, const DetectorResult &dr) : Engine(syst){ _syst = syst; _game = dr.game; _filenamePattern = dr.fp, _cupPlayer = new CUP_Player(syst, this, _mixer); } ScummEngine_vCUPhe::~ScummEngine_vCUPhe() { delete _cupPlayer; } Common::Error ScummEngine_vCUPhe::run() { initGraphics(CUP_Player::kDefaultVideoWidth, CUP_Player::kDefaultVideoHeight, true); if (_cupPlayer->open(_filenamePattern.pattern)) { _cupPlayer->play(); _cupPlayer->close(); } return Common::kNoError; } void ScummEngine_vCUPhe::parseEvents() { Common::Event event; while (_eventMan->pollEvent(event)) { #if 0 switch (event.type) { default: break; } #endif } } #endif #ifdef ENABLE_SCUMM_7_8 ScummEngine_v7::ScummEngine_v7(OSystem *syst, const DetectorResult &dr) : ScummEngine_v6(syst, dr) { _verbLineSpacing = 10; _smushFrameRate = 0; _smushVideoShouldFinish = false; _smushActive = false; _smixer = NULL; _splayer = NULL; _existLanguageFile = false; _languageBuffer = NULL; _languageIndex = NULL; clearSubtitleQueue(); _game.features |= GF_NEW_COSTUMES; } ScummEngine_v7::~ScummEngine_v7() { if (_smixer) { _smixer->stop(); delete _smixer; } if (_splayer) { _splayer->release(); delete _splayer; } delete _insane; free(_languageBuffer); free(_languageIndex); } ScummEngine_v8::ScummEngine_v8(OSystem *syst, const DetectorResult &dr) : ScummEngine_v7(syst, dr) { _objectIDMap = 0; _keyScriptKey = 0; _keyScriptNo = 0; VAR_LANGUAGE = 0xFF; } ScummEngine_v8::~ScummEngine_v8() { delete[] _objectIDMap; } #endif #pragma mark - #pragma mark --- Initialization --- #pragma mark - Common::Error ScummEngine::init() { const Common::FSNode gameDataDir(ConfMan.get("path")); // Add default file directories. if (((_game.platform == Common::kPlatformAmiga) || (_game.platform == Common::kPlatformAtariST)) && (_game.version <= 4)) { // This is for the Amiga version of Indy3/Loom/Maniac/Zak SearchMan.addSubDirectoryMatching(gameDataDir, "rooms"); } if ((_game.platform == Common::kPlatformMacintosh) && (_game.version == 3)) { // This is for the Mac version of Indy3/Loom SearchMan.addSubDirectoryMatching(gameDataDir, "rooms 1"); SearchMan.addSubDirectoryMatching(gameDataDir, "rooms 2"); SearchMan.addSubDirectoryMatching(gameDataDir, "rooms 3"); } #ifdef ENABLE_SCUMM_7_8 #ifdef MACOSX if (_game.version == 8 && !memcmp(gameDataDir.getPath().c_str(), "/Volumes/MONKEY3_", 17)) { // Special case for COMI on Mac OS X. The mount points on OS X depend // on the volume name. Hence if playing from CD, we'd get a problem. // So if loading of a resource file fails, we fall back to the (fixed) // CD mount points (/Volumes/MONKEY3_1 and /Volumes/MONKEY3_2). // // This check for whether we play from CD is very crude, though. SearchMan.addSubDirectoryMatching(Common::FSNode("/"), "Volumes/MONKEY3_1/RESOURCE"); SearchMan.addSubDirectoryMatching(Common::FSNode("/"), "Volumes/MONKEY3_2"); SearchMan.addSubDirectoryMatching(Common::FSNode("/"), "Volumes/MONKEY3_2/RESOURCE"); } else #endif if (_game.version == 8) // This is for COMI SearchMan.addSubDirectoryMatching(gameDataDir, "resource"); if (_game.version == 7) { // This is for Full Throttle & The Dig SearchMan.addSubDirectoryMatching(gameDataDir, "video"); SearchMan.addSubDirectoryMatching(gameDataDir, "data"); } #endif // The kGenUnchanged method is only used for 'container files', i.e. files // that contain the real game files bundled together in an archive format. // This is the case of the NES, C64 and Mac versions of certain games. // Note: All of these can also occur in 'extracted' form, in which case they // are treated like any other SCUMM game. if (_filenamePattern.genMethod == kGenUnchanged) { if (_game.platform == Common::kPlatformNES) { // We read data directly from NES ROM instead of extracting it with // external tool assert(_game.id == GID_MANIAC); _fileHandle = new ScummNESFile(); _containerFile = _filenamePattern.pattern; _filenamePattern.pattern = "%.2d.LFL"; _filenamePattern.genMethod = kGenRoomNum; } else if (_game.platform == Common::kPlatformApple2GS) { // Read data from Apple II disk images. const char *tmpBuf1, *tmpBuf2; assert(_game.id == GID_MANIAC); tmpBuf1 = "maniac1.dsk"; tmpBuf2 = "maniac2.dsk"; _fileHandle = new ScummDiskImage(tmpBuf1, tmpBuf2, _game); _containerFile = tmpBuf1; _filenamePattern.pattern = "%.2d.LFL"; _filenamePattern.genMethod = kGenRoomNum; } else if (_game.platform == Common::kPlatformC64) { // Read data from C64 disk images. const char *tmpBuf1, *tmpBuf2; assert(_game.id == GID_MANIAC || _game.id == GID_ZAK); if (_game.id == GID_MANIAC) { tmpBuf1 = "maniac1.d64"; tmpBuf2 = "maniac2.d64"; } else { tmpBuf1 = "zak1.d64"; tmpBuf2 = "zak2.d64"; } _fileHandle = new ScummDiskImage(tmpBuf1, tmpBuf2, _game); _containerFile = tmpBuf1; _filenamePattern.pattern = "%.2d.LFL"; _filenamePattern.genMethod = kGenRoomNum; } else if (_game.platform == Common::kPlatformMacintosh) { // The mac versions of Indy4, Sam&Max, DOTT, FT and The Dig used a // special meta (container) file format to store the actual SCUMM data // files. The rescumm utility used to be used to extract those files. // While that is still possible, we now support reading those files // directly. The first step is to check whether one of them is present // (we do that here); the rest is handled by the ScummFile class and // code in openResourceFile() (and in the Sound class, for MONSTER.SOU // handling). assert(_game.version >= 5 && _game.heversion == 0); _fileHandle = new ScummFile(); _containerFile = _filenamePattern.pattern; // We now have to determine the correct _filenamePattern. To do this // we simply hardcode the possibilities. const char *p1 = 0, *p2 = 0; switch (_game.id) { case GID_INDY4: p1 = "atlantis.%03d"; break; case GID_TENTACLE: p1 = "tentacle.%03d"; p2 = "dottdemo.%03d"; break; case GID_SAMNMAX: p1 = "samnmax.%03d"; p2 = "samdemo.%03d"; break; case GID_FT: p1 = "ft.la%d"; p2 = "ftdemo.la%d"; break; case GID_DIG: p1 = "dig.la%d"; break; default: break; } // Test which file name to use _filenamePattern.genMethod = kGenDiskNum; if (!_fileHandle->open(_containerFile)) error("Couldn't open container file '%s'", _containerFile.c_str()); if ((_filenamePattern.pattern = p1) && _fileHandle->openSubFile(generateFilename(0))) { // Found regular version } else if ((_filenamePattern.pattern = p2) && _fileHandle->openSubFile(generateFilename(0))) { // Found demo _game.features |= GF_DEMO; } else error("Couldn't find known subfile inside container file '%s'", _containerFile.c_str()); _fileHandle->close(); } else { error("kGenUnchanged used with unsupported platform"); } } else { // Regular access, no container file involved _fileHandle = new ScummFile(); } // Load CJK font, if present // Load it earlier so _useCJKMode variable could be set loadCJKFont(); // Initialize backend if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { initGraphics(Common::kHercW, Common::kHercH, true); } else { int screenWidth = _screenWidth; int screenHeight = _screenHeight; if (_useCJKMode) { // CJK FT and DIG use usual NUT fonts, not FM-TOWNS ROM, so // there is no text surface for them. This takes that into account screenWidth *= _textSurfaceMultiplier; screenHeight *= _textSurfaceMultiplier; } if (_game.features & GF_16BIT_COLOR) { #ifdef USE_RGB_COLOR Graphics::PixelFormat format = Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0); initGraphics(screenWidth, screenHeight, screenWidth > 320, &format); if (format != _system->getScreenFormat()) return Common::kUnsupportedColorMode; #else error("16bit color support is required for this game"); #endif } else { initGraphics(screenWidth, screenHeight, (screenWidth > 320)); } } setupScumm(); readIndexFile(); // Create the debugger now that _numVariables has been set _debugger = new ScummDebugger(this); resetScumm(); resetScummVars(); if (_imuse) { _imuse->setBase(_res->address[rtSound]); } if (_game.version >= 5 && _game.version <= 7) _sound->setupSound(); syncSoundSettings(); return Common::kNoError; } void ScummEngine::setupScumm() { // On some systems it's not safe to run CD audio games from the CD. if (_game.features & GF_AUDIOTRACKS) { checkCD(); int cd_num = ConfMan.getInt("cdrom"); if (cd_num >= 0) _system->openCD(cd_num); } // Create the sound manager if (_game.heversion > 0) _sound = new SoundHE(this, _mixer); else _sound = new Sound(this, _mixer); // Setup the music engine setupMusic(_game.midi); // Load localization data, if present loadLanguageBundle(); // Create the charset renderer setupCharsetRenderer(); // Create and clear the text surface _textSurface.create(_screenWidth * _textSurfaceMultiplier, _screenHeight * _textSurfaceMultiplier, 1); clearTextSurface(); // Create the costume renderer setupCostumeRenderer(); // Load game from specified slot, if any if (ConfMan.hasKey("save_slot")) { requestLoad(ConfMan.getInt("save_slot")); } _res->allocResTypeData(rtBuffer, 0, 10, "buffer", 0); setupScummVars(); setupOpcodes(); if (_game.version == 8) _numActors = 80; else if (_game.version == 7) _numActors = 30; else if (_game.id == GID_SAMNMAX) _numActors = 30; else if (_game.id == GID_MANIAC) _numActors = 25; else if (_game.heversion >= 80) _numActors = 62; else if (_game.heversion >= 72) _numActors = 30; else _numActors = 13; if (_game.version >= 7) OF_OWNER_ROOM = 0xFF; else OF_OWNER_ROOM = 0x0F; // if (_game.id==GID_MONKEY2 && _bootParam == 0) // _bootParam = 10001; if (!_copyProtection && _game.id == GID_INDY4 && _bootParam == 0) { _bootParam = -7873; } if (!_copyProtection && _game.id == GID_SAMNMAX && _bootParam == 0) { _bootParam = -1; } int maxHeapThreshold = -1; if (_game.features & GF_16BIT_COLOR) { // 16bit color games require double the memory, due to increased resource sizes. maxHeapThreshold = 12 * 1024 * 1024; } else if (_game.features & GF_NEW_COSTUMES) { // Since the new costumes are very big, we increase the heap limit, to avoid having // to constantly reload stuff from the data files. maxHeapThreshold = 6 * 1024 * 1024; } else { maxHeapThreshold = 550000; } _res->setHeapThreshold(400000, maxHeapThreshold); if (_game.platform == Common::kPlatformFMTowns && _language == Common::JA_JPN) { free(_fmtownsBuf); _fmtownsBuf = (byte *)malloc(_screenWidth * _textSurfaceMultiplier * _screenHeight * _textSurfaceMultiplier); } free(_compositeBuf); _compositeBuf = (byte *)malloc(_screenWidth * _textSurfaceMultiplier * _screenHeight * _textSurfaceMultiplier * _bytesPerPixel); } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::setupScumm() { if (_game.id == GID_DIG && (_game.features & GF_DEMO)) _smushFrameRate = 15; else _smushFrameRate = (_game.id == GID_FT) ? 10 : 12; int dimuseTempo = CLIP(ConfMan.getInt("dimuse_tempo"), 10, 100); ConfMan.setInt("dimuse_tempo", dimuseTempo); ConfMan.flushToDisk(); _musicEngine = _imuseDigital = new IMuseDigital(this, _mixer, dimuseTempo); ScummEngine::setupScumm(); // Create FT INSANE object if (_game.id == GID_FT) _insane = new Insane(this); else _insane = 0; _smixer = new SmushMixer(_mixer); _splayer = new SmushPlayer(this); } #endif void ScummEngine::setupCharsetRenderer() { if (_game.version <= 2) { if (_game.platform == Common::kPlatformNES) _charset = new CharsetRendererNES(this); else _charset = new CharsetRendererV2(this, _language); } else if (_game.version == 3) { #ifdef USE_RGB_COLOR if (_game.platform == Common::kPlatformPCEngine) _charset = new CharsetRendererPCE(this); else #endif _charset = new CharsetRendererV3(this); #ifdef ENABLE_SCUMM_7_8 } else if (_game.version == 8) { _charset = new CharsetRendererNut(this); #endif } else { _charset = new CharsetRendererClassic(this); } } void ScummEngine::setupCostumeRenderer() { if (_game.features & GF_NEW_COSTUMES) { _costumeRenderer = new AkosRenderer(this); _costumeLoader = new AkosCostumeLoader(this); } else if (_game.version == 0) { _costumeRenderer = new C64CostumeRenderer(this); _costumeLoader = new C64CostumeLoader(this); } else if (_game.platform == Common::kPlatformNES) { _costumeRenderer = new NESCostumeRenderer(this); _costumeLoader = new NESCostumeLoader(this); #ifdef USE_RGB_COLOR } else if (_game.platform == Common::kPlatformPCEngine) { _costumeRenderer = new PCEngineCostumeRenderer(this); _costumeLoader = new ClassicCostumeLoader(this); #endif } else { _costumeRenderer = new ClassicCostumeRenderer(this); _costumeLoader = new ClassicCostumeLoader(this); } } void ScummEngine::resetScumm() { int i; debug(9, "resetScumm"); if (_game.version == 0) { initScreens(8, 144); } else if ((_game.id == GID_MANIAC) && (_game.version <= 1) && !(_game.platform == Common::kPlatformNES)) { initScreens(16, 152); } else if (_game.version >= 7 || _game.heversion >= 71) { initScreens(0, _screenHeight); } else { initScreens(16, 144); } _palManipCounter = 0; for (i = 0; i < 256; i++) _roomPalette[i] = i; resetPalette(); if (_game.version == 1) { } else if (_game.features & GF_16COLOR) { for (i = 0; i < 16; i++) _shadowPalette[i] = i; } if (_game.version >= 4 && _game.version <= 7) loadCharset(1); if (_game.features & GF_OLD_BUNDLE) loadCharset(0); setShake(0); _cursor.animate = 1; // Allocate and Initialize actors Actor::kInvalidBox = ((_game.features & GF_SMALL_HEADER) ? kOldInvalidBox : kNewInavlidBox); _actors = new Actor * [_numActors]; _sortedActors = new Actor * [_numActors]; for (i = 0; i < _numActors; ++i) { if (_game.version == 0) _actors[i] = new ActorC64(this, i); else if (_game.version <= 2) _actors[i] = new Actor_v2(this, i); else if (_game.version == 3) _actors[i] = new Actor_v3(this, i); else if (_game.heversion != 0) _actors[i] = new ActorHE(this, i); else _actors[i] = new Actor(this, i); _actors[i]->initActor(-1); // this is from IDB if ((_game.version <= 1) || (_game.id == GID_MANIAC && (_game.features & GF_DEMO))) _actors[i]->setActorCostume(i); } if (_game.id == GID_MANIAC && _game.version <= 1) { resetV1ActorTalkColor(); } else if (_game.id == GID_MANIAC && _game.version == 2 && (_game.features & GF_DEMO)) { // HACK Some palette changes needed for demo script // in Maniac Mansion (Enhanced) _actors[3]->setPalette(3, 1); _actors[9]->_talkColor = 15; _actors[10]->_talkColor = 7; _actors[11]->_talkColor = 2; _actors[13]->_talkColor = 5; _actors[23]->_talkColor = 14; } vm.numNestedScripts = 0; vm.cutSceneStackPointer = 0; memset(vm.cutScenePtr, 0, sizeof(vm.cutScenePtr)); memset(vm.cutSceneData, 0, sizeof(vm.cutSceneData)); for (i = 0; i < _numVerbs; i++) { _verbs[i].verbid = 0; _verbs[i].curRect.right = _screenWidth - 1; _verbs[i].oldRect.left = -1; _verbs[i].type = 0; _verbs[i].color = 2; _verbs[i].hicolor = 0; _verbs[i].charset_nr = 1; _verbs[i].curmode = 0; _verbs[i].saveid = 0; _verbs[i].center = 0; _verbs[i].key = 0; } if (_game.version >= 7) { VAR(VAR_CAMERA_THRESHOLD_X) = 100; VAR(VAR_CAMERA_THRESHOLD_Y) = 70; VAR(VAR_CAMERA_ACCEL_X) = 100; VAR(VAR_CAMERA_ACCEL_Y) = 100; } else { if (_game.platform == Common::kPlatformNES) { camera._leftTrigger = 6; // 6 camera._rightTrigger = 21; // 25 } else { camera._leftTrigger = 10; camera._rightTrigger = (_game.heversion >= 71) ? 70 : 30; } camera._mode = 0; } camera._follows = 0; _virtscr[0].xstart = 0; _mouse.x = 104; _mouse.y = 56; _ENCD_offs = 0; _EXCD_offs = 0; _currentScript = 0xFF; _sentenceNum = 0; _currentRoom = 0; _numObjectsInRoom = 0; _actorToPrintStrFor = 0; _charsetBufPos = 0; _haveMsg = 0; _haveActorSpeechMsg = false; _varwatch = -1; _screenStartStrip = 0; _defaultTalkDelay = 3; _talkDelay = 0; _keepText = false; _nextLeft = 0; _nextTop = 0; _currentCursor = 0; _cursor.state = 0; _userPut = 0; _newEffect = 129; _fullRedraw = true; clearDrawObjectQueue(); if (_game.platform == Common::kPlatformNES) decodeNESBaseTiles(); for (i = 0; i < 6; i++) { if (_game.version == 3) { // FIXME - what is this? _string[i]._default.xpos = 0; _string[i]._default.ypos = 0; } else { _string[i]._default.xpos = 2; _string[i]._default.ypos = 5; } _string[i]._default.right = _screenWidth - 1; _string[i]._default.height = 0; _string[i]._default.color = 0xF; _string[i]._default.center = 0; _string[i]._default.charset = 0; } // all keys are released for (i = 0; i < 512; i++) _keyDownMap[i] = false; _lastSaveTime = _system->getMillis(); } void ScummEngine_v0::resetScumm() { ScummEngine_v2::resetScumm(); resetVerbs(); } void ScummEngine_v2::resetScumm() { ScummEngine_v3::resetScumm(); if (_game.platform == Common::kPlatformNES) { initNESMouseOver(); _switchRoomEffect2 = _switchRoomEffect = 6; } else { initV2MouseOver(); // Seems in V2 there was only a single room effect (iris), // so we set that here. _switchRoomEffect2 = 1; _switchRoomEffect = 5; } _inventoryOffset = 0; } void ScummEngine_v3::resetScumm() { ScummEngine_v4::resetScumm(); if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { _16BitPalette = (uint16 *)calloc(512, sizeof(uint16)); // Load tile set and palette for the distaff byte *roomptr = getResourceAddress(rtRoom, 90); assert(roomptr); const byte *palPtr = findResourceData(MKID_BE('CLUT'), roomptr); assert(palPtr - 4); setPCEPaletteFromPtr(palPtr); _gdi->_distaff = true; _gdi->loadTiles(roomptr); _gdi->_distaff = false; } delete _savePreparedSavegame; _savePreparedSavegame = NULL; } void ScummEngine_v4::resetScumm() { ScummEngine::resetScumm(); // WORKAROUND for bug in boot script of Loom (CD) // The boot script sets the characters of string 21, // before creating the string.resource. if (_game.id == GID_LOOM) { _res->createResource(rtString, 21, 12); } } void ScummEngine_v6::resetScumm() { ScummEngine::resetScumm(); setDefaultCursor(); } void ScummEngine_v60he::resetScumm() { ScummEngine_v6::resetScumm(); // HACK cursor hotspot is wrong // Original games used // setCursorHotspot(8, 7); if (_game.id == GID_FUNPACK) setCursorHotspot(16, 16); } #ifdef ENABLE_HE void ScummEngine_v72he::resetScumm() { ScummEngine_v60he::resetScumm(); _stringLength = 1; memset(_stringBuffer, 0, sizeof(_stringBuffer)); } void ScummEngine_v90he::resetScumm() { ScummEngine_v72he::resetScumm(); _heObject = 0; _heObjectNum = 0; _hePaletteNum = 0; _sprite->resetTables(0); memset(&_wizParams, 0, sizeof(_wizParams)); if (_game.heversion >= 98) { switch (_game.id) { case GID_PUTTRACE: _logicHE = new LogicHErace(this); break; case GID_FUNSHOP: _logicHE = new LogicHEfunshop(this); break; case GID_FOOTBALL: _logicHE = new LogicHEfootball(this); break; case GID_SOCCER: _logicHE = new LogicHEsoccer(this); break; case GID_BASKETBALL: _logicHE = new LogicHEbasketball(this); break; case GID_MOONBASE: _logicHE = new LogicHEmoonbase(this); break; default: _logicHE = new LogicHE(this); break; } } } void ScummEngine_v99he::resetScumm() { byte *data; Common::String ininame = _targetName + ".ini"; int len; ScummEngine_v90he::resetScumm(); _hePaletteSlot = (_game.features & GF_16BIT_COLOR) ? 1280 : 1024; _hePalettes = (uint8 *)malloc((_numPalettes + 1) * _hePaletteSlot); memset(_hePalettes, 0, (_numPalettes + 1) * _hePaletteSlot); // Array 129 is set to base name len = strlen(_filenamePattern.pattern); data = defineArray(129, kStringArray, 0, 0, 0, len); memcpy(data, _filenamePattern.pattern, len); // Array 132 is set to game path data = defineArray(132, kStringArray, 0, 0, 0, 0); // Array 137 is set to Windows directory, plus INI file len = strlen(ininame.c_str()); data = defineArray(137, kStringArray, 0, 0, 0, len); memcpy(data, ininame.c_str(), len); } void ScummEngine_v100he::resetScumm() { ScummEngine_v99he::resetScumm(); memset(_debugInputBuffer, 0, sizeof(_debugInputBuffer)); } #endif void ScummEngine::setupMusic(int midi) { MidiDriverType midiDriver = MidiDriver::detectMusicDriver(midi); _native_mt32 = ((midiDriver == MD_MT32) || ConfMan.getBool("native_mt32")); switch (midiDriver) { case MD_NULL: _musicType = MDT_NONE; break; case MD_PCSPK: case MD_PCJR: _musicType = MDT_PCSPK; break; case MD_CMS: #if 1 _musicType = MDT_ADLIB; #else _musicType = MDT_CMS; // Still has number of bugs, disable by default #endif break; case MD_TOWNS: _musicType = MDT_TOWNS; break; case MD_ADLIB: _musicType = MDT_ADLIB; break; default: _musicType = MDT_MIDI; break; } if ((_game.id == GID_MONKEY_EGA || (_game.id == GID_LOOM && _game.version == 3)) && (_game.platform == Common::kPlatformPC) && _musicType == MDT_MIDI) { Common::String fileName; bool missingFile = false; if (_game.id == GID_LOOM) { Common::File f; // The Roland Update does have an 85.LFL, but we don't // test for it since the demo doesn't have it. for (char c = '2'; c <= '4'; c++) { fileName = "8"; fileName += c; fileName += ".LFL"; if (!Common::File::exists(fileName)) { missingFile = true; break; } } } else if (_game.id == GID_MONKEY_EGA) { fileName = "DISK09.LEC"; if (!Common::File::exists(fileName)) { missingFile = true; } } if (missingFile) { GUI::MessageDialog dialog( "Native MIDI support requires the Roland Upgrade from LucasArts,\n" "but " + fileName + " is missing. Using AdLib instead.", "Ok"); dialog.runModal(); _musicType = MDT_ADLIB; } } // DOTT + SAM use General MIDI, so they shouldn't use GS settings if ((_game.id == GID_TENTACLE) || (_game.id == GID_SAMNMAX)) _enable_gs = false; else _enable_gs = ConfMan.getBool("enable_gs"); /* Bind the mixer to the system => mixer will be invoked * automatically when samples need to be generated */ if (!_mixer->isReady()) { warning("Sound mixer initialization failed"); if (_musicType == MDT_ADLIB || _musicType == MDT_PCSPK || _musicType == MDT_CMS) { midiDriver = MD_NULL; _musicType = MDT_NONE; warning("MIDI driver depends on sound mixer, switching to null MIDI driver"); } } // Init iMuse if (_game.version >= 7) { // Setup for digital iMuse is performed in another place } else if (_game.platform == Common::kPlatformApple2GS && _game.version == 0){ // TODO: Add support for music format } else if (_game.platform == Common::kPlatformC64 && _game.version <= 1) { #ifndef DISABLE_SID _musicEngine = new Player_SID(this, _mixer); #endif } else if (_game.platform == Common::kPlatformNES && _game.version == 1) { _musicEngine = new Player_NES(this, _mixer); } else if (_game.platform == Common::kPlatformAmiga && _game.version == 2) { _musicEngine = new Player_V2A(this, _mixer); } else if (_game.platform == Common::kPlatformAmiga && _game.version == 3) { _musicEngine = new Player_V3A(this, _mixer); #ifdef USE_RGB_COLOR } else if (_game.platform == Common::kPlatformPCEngine && _game.version == 3) { _musicEngine = new Player_PCE(this, _mixer); #endif } else if (_game.platform == Common::kPlatformAmiga && _game.version <= 4) { _musicEngine = new Player_V4A(this, _mixer); } else if (_game.id == GID_MANIAC && _game.version == 1) { _musicEngine = new Player_V1(this, _mixer, midiDriver != MD_PCSPK); } else if (_game.version <= 2) { _musicEngine = new Player_V2(this, _mixer, midiDriver != MD_PCSPK); } else if ((_musicType == MDT_PCSPK) && (_game.version > 2 && _game.version <= 4)) { _musicEngine = new Player_V2(this, _mixer, midiDriver != MD_PCSPK); } else if (_musicType == MDT_CMS) { _musicEngine = new Player_V2CMS(this, _mixer); } else if (_game.platform == Common::kPlatform3DO && _game.heversion <= 62) { // 3DO versions use digital music and sound samples. } else if (_game.version >= 3 && _game.heversion <= 62) { MidiDriver *nativeMidiDriver = 0; MidiDriver *adlibMidiDriver = 0; if (_musicType != MDT_ADLIB) nativeMidiDriver = MidiDriver::createMidi(midiDriver); if (nativeMidiDriver != NULL && _native_mt32) nativeMidiDriver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE); bool multi_midi = ConfMan.getBool("multi_midi") && _musicType != MDT_NONE && (midi & MDT_ADLIB); if (_musicType == MDT_ADLIB || multi_midi) { adlibMidiDriver = MidiDriver_ADLIB_create(); adlibMidiDriver->property(MidiDriver::PROP_OLD_ADLIB, (_game.features & GF_SMALL_HEADER) ? 1 : 0); } _musicEngine = _imuse = IMuse::create(_system, nativeMidiDriver, adlibMidiDriver); if (_imuse) { _imuse->addSysexHandler (/*IMUSE_SYSEX_ID*/ 0x7D, (_game.id == GID_SAMNMAX) ? sysexHandler_SamNMax : sysexHandler_Scumm); _imuse->property(IMuse::PROP_GAME_ID, _game.id); if (ConfMan.hasKey("tempo")) _imuse->property(IMuse::PROP_TEMPO_BASE, ConfMan.getInt("tempo")); // YM2162 driver can't handle midi->getPercussionChannel(), NULL shouldn't init MT-32/GM/GS if ((midi != MDT_TOWNS) && (midi != MDT_NONE)) { _imuse->property(IMuse::PROP_NATIVE_MT32, _native_mt32); if (midiDriver != MD_MT32) // MT-32 Emulation shouldn't be GM/GS initialized _imuse->property(IMuse::PROP_GS, _enable_gs); } if (_game.heversion >= 60 || midi == MDT_TOWNS) { _imuse->property(IMuse::PROP_LIMIT_PLAYERS, 1); _imuse->property(IMuse::PROP_RECYCLE_PLAYERS, 1); } if (midi == MDT_TOWNS) _imuse->property(IMuse::PROP_DIRECT_PASSTHROUGH, 1); } } } void ScummEngine::syncSoundSettings() { // Sync the engine with the config manager int soundVolumeMusic = ConfMan.getInt("music_volume"); int soundVolumeSfx = ConfMan.getInt("sfx_volume"); int soundVolumeSpeech = ConfMan.getInt("speech_volume"); if (_musicEngine) { _musicEngine->setMusicVolume(soundVolumeMusic); } _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSfx); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic); _mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech); if (ConfMan.getBool("speech_mute")) _voiceMode = 2; else _voiceMode = ConfMan.getBool("subtitles"); if (VAR_VOICE_MODE != 0xFF) VAR(VAR_VOICE_MODE) = _voiceMode; if (ConfMan.hasKey("talkspeed", _targetName)) { _defaultTalkDelay = getTalkSpeed(); if (VAR_CHARINC != 0xFF) VAR(VAR_CHARINC) = _defaultTalkDelay; } } void ScummEngine::setTalkSpeed(int talkspeed) { ConfMan.setInt("talkspeed", (talkspeed * 255 + 9 / 2) / 9); } int ScummEngine::getTalkSpeed() { return (ConfMan.getInt("talkspeed") * 9 + 255 / 2) / 255; } #pragma mark - #pragma mark --- Main loop --- #pragma mark - Common::Error ScummEngine::go() { _engineStartTime = _system->getMillis() / 1000; // If requested, load a save game instead of running the boot script if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveTemporaryState)) { _saveLoadFlag = 0; runBootscript(); } else { _saveLoadFlag = 0; } int diff = 0; // Duration of one loop iteration while (!shouldQuit()) { if (_debugger->isAttached()) _debugger->onFrame(); // Randomize the PRNG by calling it at regular intervals. This ensures // that it will be in a different state each time you run the program. _rnd.getRandomNumber(2); // Notify the script about how much time has passed, in ticks (60 ticks per second) if (VAR_TIMER != 0xFF) VAR(VAR_TIMER) = diff * 60 / 1000; if (VAR_TIMER_TOTAL != 0xFF) VAR(VAR_TIMER_TOTAL) += diff * 60 / 1000; // Determine how long to wait before the next loop iteration should start int delta = (VAR_TIMER_NEXT != 0xFF) ? VAR(VAR_TIMER_NEXT) : 4; if (delta < 1) // Ensure we don't get into an endless loop delta = 1; // by not decreasing sleepers. // Wait... waitForTimer(delta * 1000 / 60 - diff); // Start the stop watch! diff = _system->getMillis(); // Run the main loop scummLoop(delta); // Halt the stop watch and compute how much time this iteration took. diff = _system->getMillis() - diff; if (shouldQuit()) { // TODO: Maybe perform an autosave on exit? } } return Common::kNoError; } void ScummEngine::waitForTimer(int msec_delay) { uint32 start_time; if (_fastMode & 2) msec_delay = 0; else if (_fastMode & 1) msec_delay = 10; start_time = _system->getMillis(); while (!shouldQuit()) { _sound->updateCD(); // Loop CD Audio if needed parseEvents(); _system->updateScreen(); if (_system->getMillis() >= start_time + msec_delay) break; _system->delayMillis(10); } } void ScummEngine::scummLoop(int delta) { if (_game.version >= 3) { VAR(VAR_TMR_1) += delta; VAR(VAR_TMR_2) += delta; VAR(VAR_TMR_3) += delta; if ((_game.id == GID_INDY3 && _game.platform != Common::kPlatformMacintosh) || _game.id == GID_ZAK) { // Amiga/PC versions of Indy3 set three extra timers // FM-TOWNS version of Zak sets three extra timers VAR(39) += delta; VAR(40) += delta; VAR(41) += delta; } } if (delta > 15) delta = 15; decreaseScriptDelay(delta); _talkDelay -= delta; if (_talkDelay < 0) _talkDelay = 0; // Record the current ego actor before any scripts (including input scripts) // get a chance to run. int oldEgo = 0; if (VAR_EGO != 0xFF) oldEgo = VAR(VAR_EGO); // In V1-V3 games, CHARSET_1 is called much earlier than in newer games. // See also bug #770042 for a case were this makes a difference. if (_game.version <= 3) CHARSET_1(); processInput(); scummLoop_updateScummVars(); if (_game.features & GF_AUDIOTRACKS) { // Covered automatically by the Sound class } else if (VAR_MUSIC_TIMER != 0xFF) { if (_musicEngine) { // The music engine generates the timer data for us. VAR(VAR_MUSIC_TIMER) = _musicEngine->getMusicTimer(); } } // Trigger autosave if necessary. if (!_saveLoadFlag && shouldPerformAutoSave(_lastSaveTime) && canSaveGameStateCurrently()) { _saveLoadSlot = 0; sprintf(_saveLoadName, "Autosave %d", _saveLoadSlot); _saveLoadFlag = 1; _saveTemporaryState = false; } if (VAR_GAME_LOADED != 0xFF) VAR(VAR_GAME_LOADED) = 0; load_game: scummLoop_handleSaveLoad(); if (_completeScreenRedraw) { clearCharsetMask(); _charset->_hasMask = false; // HACK as in game save stuff isn't supported currently if (_game.id == GID_LOOM) { int args[16]; uint var; memset(args, 0, sizeof(args)); args[0] = 2; if (_game.platform == Common::kPlatformMacintosh) var = 105; // 256 color CD version and PC engine version else if (_game.platform == Common::kPlatformPCEngine || _game.version == 4) var = 150; else var = 100; byte restoreScript = (_game.platform == Common::kPlatformFMTowns) ? 17 : 18; // if verbs should be shown restore them if (VAR(var) == 2) runScript(restoreScript, 0, 0, args); } else if (_game.version > 3) { for (int i = 0; i < _numVerbs; i++) drawVerb(i, 0); } else { redrawVerbs(); } handleMouseOver(false); _completeScreenRedraw = false; _fullRedraw = true; } if (_game.heversion >= 80) { ((SoundHE *)_sound)->processSoundCode(); } runAllScripts(); checkExecVerbs(); checkAndRunSentenceScript(); if (shouldQuit()) return; // HACK: If a load was requested, immediately perform it. This avoids // drawing the current room right after the load is request but before // it is performed. That was annoying esp. if you loaded while a SMUSH // cutscene was playing. if (_saveLoadFlag && _saveLoadFlag != 1) { goto load_game; } if (_currentRoom == 0) { if (_game.version > 3) CHARSET_1(); drawDirtyScreenParts(); } else { walkActors(); moveCamera(); updateObjectStates(); if (_game.version > 3) CHARSET_1(); scummLoop_handleDrawing(); scummLoop_handleActors(); _fullRedraw = false; scummLoop_handleEffects(); if (VAR_MAIN_SCRIPT != 0xFF && VAR(VAR_MAIN_SCRIPT) != 0) { runScript(VAR(VAR_MAIN_SCRIPT), 0, 0, 0); } // Handle mouse over effects (for verbs). handleMouseOver(oldEgo != VAR(VAR_EGO)); // Render everything to the screen. updatePalette(); drawDirtyScreenParts(); // FIXME / TODO: Try to move the following to scummLoop_handleSound or // scummLoop_handleActors (but watch out for regressions!) if (_game.version <= 5) playActorSounds(); } scummLoop_handleSound(); camera._last = camera._cur; _res->increaseExpireCounter(); animateCursor(); /* show or hide mouse */ CursorMan.showMouse(_cursor.state > 0); } #ifdef ENABLE_HE void ScummEngine_v90he::scummLoop(int delta) { _moviePlay->handleNextFrame(); if (_game.heversion >= 98) { _logicHE->startOfFrame(); } ScummEngine::scummLoop(delta); _sprite->updateImages(); if (_game.heversion >= 98) { _logicHE->endOfFrame(); } } #endif void ScummEngine::scummLoop_updateScummVars() { if (_game.version >= 7) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; VAR(VAR_CAMERA_POS_Y) = camera._cur.y; } else if (_game.version <= 2) { VAR(VAR_CAMERA_POS_X) = camera._cur.x >> V12_X_SHIFT; } else { VAR(VAR_CAMERA_POS_X) = camera._cur.x; } if (_game.version <= 7) VAR(VAR_HAVE_MSG) = _haveMsg; if (_game.version >= 3) { VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x; VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y; VAR(VAR_MOUSE_X) = _mouse.x; VAR(VAR_MOUSE_Y) = _mouse.y; if (VAR_DEBUGMODE != 0xFF) { // This is NOT for the Mac version of Indy3/Loom VAR(VAR_DEBUGMODE) = _debugMode; } } else if (_game.version >= 1) { // We use shifts below instead of dividing by V12_X_MULTIPLIER resp. // V12_Y_MULTIPLIER to handle negative coordinates correctly. // This fixes e.g. bugs #1328131 and #1537595. VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x >> V12_X_SHIFT; VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y >> V12_Y_SHIFT; // Adjust mouse coordinates as narrow rooms in NES are centered if (_game.platform == Common::kPlatformNES && _NESStartStrip > 0) { VAR(VAR_VIRT_MOUSE_X) -= 2; if (VAR(VAR_VIRT_MOUSE_X) < 0) VAR(VAR_VIRT_MOUSE_X) = 0; } } } void ScummEngine::scummLoop_handleSaveLoad() { if (_saveLoadFlag) { bool success; const char *errMsg = 0; if (_game.version == 8 && _saveTemporaryState) VAR(VAR_GAME_LOADED) = 0; if (_saveLoadFlag == 1) { success = saveState(_saveLoadSlot, _saveTemporaryState); if (!success) errMsg = "Failed to save game state to file:\n\n%s"; if (success && _saveTemporaryState && VAR_GAME_LOADED != 0xFF && _game.version <= 7) VAR(VAR_GAME_LOADED) = 201; } else { success = loadState(_saveLoadSlot, _saveTemporaryState); if (!success) errMsg = "Failed to load game state from file:\n\n%s"; if (success && _saveTemporaryState && VAR_GAME_LOADED != 0xFF) VAR(VAR_GAME_LOADED) = (_game.version == 8) ? 1 : 203; } Common::String filename = makeSavegameName(_saveLoadSlot, _saveTemporaryState); if (!success) { displayMessage(0, errMsg, filename.c_str()); } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveTemporaryState) { // Display "Save successful" message, except for auto saves char buf[256]; snprintf(buf, sizeof(buf), "Successfully saved game state in file:\n\n%s", filename.c_str()); GUI::TimedMessageDialog dialog(buf, 1500); runDialog(dialog); } if (success && _saveLoadFlag != 1) clearClickedStatus(); _saveLoadFlag = 0; _lastSaveTime = _system->getMillis(); } } void ScummEngine_v4::scummLoop_handleSaveLoad() { // copy saveLoadFlag as handleSaveLoad() resets it byte saveLoad = _saveLoadFlag; ScummEngine_v5::scummLoop_handleSaveLoad(); // update IQ points after loading if (saveLoad == 2) { if (_game.id == GID_INDY3) updateIQPoints(); } } void ScummEngine_v5::scummLoop_handleSaveLoad() { // copy saveLoadFlag as handleSaveLoad() resets it byte saveLoad = _saveLoadFlag; ScummEngine::scummLoop_handleSaveLoad(); // update IQ points after loading if (saveLoad == 2) { if (_game.id == GID_INDY4) runScript(145, 0, 0, 0); } } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v8::scummLoop_handleSaveLoad() { ScummEngine::scummLoop_handleSaveLoad(); removeBlastObjects(); } #endif void ScummEngine::scummLoop_handleDrawing() { if (camera._cur != camera._last || _bgNeedsRedraw || _fullRedraw) { redrawBGAreas(); } processDrawQue(); } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::scummLoop_handleDrawing() { ScummEngine_v6::scummLoop_handleDrawing(); // Full Throttle always redraws verbs and draws verbs before actors if (_game.version >= 7) redrawVerbs(); } #endif #ifdef ENABLE_HE void ScummEngine_v90he::scummLoop_handleDrawing() { ScummEngine_v80he::scummLoop_handleDrawing(); if (_game.heversion >= 99) _fullRedraw = false; if (_game.heversion >= 90) { _sprite->resetBackground(); _sprite->sortActiveSprites(); } } #endif void ScummEngine_v6::scummLoop_handleActors() { setActorRedrawFlags(); resetActorBgs(); processActors(); } void ScummEngine_v5::scummLoop_handleActors() { setActorRedrawFlags(); resetActorBgs(); if (!(getCurrentLights() & LIGHTMODE_room_lights_on) && getCurrentLights() & LIGHTMODE_flashlight_on) { drawFlashlight(); setActorRedrawFlags(); } processActors(); } void ScummEngine::scummLoop_handleEffects() { if (_game.version >= 4 && _game.heversion <= 62) cyclePalette(); palManipulate(); if (_doEffect) { _doEffect = false; fadeIn(_newEffect); clearClickedStatus(); } } void ScummEngine::scummLoop_handleSound() { _sound->processSound(); } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::scummLoop_handleSound() { ScummEngine_v6::scummLoop_handleSound(); if (_imuseDigital) { _imuseDigital->flushTracks(); // In CoMI and the Dig the full (non-demo) version invoke IMuseDigital::refreshScripts if ((_game.id == GID_DIG || _game.id == GID_CMI) && !(_game.features & GF_DEMO)) _imuseDigital->refreshScripts(); } if (_smixer) { _smixer->flush(); } } #endif #pragma mark - #pragma mark --- SCUMM --- #pragma mark - int ScummEngine_v60he::getHETimer(int timer) { assertRange(1, timer, 15, "getHETimer: Timer"); int time = _system->getMillis() - _heTimers[timer]; return time; } void ScummEngine_v60he::setHETimer(int timer) { assertRange(1, timer, 15, "setHETimer: Timer"); _heTimers[timer] = _system->getMillis(); } void ScummEngine::pauseGame() { pauseDialog(); } void ScummEngine::restart() { // TODO: Check this function - we should probably be reinitting a lot more stuff, and I suspect // this leaks memory like a sieve // Fingolfin seez: An alternate way to implement restarting would be to create // a save state right after startup ... to this end we could introduce a SaveFile // subclass which is implemented using a memory buffer (i.e. no actual file is // created). Then to restart we just have to load that pseudo save state. int i; // Reset some stuff _currentRoom = 0; _currentScript = 0xFF; killAllScriptsExceptCurrent(); setShake(0); _sound->stopAllSounds(); // Clear the script variables for (i = 0; i < _numVariables; i++) _scummVars[i] = 0; // Empty inventory for (i = 1; i < _numGlobalObjects; i++) clearOwnerOf(i); // Reallocate arrays // FIXME: This should already be called by readIndexFile. // FIXME: regardless of that, allocateArrays and allocResTypeData leaks // heavily, which should be fixed. allocateArrays(); // Reread index (reset objectstate etc) readIndexFile(); // Reinit scumm variables resetScumm(); resetScummVars(); if (_imuse) { _imuse->setBase(_res->address[rtSound]); } // Reinit sound engine if (_game.version >= 5 && _game.version <= 7) _sound->setupSound(); // Re-run bootscript runBootscript(); } void ScummEngine::runBootscript() { int args[16]; memset(args, 0, sizeof(args)); args[0] = _bootParam; if (_game.id == GID_MANIAC && (_game.features & GF_DEMO)) runScript(9, 0, 0, args); else runScript(1, 0, 0, args); } #ifdef ENABLE_HE void ScummEngine_v90he::runBootscript() { if (_game.heversion >= 98) { _logicHE->initOnce(); _logicHE->beforeBootScript(); } ScummEngine::runBootscript(); } #endif void ScummEngine::startManiac() { debug(0, "stub startManiac()"); displayMessage(0, "Usually, Maniac Mansion would start now. But ScummVM doesn't do that yet. To play it, go to 'Add Game' in the ScummVM start menu and select the 'Maniac' directory inside the Tentacle game directory."); } #pragma mark - #pragma mark --- GUI --- #pragma mark - void ScummEngine::pauseEngineIntern(bool pause) { if (pause) { // Record start of the pause, so that we can later // adjust _engineStartTime accordingly. _pauseStartTime = _system->getMillis(); // Pause sound & video _oldSoundsPaused = _sound->_soundsPaused; _sound->pauseSounds(true); } else { // Update the screen to make it less likely that the player will see a // brief cursor palette glitch when the GUI is disabled. _system->updateScreen(); // Resume sound & video _sound->pauseSounds(_oldSoundsPaused); // Adjust engine start time _engineStartTime += (_system->getMillis() - _pauseStartTime) / 1000; _pauseStartTime = 0; } } int ScummEngine::runDialog(Dialog &dialog) { // Pause engine pauseEngine(true); // Open & run the dialog int result = dialog.runModal(); // Resume engine pauseEngine(false); // Return the result return result; } #ifdef ENABLE_SCUMM_7_8 int ScummEngine_v7::runDialog(Dialog &dialog) { _splayer->pause(); int result = ScummEngine::runDialog(dialog); _splayer->unpause(); return result; } #endif void ScummEngine::messageDialog(const char *message) { if (!_messageDialog) _messageDialog = new InfoDialog(this, message); ((InfoDialog *)_messageDialog)->setInfoText(message); runDialog(*_messageDialog); } void ScummEngine::pauseDialog() { if (!_pauseDialog) _pauseDialog = new PauseDialog(this, 4); runDialog(*_pauseDialog); } void ScummEngine::versionDialog() { if (!_versionDialog) _versionDialog = new PauseDialog(this, 1); runDialog(*_versionDialog); } void ScummEngine::scummMenuDialog() { if (!_scummMenuDialog) _scummMenuDialog = new ScummMenuDialog(this); runDialog(*_scummMenuDialog); syncSoundSettings(); } void ScummEngine::confirmExitDialog() { ConfirmDialog d(this, 6); if (runDialog(d)) { quitGame(); } } void ScummEngine::confirmRestartDialog() { ConfirmDialog d(this, 5); if (runDialog(d)) { restart(); } } char ScummEngine::displayMessage(const char *altButton, const char *message, ...) { char buf[STRINGBUFLEN]; va_list va; va_start(va, message); vsnprintf(buf, STRINGBUFLEN, message, va); va_end(va); GUI::MessageDialog dialog(buf, "OK", altButton); return runDialog(dialog); } #pragma mark - #pragma mark --- Miscellaneous --- #pragma mark - GUI::Debugger *ScummEngine::getDebugger() { return _debugger; } void ScummEngine::errorString(const char *buf1, char *buf2, int buf2Size) { if (_currentScript != 0xFF) { snprintf(buf2, buf2Size, "(%d:%d:0x%lX): %s", _roomResource, vm.slot[_currentScript].number, (long)(_scriptPointer - _scriptOrgPointer), buf1); } else { strncpy(buf2, buf1, buf2Size); if (buf2Size > 0) buf2[buf2Size-1] = '\0'; } } } // End of namespace Scumm