/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2006 The ScummVM project * * 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/stdafx.h" #include "backends/fs/fs.h" #include "common/config-manager.h" #include "common/md5.h" #include "common/system.h" #include "gui/message.h" #include "gui/newgui.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/imuse/imuse.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/smush/smush_mixer.h" #include "scumm/insane/insane.h" #include "scumm/intern.h" #include "scumm/he/intern_he.h" #include "scumm/he/logic_he.h" #include "scumm/player_nes.h" #include "scumm/player_v1.h" #include "scumm/player_v2.h" #include "scumm/player_v2a.h" #include "scumm/player_v3a.h" #include "scumm/he/resource_he.h" #include "scumm/scumm.h" #include "scumm/sound.h" #include "scumm/imuse/sysex.h" #include "scumm/he/sprite_he.h" #include "scumm/util.h" #include "scumm/verbs.h" #include "sound/mixer.h" #ifdef _WIN32_WCE extern bool isSmartphone(void); #endif #if (defined(PALMOS_ARM) || defined(PALMOS_DEBUG) || defined(__GP32__)) namespace Graphics { extern void initfonts(); } #endif using Common::File; namespace Scumm { // Use g_scumm from error() ONLY ScummEngine *g_scumm = 0; ScummEngine::ScummEngine(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : Engine(syst), _game(gs), _substResFileName(subst), _debugger(0), _currentScript(0xFF), // Let debug() work on init stage gdi(this), res(this), _pauseDialog(0), _mainMenuDialog(0), _versionDialog(0) { // Copy MD5 checksum memcpy(_gameMD5, md5sum, 16); // Clean _substResFileNameBundle memset(&_substResFileNameBundle, 0, sizeof(_substResFileNameBundle)); // 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 File::addDefaultDirectory(_gameDataPath + "ROOMS/"); File::addDefaultDirectory(_gameDataPath + "rooms/"); } if ((_game.platform == Common::kPlatformMacintosh) && (_game.version == 3)) { // This is for the Mac version of Indy3/Loom File::addDefaultDirectory(_gameDataPath + "Rooms 1/"); File::addDefaultDirectory(_gameDataPath + "Rooms 2/"); File::addDefaultDirectory(_gameDataPath + "Rooms 3/"); } #ifndef DISABLE_SCUMM_7_8 #ifdef MACOSX if (_game.version == 8 && !memcmp(_gameDataPath.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. File::addDefaultDirectory("/Volumes/MONKEY3_1/RESOURCE/"); File::addDefaultDirectory("/Volumes/MONKEY3_1/resource/"); File::addDefaultDirectory("/Volumes/MONKEY3_2/"); File::addDefaultDirectory("/Volumes/MONKEY3_2/RESOURCE/"); File::addDefaultDirectory("/Volumes/MONKEY3_2/resource/"); } else #endif if (_game.version == 8) { // This is for COMI File::addDefaultDirectory(_gameDataPath + "RESOURCE/"); File::addDefaultDirectory(_gameDataPath + "resource/"); } if (_game.version == 7) { // This is for Full Throttle & The Dig File::addDefaultDirectory(_gameDataPath + "VIDEO/"); File::addDefaultDirectory(_gameDataPath + "video/"); File::addDefaultDirectory(_gameDataPath + "DATA/"); File::addDefaultDirectory(_gameDataPath + "data/"); } #endif // The kGenAsIs 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 (_substResFileName.almostGameID && _substResFileName.genMethod == kGenAsIs) { 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 = _substResFileName.expandedName; } 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 ScummC64File(tmpBuf1, tmpBuf2, _game.id == GID_MANIAC); _containerFile = tmpBuf1; } 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 = _substResFileName.expandedName; } else { error("kGenAsIs used with unsupported platform"); } // If a container file is used, we can turn of file name substitution. _substResFileName.almostGameID = 0; } else { // Regular access, no container file involved _fileHandle = new ScummFile(); } // Init all vars _imuse = NULL; _imuseDigital = NULL; _smixer = NULL; _musicEngine = NULL; _verbs = NULL; _objs = NULL; _storedFlObjects = NULL; _debugFlags = 0; _sound = NULL; memset(&vm, 0, sizeof(vm)); _smushVideoShouldFinish = false; _smushPaused = false; _insaneRunning = false; _quit = false; _pauseDialog = NULL; _mainMenuDialog = 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; _numStoredFlObjects = 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; _curActor = 0; _curVerb = 0; _curVerbSlot = 0; _curPalIndex = 0; _currentRoom = 0; _egoPositioned = false; _keyPressed = 0; _lastKeyHit = 0; _mouseAndKeyboardStat = 0; _leftBtnPressed = 0; _rightBtnPressed = 0; _bootParam = 0; _dumpScripts = false; _debugMode = 0; _heV7DiskOffsets = NULL; _heV7RoomIntOffsets = NULL; _objectOwnerTable = NULL; _objectRoomTable = NULL; _objectStateTable = NULL; _numObjectsInRoom = 0; _userPut = 0; _userState = 0; _activeInventory = 0; _activeObject = 0; _activeVerb = 0; _resourceHeaderSize = 8; _saveLoadFlag = 0; _saveLoadSlot = 0; _lastSaveTime = 0; _saveTemporaryState = false; 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)); _keyScriptKey = 0; _keyScriptNo = 0; _fileOffset = 0; memset(_resourceMapper, 0, sizeof(_resourceMapper)); _lastLoadedRoom = 0; _roomResource = 0; OF_OWNER_ROOM = 0; _verbMouseOver = 0; _inventoryOffset = 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; memset(&_cursor, 0, sizeof(_cursor)); memset(_grabbedCursor, 0, sizeof(_grabbedCursor)); _currentCursor = 0; _newEffect = 0; _switchRoomEffect2 = 0; _switchRoomEffect = 0; _scrollBuffer = NULL; _doEffect = false; _currentLights = 0; memset(&_flashlight, 0, sizeof(_flashlight)); _bompActorPalettePtr = NULL; _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; _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; _tempMusic = 0; _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; _demoMode = false; _confirmExit = 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; memset(_heTimers, 0, sizeof(_heTimers)); memset(_akosQueue, 0, sizeof(_akosQueue)); _akosQueuePos = 0; // // Init all VARS to 0xFF // VAR_LANGUAGE = 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_TMR_4 = 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_MOUSEPRESENT = 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; VAR_KEY_STATE = 0xFF; VAR_MOUSE_STATE = 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; // Allow the user to override the game name with a custom string. // This allows some game versions to work which use filenames // differing from the regular version(s) of that game. _baseName = ConfMan.hasKey("basename") ? ConfMan.get("basename") : gs.gameid; _copyProtection = ConfMan.getBool("copy_protection"); _demoMode = ConfMan.getBool("demo_mode"); 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"); _confirmExit = ConfMan.getBool("confirm_exit"); if (ConfMan.hasKey("render_mode")) { _renderMode = Common::parseRenderMode(ConfMan.get("render_mode").c_str()); } else { _renderMode = Common::kRenderDefault; } // Do some render mode restirctions 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.features & GF_16COLOR)) _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; } _compositeBuf = (byte *)malloc(_screenWidth * _screenHeight); _herculesBuf = 0; if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { _herculesBuf = (byte *)malloc(Common::kHercW * Common::kHercH); } } ScummEngine::~ScummEngine() { if (_musicEngine) { _musicEngine->terminate(); delete _musicEngine; } #ifndef DISABLE_SCUMM_7_8 if (_smixer) { _smixer->stop(); delete _smixer; } #endif _mixer->stopAll(); delete [] _actors; delete [] _sortedActors; delete _2byteFontPtr; delete _charset; delete _pauseDialog; delete _mainMenuDialog; delete _versionDialog; delete _fileHandle; delete _sound; delete _costumeLoader; delete _costumeRenderer; free(_shadowPalette); free(_palManipPalette); free(_palManipIntermediatePal); res.freeResources(); 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); delete _debugger; } ScummEngine_v4::ScummEngine_v4(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v5(syst, gs, md5sum, subst) { _resourceHeaderSize = 6; } ScummEngine_v3::ScummEngine_v3(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v4(syst, gs, md5sum, subst) { } ScummEngine_v3old::ScummEngine_v3old(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v3(syst, gs, md5sum, subst) { _resourceHeaderSize = 4; } ScummEngine_v2::ScummEngine_v2(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v3old(syst, gs, md5sum, subst) { 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_c64::ScummEngine_c64(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v2(syst, gs, md5sum, subst) { _currentMode = 0; } ScummEngine_v6::ScummEngine_v6(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine(syst, gs, md5sum, subst) { _blastObjectQueuePos = 0; memset(_blastObjectQueue, 0, sizeof(_blastObjectQueue)); _blastTextQueuePos = 0; memset(_blastTextQueue, 0, sizeof(_blastTextQueue)); _smushFrameRate = 0; 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; } #ifndef DISABLE_HE ScummEngine_v70he::ScummEngine_v70he(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v60he(syst, gs, md5sum, subst) { if (_game.platform == Common::kPlatformMacintosh && (_game.heversion >= 72 && _game.heversion <= 73)) _resExtractor = new MacResExtractor(this); else _resExtractor = new Win32ResExtractor(this); _wiz = new Wiz(this); _heV7RoomOffsets = NULL; _heSndSoundId = 0; _heSndOffset = 0; _heSndChannel = 0; _heSndFlags = 0; _heSndSoundFreq = 0; _skipProcessActors = 0; VAR_NUM_SOUND_CHANNELS = 0xFF; VAR_WIZ_TCOLOR = 0xFF; } ScummEngine_v70he::~ScummEngine_v70he() { delete _resExtractor; delete _wiz; free(_heV7DiskOffsets); free(_heV7RoomIntOffsets); free(_heV7RoomOffsets); free(_storedFlObjects); } ScummEngine_v71he::ScummEngine_v71he(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v70he(syst, gs, md5sum, subst) { _auxBlocksNum = 0; memset(_auxBlocks, 0, sizeof(_auxBlocks)); _auxEntriesNum = 0; memset(_auxEntries, 0, sizeof(_auxEntries)); } ScummEngine_v72he::ScummEngine_v72he(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v71he(syst, gs, md5sum, subst) { 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_POLYGONS_ONLY = 0xFF; } ScummEngine_v80he::ScummEngine_v80he(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v72he(syst, gs, md5sum, subst) { _heSndResId = 0; _curSndId = 0; _sndPtrOffs = 0; _sndTmrOffs = 0; VAR_PLATFORM = 0xFF; VAR_WINDOWS_VERSION = 0xFF; VAR_CURRENT_CHARSET = 0xFF; VAR_COLOR_DEPTH = 0xFF; } ScummEngine_v90he::ScummEngine_v90he(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v80he(syst, gs, md5sum, subst) { _sprite = new Sprite(this); 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 _sprite; if (_game.heversion >= 98) { delete _logicHE; } if (_game.heversion >= 99) { free(_hePalettes); } } #endif #ifndef DISABLE_SCUMM_7_8 ScummEngine_v7::ScummEngine_v7(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v6(syst, gs, md5sum, subst) { _verbCharset = 0; _existLanguageFile = false; _languageBuffer = NULL; _languageIndex = NULL; clearSubtitleQueue(); } ScummEngine_v7::~ScummEngine_v7() { free(_languageBuffer); free(_languageIndex); } ScummEngine_v8::ScummEngine_v8(OSystem *syst, const GameSettings &gs, uint8 md5sum[16], SubstResFileNames subst) : ScummEngine_v7(syst, gs, md5sum, subst) { _objectIDMap = 0; } ScummEngine_v8::~ScummEngine_v8() { delete [] _objectIDMap; } #endif #pragma mark - #pragma mark --- Initialization --- #pragma mark - int ScummEngine::init() { // Initialize backend _system->beginGFXTransaction(); bool defaultTo1XScaler = false; if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { _system->initSize(Common::kHercW, Common::kHercH, 1); defaultTo1XScaler = true; } else { // FIXME: The way we now handle the force_1x_overlay setting implies // that if you start scummvm into the launcher with force_1x_overlay // set to true, it'll get reset to the default value (usually 'false' // except for Symbian) before launching a game. // This may or may not be the desired behavior... _system->initSize(_screenWidth, _screenHeight, (ConfMan.getBool("force_1x_overlay") ? 1 : 2)); defaultTo1XScaler = (_screenWidth > 320); } initCommonGFX(defaultTo1XScaler); _system->endGFXTransaction(); // 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 && (_game.features & GF_AUDIOTRACKS)) _system->openCD(cd_num); // Create the sound manager _sound = new Sound(this); // Setup the music engine setupMusic(_game.midi); // Load localization data, if present _language = Common::parseLanguage(ConfMan.get("language")); loadLanguageBundle(); // Load CJK font, if present loadCJKFont(); // Create the charset renderer if (_game.platform == Common::kPlatformNES) _charset = new CharsetRendererNES(this); else if (_game.version <= 2) _charset = new CharsetRendererV2(this, _language); else if (_game.version == 3) _charset = new CharsetRendererV3(this); #ifndef DISABLE_SCUMM_7_8 else if (_game.version == 8) _charset = new CharsetRendererNut(this); #endif else _charset = new CharsetRendererClassic(this); // Create the costume renderer if (_game.features & GF_NEW_COSTUMES) { _costumeRenderer = new AkosRenderer(this); _costumeLoader = new AkosCostumeLoader(this); } else if (_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC) { _costumeRenderer = new C64CostumeRenderer(this); _costumeLoader = new C64CostumeLoader(this); } else if (_game.platform == Common::kPlatformNES) { _costumeRenderer = new NESCostumeRenderer(this); _costumeLoader = new NESCostumeLoader(this); } else { _costumeRenderer = new ClassicCostumeRenderer(this); _costumeLoader = new ClassicCostumeLoader(this); } #ifndef DISABLE_SCUMM_7_8 // Create FT INSANE object if (_game.id == GID_FT) _insane = new Insane((ScummEngine_v6 *)this); else #endif _insane = 0; // Load game from specified slot, if any if (ConfMan.hasKey("save_slot")) { requestLoad(ConfMan.getInt("save_slot")); } 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; } readIndexFile(); #ifdef PALMOS_68K if (_game.features & GF_NEW_COSTUMES) res._maxHeapThreshold = gVars->memory[kMemScummNewCostGames]; else res._maxHeapThreshold = gVars->memory[kMemScummOldCostGames]; #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. res._maxHeapThreshold = 6 * 1024 * 1024; } else { res._maxHeapThreshold = 550000; } #endif res._minHeapThreshold = 400000; scummInit(); initScummVars(); if (_imuse) { _imuse->setBase(res.address[rtSound]); } if (_game.version >= 5) _sound->setupSound(); #if (defined(PALMOS_ARM) || defined(PALMOS_DEBUG) || defined(__GP32__)) Graphics::initfonts(); #endif // Create debugger if (!_debugger) _debugger = new ScummDebugger(this); return 0; } void ScummEngine::scummInit() { int i; _tempMusic = 0; debug(9, "scummInit"); if ((_game.id == GID_MANIAC) && (_game.version == 1) && !(_game.platform == Common::kPlatformNES)) { if (_game.platform == Common::kPlatformC64) initScreens(8, 144); else 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; if (_game.version == 1) { // Use 17 color table for v1 games to allow // correct color for inventory and sentence // line // Original games used some kind of dynamic // color table remapping between rooms if (_game.platform == Common::kPlatformC64) { setupC64Palette(); } else if (_game.platform == Common::kPlatformNES) { setupNESPalette(); } else { setupV1Palette(); } } else if (_game.features & GF_16COLOR) { for (i = 0; i < 16; i++) _shadowPalette[i] = i; switch (_renderMode) { case Common::kRenderEGA: setupEGAPalette(); break; case Common::kRenderAmiga: setupAmigaPalette(); break; case Common::kRenderCGA: setupCGAPalette(); break; case Common::kRenderHercA: case Common::kRenderHercG: setupHercPalette(); break; default: if ((_game.platform == Common::kPlatformAmiga) || (_game.platform == Common::kPlatformAtariST)) setupAmigaPalette(); else setupEGAPalette(); } } if (_game.version >= 4 && _game.version <= 7) loadCharset(1); if (_game.features & GF_OLD_BUNDLE) loadCharset(0); setShake(0); setupCursor(); // Allocate and Initialize actors Actor::initActorClass(this); _actors = new Actor[_numActors]; _sortedActors = new Actor * [_numActors]; for (i = 0; i < _numActors; i++) { _actors[i]._number = i; _actors[i].initActor(1); // this is from IDB if ((_game.version == 1) || (_game.id == GID_MANIAC && _demoMode)) _actors[i].setActorCostume(i); } if (_game.id == GID_MANIAC && _game.version == 1) { setupV1ActorTalkColor(); } else if (_game.id == GID_MANIAC && _game.version == 2 && _demoMode) { // 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.features & GF_NEW_CAMERA) { 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; if (_game.version <= 5) { // Setup light _flashlight.xStrips = 7; _flashlight.yStrips = 7; _flashlight.buffer = NULL; } _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; _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_c64::scummInit() { ScummEngine_v2::scummInit(); initC64Verbs(); } void ScummEngine_v2::scummInit() { ScummEngine::scummInit(); 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_v4::scummInit() { ScummEngine::scummInit(); // 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::scummInit() { ScummEngine::scummInit(); setDefaultCursor(); } void ScummEngine_v60he::scummInit() { ScummEngine_v6::scummInit(); // HACK cursor hotspot is wrong // Original games used // setCursorHotspot(8, 7); if (_game.id == GID_FUNPACK) setCursorHotspot(16, 16); } #ifndef DISABLE_HE void ScummEngine_v72he::scummInit() { ScummEngine_v60he::scummInit(); _stringLength = 1; memset(_stringBuffer, 0, sizeof(_stringBuffer)); } void ScummEngine_v90he::scummInit() { ScummEngine_v72he::scummInit(); _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; default: _logicHE = new LogicHE(this); break; } } } void ScummEngine_v99he::scummInit() { ScummEngine_v90he::scummInit(); _hePalettes = (uint8 *)malloc((_numPalettes + 1) * 1024); memset(_hePalettes, 0, (_numPalettes + 1) * 1024); byte basename[256]; char buf1[128]; strcpy((char *)basename, _baseName.c_str()); if (_substResFileName.almostGameID != 0) { generateSubstResFileName((char *)basename, buf1, sizeof(buf1)); strcpy((char *)basename, buf1); } // Array 129 is set to base name int len = resStrLen(basename); ArrayHeader *ah = defineArray(129, kStringArray, 0, 0, 0, len); memcpy(ah->data, basename, len); } #endif void ScummEngine::setupMusic(int midi) { int 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_TOWNS: _musicType = MDT_TOWNS; break; case MD_ADLIB: _musicType = MDT_ADLIB; break; default: _musicType = MDT_MIDI; break; } // FIXME: MD_TOWNS should not be _midi_native in the first place!! iMuse code needs to be restructured. if ((_game.id == GID_TENTACLE) || (_game.id == GID_SAMNMAX) || (midiDriver == MD_TOWNS)) _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\n"); if (_musicType == MDT_ADLIB || _musicType == MDT_PCSPK) { midiDriver = MD_NULL; _musicType = MDT_NONE; warning("MIDI driver depends on sound mixer, switching to null MIDI driver\n"); } } // Init iMuse if (_game.features & GF_DIGI_IMUSE) { #ifndef DISABLE_SCUMM_7_8 _musicEngine = _imuseDigital = new IMuseDigital(this, 10); _smixer = new SmushMixer(_mixer); #endif } else if (_game.platform == Common::kPlatformC64) { // TODO _musicEngine = NULL; } else if (_game.platform == Common::kPlatformNES) { _musicEngine = new Player_NES(this); } else if ((_game.platform == Common::kPlatformAmiga) && (_game.version == 2)) { _musicEngine = new Player_V2A(this); } else if ((_game.platform == Common::kPlatformAmiga) && (_game.version == 3)) { _musicEngine = new Player_V3A(this); } else if ((_game.platform == Common::kPlatformAmiga) && (_game.version <= 4)) { _musicEngine = NULL; } else if (_game.id == GID_MANIAC && (_game.version == 1)) { _musicEngine = new Player_V1(this, midiDriver != MD_PCSPK); } else if (_game.version <= 2) { _musicEngine = new Player_V2(this, midiDriver != MD_PCSPK); } else if ((_musicType == MDT_PCSPK) && ((_game.version > 2) && (_game.version <= 4))) { _musicEngine = new Player_V2(this, midiDriver != MD_PCSPK); } else if (_game.version >= 3 && _game.heversion <= 61 && _game.platform != Common::kPlatform3DO) { 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(_mixer); 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")); _imuse->property(IMuse::PROP_NATIVE_MT32, _native_mt32); _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); } } setupVolumes(); } void ScummEngine::setupVolumes() { // 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); } #pragma mark - #pragma mark --- Main loop --- #pragma mark - int ScummEngine::go() { _engineStartTime = _system->getMillis() / 1000; // If requested, load a save game instead of running the boot script if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveTemporaryState)) { int args[16]; memset(args, 0, sizeof(args)); args[0] = _bootParam; _saveLoadFlag = 0; #ifndef DISABLE_HE if (_game.heversion >= 98) { ((ScummEngine_v90he *)this)->_logicHE->initOnce(); ((ScummEngine_v90he *)this)->_logicHE->beforeBootScript(); } #endif if (_game.id == GID_MANIAC && _demoMode) runScript(9, 0, 0, args); else runScript(1, 0, 0, args); } else { _saveLoadFlag = 0; } int delta = 0; int diff = _system->getMillis(); while (!_quit) { updatePalette(); diff -= _system->getMillis(); waitForTimer(delta * 15 + diff); diff = _system->getMillis(); delta = scummLoop(delta); if (delta < 1) // Ensure we don't get into a loop delta = 1; // by not decreasing sleepers. if (_quit) { // TODO: Maybe perform an autosave on exit? } } return 0; } 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 (!_quit) { _sound->updateCD(); // Loop CD Audio if needed parseEvents(); _system->updateScreen(); if (_system->getMillis() >= start_time + msec_delay) break; _system->delayMillis(10); } } int ScummEngine::scummLoop(int delta) { 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); #ifndef DISABLE_HE if (_game.heversion >= 98) { ((ScummEngine_v90he *)this)->_logicHE->startOfFrame(); } #endif if (_game.version > 2) { VAR(VAR_TMR_1) += delta; VAR(VAR_TMR_2) += delta; VAR(VAR_TMR_3) += delta; if (_game.id == GID_ZAK || _game.id == GID_INDY3) { // All 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 (VAR_TMR_4 != 0xFF) VAR(VAR_TMR_4) += 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(); processKbd(false); if (_game.features & GF_NEW_CAMERA) { 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 / 8; } else { VAR(VAR_CAMERA_POS_X) = camera._cur.x; } if (_game.version <= 7) VAR(VAR_HAVE_MSG) = _haveMsg; if (_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC) { // TODO } else if (_game.version <= 2) { VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x / 8; VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y / 2; // 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; } } else { 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; } } 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(); } else { // Used for Money Island 1 (Amiga) // TODO: The music delay (given in milliseconds) might have to be tuned a little // to get it correct for all games. Without the ability to watch/listen to the // original games, I can't do that myself. const int MUSIC_DELAY = 350; _tempMusic += delta * 15; // Convert delta to milliseconds if (_tempMusic >= MUSIC_DELAY) { _tempMusic -= MUSIC_DELAY; VAR(VAR_MUSIC_TIMER) += 1; } } } // Trigger autosave if necessary. if (!_saveLoadFlag && shouldPerformAutoSave(_lastSaveTime)) { _saveLoadSlot = 0; sprintf(_saveLoadName, "Autosave %d", _saveLoadSlot); _saveLoadFlag = 1; _saveTemporaryState = false; } if (VAR_GAME_LOADED != 0xFF) VAR(VAR_GAME_LOADED) = 0; if (_saveLoadFlag) { load_game: bool success; const char *errMsg = 0; char filename[256]; if (_saveLoadFlag == 1) { success = saveState(_saveLoadSlot, _saveTemporaryState); if (!success) errMsg = "Failed to save game state to file:\n\n%s"; // Ender: Disabled for small_header games, as can overwrite game // variables (eg, Zak256 cashcard values). Temp disabled for V8 // because of odd timing issue with scripts and the variable reset if (success && _saveTemporaryState && !(_game.features & GF_SMALL_HEADER) && _game.version < 8) VAR(VAR_GAME_LOADED) = 201; } else { success = loadState(_saveLoadSlot, _saveTemporaryState); if (!success) errMsg = "Failed to load game state from file:\n\n%s"; // Ender: Disabled for small_header games, as can overwrite game // variables (eg, Zak256 cashcard values). if (success && _saveTemporaryState && !(_game.features & GF_SMALL_HEADER)) VAR(VAR_GAME_LOADED) = 203; } makeSavegameName(filename, _saveLoadSlot, _saveTemporaryState); if (!success) { displayMessage(0, errMsg, filename); } 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); GUI::TimedMessageDialog dialog(buf, 1500); runDialog(dialog); } if (success && _saveLoadFlag != 1) clearClickedStatus(); _saveLoadFlag = 0; _lastSaveTime = _system->getMillis(); } if (_completeScreenRedraw) { _charset->clearCharsetMask(); _charset->_hasMask = false; // HACK as in game save stuff isn't supported currently if (_game.id == GID_LOOM) { int args[16]; uint value; memset(args, 0, sizeof(args)); args[0] = 2; if (_game.platform == Common::kPlatformMacintosh) value = 105; else if (_game.version == 4) // 256 color CD version value = 150; else value = 100; byte restoreScript = (_game.platform == Common::kPlatformFMTowns) ? 17 : 18; // if verbs should be shown restore them if (VAR(value) == 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) { _sound->processSoundCode(); } runAllScripts(); checkExecVerbs(); checkAndRunSentenceScript(); if (_quit) return 0; // 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(); if (camera._cur.x != camera._last.x || _bgNeedsRedraw || _fullRedraw || ((_game.features & GF_NEW_CAMERA) && camera._cur.y != camera._last.y)) { redrawBGAreas(); } processDrawQue(); if (_game.heversion >= 99) _fullRedraw = false; // Full Throttle always redraws verbs and draws verbs before actors if (_game.version >= 7) redrawVerbs(); #ifndef DISABLE_HE if (_game.heversion >= 90) { ((ScummEngine_v90he *)this)->_sprite->resetBackground(); ((ScummEngine_v90he *)this)->_sprite->sortActiveSprites(); } #endif setActorRedrawFlags(); resetActorBgs(); if (!(getCurrentLights() & LIGHTMODE_room_lights_on) && getCurrentLights() & LIGHTMODE_flashlight_on) { drawFlashlight(); setActorRedrawFlags(); } processActors(); _fullRedraw = false; if (_game.version >= 4 && _game.heversion <= 61) cyclePalette(); palManipulate(); if (_doEffect) { _doEffect = false; fadeIn(_newEffect); clearClickedStatus(); } 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. drawDirtyScreenParts(); if (_game.version <= 5) playActorSounds(); } _sound->processSound(); #ifndef DISABLE_SCUMM_7_8 if (_imuseDigital) { _imuseDigital->flushTracks(); if ( ((_game.id == GID_DIG) && (!(_game.features & GF_DEMO))) || (_game.id == GID_CMI) ) _imuseDigital->refreshScripts(); } if (_smixer) { _smixer->flush(); } #endif camera._last = camera._cur; if (!(++res._expireCounter)) { res.increaseResourceCounter(); } animateCursor(); /* show or hide mouse */ _system->showMouse(_cursor.state > 0); #ifndef DISABLE_HE if (_game.heversion >= 90) { ((ScummEngine_v90he *)this)->_sprite->updateImages(); } if (_game.heversion >= 98) { ((ScummEngine_v90he *)this)->_logicHE->endOfFrame(); } #endif if (VAR_TIMER != 0xFF) VAR(VAR_TIMER) = 0; return (VAR_TIMER_NEXT != 0xFF) ? VAR(VAR_TIMER_NEXT) : 4; } #pragma mark - #pragma mark --- SCUMM --- #pragma mark - int ScummEngine::getHETimer(int timer) { checkRange(15, 1, timer, "getHETimer: Timer out of range(%d)"); int time = _system->getMillis() - _heTimers[timer]; return time; } void ScummEngine::setHETimer(int timer) { checkRange(15, 1, timer, "setHETimer: Timer out of range(%d)"); _heTimers[timer] = _system->getMillis(); } void ScummEngine::pauseGame() { pauseDialog(); } void ScummEngine::shutDown() { _quit = true; } 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 // Fingolfing 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 = 0; i < _numGlobalObjects; i++) clearOwnerOf(i); // Reallocate arrays allocateArrays(); // Reread index (reset objectstate etc) readIndexFile(); // Reinit scumm variables scummInit(); initScummVars(); if (_imuse) { _imuse->setBase(res.address[rtSound]); } // Reinit sound engine if (_game.version >= 5) _sound->setupSound(); // Re-run bootscript int args[16]; memset(args, 0, sizeof(args)); args[0] = _bootParam; if (_game.id == GID_MANIAC && _demoMode) runScript(9, 0, 0, args); else runScript(1, 0, 0, args); } 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 - int ScummEngine::runDialog(Dialog &dialog) { _dialogStartTime = _system->getMillis() / 1000; // Pause sound & video bool old_soundsPaused = _sound->_soundsPaused; _sound->pauseSounds(true); bool oldSmushPaused = _smushPaused; _smushPaused = true; // Open & run the dialog int result = dialog.runModal(); // Restore old cursor updateCursor(); // Resume sound & video _sound->pauseSounds(old_soundsPaused); _smushPaused = oldSmushPaused; _engineStartTime += (_system->getMillis() / 1000) - _dialogStartTime; _dialogStartTime = 0; // Return the result return result; } 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::mainMenuDialog() { if (!_mainMenuDialog) _mainMenuDialog = new MainMenuDialog(this); runDialog(*_mainMenuDialog); } void ScummEngine::confirmExitDialog() { ConfirmDialog d(this, 6); if (runDialog(d)) { _quit = true; } } 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 - void ScummEngine::errorString(const char *buf1, char *buf2) { if (_currentScript != 0xFF) { ScriptSlot *ss = &vm.slot[_currentScript]; sprintf(buf2, "(%d:%d:0x%lX): %s", _roomResource, ss->number, (long)(_scriptPointer - _scriptOrgPointer), buf1); } else { strcpy(buf2, buf1); } #ifdef _WIN32_WCE if (isSmartphone()) return; #endif // Unless an error -originated- within the debugger, spawn the debugger. Otherwise // exit out normally. if (_debugger && !_debugger->isAttached()) { printf("%s\n", buf2); // (Print it again in case debugger segfaults) _debugger->attach(buf2); _debugger->onFrame(); } } void ScummEngine::generateSubstResFileName(const char *filename, char *buf, int bufsize) { applySubstResFileName(_substResFileName, filename, buf, bufsize); } } // End of namespace Scumm