/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // Game detection, general game parameters #include "reinherit.h" #include "yslib.h" #include "common/file.h" #include "base/gameDetector.h" #include "base/plugins.h" #include "backends/fs/fs.h" #include "rscfile_mod.h" #include "cvar_mod.h" #include "ite_introproc_mod.h" #include "interface_mod.h" #include "game_mod.h" #include "game.h" namespace Saga { // Inherit the Earth - DOS Demo version R_GAME_FILEDESC ITEDEMO_GameFiles[] = { {"ITE.RSC", R_GAME_RESOURCEFILE}, {"ITE.DMO", R_GAME_DEMOFILE}, {"SCRIPTS.RSC", R_GAME_SCRIPTFILE}, {"VOICES.RSC", R_GAME_SOUNDFILE | R_GAME_VOICEFILE} }; R_GAME_FONTDESC ITEDEMO_GameFonts[] = { {R_GAME_FONT_SMALL, 0}, {R_GAME_FONT_MEDIUM, 1} }; R_GAME_SOUNDINFO ITEDEMO_GameSound = { R_GAME_SOUND_VOC, 0, 0, 0 }; // Inherit the Earth - win32 Wyrmkeep Demo version R_GAME_FILEDESC ITEWINDEMO_GameFiles[] = { {"ITED.RSC", R_GAME_RESOURCEFILE}, {"SCRIPTSD.RSC", R_GAME_SCRIPTFILE}, {"SOUNDSD.RSC", R_GAME_SOUNDFILE}, {"VOICESD.RSC", R_GAME_VOICEFILE} }; // Inherit the Earth - Diskette version R_GAME_FILEDESC ITEDISK_GameFiles[] = { {"ITE.RSC", R_GAME_RESOURCEFILE} , {"SCRIPTS.RSC", R_GAME_SCRIPTFILE} , {"VOICES.RSC", R_GAME_SOUNDFILE | R_GAME_VOICEFILE} }; R_GAME_FONTDESC ITEDISK_GameFonts[] = { {R_GAME_FONT_MEDIUM, 0} , {R_GAME_FONT_LARGE, 1} , {R_GAME_FONT_SMALL, 2} }; R_GAME_RESOURCEDESC ITE_Resources = { ITE_SCENE_LUT, // Scene lookup table RN ITE_SCRIPT_LUT, // Script lookup table RN ITE_COMMAND_PANEL, ITE_DIALOGUE_PANEL }; R_GAME_SOUNDINFO ITE_GameSound = { R_GAME_SOUND_VOC, 0, 0, 0 }; // Inherit the Earth - CD Enhanced version R_GAME_FILEDESC ITECD_GameFiles[] = { {"ITE.RSC", R_GAME_RESOURCEFILE}, {"SCRIPTS.RSC", R_GAME_SCRIPTFILE}, {"SOUNDS.RSC", R_GAME_SOUNDFILE}, {"VOICES.RSC", R_GAME_VOICEFILE} }; R_GAME_FONTDESC ITECD_GameFonts[] = { {R_GAME_FONT_MEDIUM, 0}, {R_GAME_FONT_LARGE, 1}, {R_GAME_FONT_SMALL, 2} }; R_GAME_SOUNDINFO ITECD_GameSound = { R_GAME_SOUND_PCM, 22050, 16, 0 }; // I Have No Mouth and I Must Scream - Demo version R_GAME_FILEDESC IHNMDEMO_GameFiles[] = { {"SCREAM.RES", R_GAME_RESOURCEFILE}, {"SCRIPTS.RES", R_GAME_SCRIPTFILE}, {"SFX.RES", R_GAME_SOUNDFILE}, {"VOICESD.RES", R_GAME_VOICEFILE} }; // I Have No Mouth and I Must Scream - Retail CD version R_GAME_FILEDESC IHNMCD_GameFiles[] = { {"MUSICFM.RES", R_GAME_MUSICFILE}, {"MUSICGM.RES", R_GAME_MUSICFILE}, {"SCREAM.RES", R_GAME_RESOURCEFILE}, {"SCRIPTS.RES", R_GAME_SCRIPTFILE}, {"SFX.RES", R_GAME_SOUNDFILE}, {"VOICES1.RES", R_GAME_VOICEFILE}, {"VOICES2.RES", R_GAME_VOICEFILE}, {"VOICES3.RES", R_GAME_VOICEFILE}, {"VOICES4.RES", R_GAME_VOICEFILE}, {"VOICES5.RES", R_GAME_VOICEFILE}, {"VOICES6.RES", R_GAME_VOICEFILE}, {"VOICESS.RES", R_GAME_VOICEFILE} }; R_GAME_FONTDESC IHNMCD_GameFonts[] = { {R_GAME_FONT_MEDIUM, 2}, {R_GAME_FONT_LARGE, 3}, {R_GAME_FONT_SMALL, 4}, {R_GAME_FONT_SMALL2, 5}, {R_GAME_FONT_MEDIUM2, 6}, {R_GAME_FONT_LARGE2, 7}, {R_GAME_FONT_LARGE3, 8} }; R_GAME_RESOURCEDESC IHNM_Resources = { IHNM_SCENE_LUT, // Scene lookup table RN IHNM_SCRIPT_LUT, // Script lookup table RN IHNM_COMMAND_PANEL, IHNM_DIALOGUE_PANEL }; R_GAME_SOUNDINFO IHNM_GameSound = { R_GAME_SOUND_WAV, 0, 0, 0 }; R_GAMEDESC GameDescs[] = { // Inherit the earth - DOS Demo version { "ite-demo", R_GAMETYPE_ITE, R_GAME_ITE_DEMO, // Game id "Inherit the Earth (DOS Demo)", // Game title 320, 200, // Logical resolution 137, // Scene viewport height ITE_DEFAULT_SCENE, // Starting scene number &ITE_Resources, ARRAYSIZE(ITEDEMO_GameFiles), // Game datafiles ITEDEMO_GameFiles, ARRAYSIZE(ITEDEMO_GameFonts), ITEDEMO_GameFonts, &ITEDEMO_GameSound, 0, 0 // Game supported flag }, // Inherit the earth - win32 Wyrmkeep Demo version { "ite-demo-win", R_GAMETYPE_ITE, R_GAME_ITE_WINDEMO, "Inherit the Earth (Win32 Demo)", 320, 200, 137, ITE_DEFAULT_SCENE, &ITE_Resources, ARRAYSIZE(ITEWINDEMO_GameFiles), ITEWINDEMO_GameFiles, ARRAYSIZE(ITECD_GameFonts), ITECD_GameFonts, &ITECD_GameSound, 0, 0 }, // Inherit the earth - CD version // NOTE: it should be before floppy version { "itecd", R_GAMETYPE_ITE, R_GAME_ITE_CD, "Inherit the Earth (DOS CD Version)", 320, 200, 137, ITE_DEFAULT_SCENE, &ITE_Resources, ARRAYSIZE(ITECD_GameFiles), ITECD_GameFiles, ARRAYSIZE(ITECD_GameFonts), ITECD_GameFonts, &ITECD_GameSound, 0, 1 }, // Inherit the earth - Disk version { "ite", R_GAMETYPE_ITE, R_GAME_ITE_DISK, "Inherit the Earth (DOS)", 320, 200, 137, ITE_DEFAULT_SCENE, &ITE_Resources, ARRAYSIZE(ITEDISK_GameFiles), ITEDISK_GameFiles, ARRAYSIZE(ITEDISK_GameFonts), ITEDISK_GameFonts, &ITE_GameSound, 0, 1 }, // I Have No Mouth And I Must Scream - Demo version { "ihnm-demo", R_GAMETYPE_IHNM, R_GAME_IHNM_DEMO, "I Have No Mouth and I Must Scream (DOS Demo)", 640, 480, 304, 0, &IHNM_Resources, ARRAYSIZE(IHNMDEMO_GameFiles), IHNMDEMO_GameFiles, 0, NULL, &IHNM_GameSound, GF_DEFAULT_TO_1X_SCALER, 0 }, // I Have No Mouth And I Must Scream - CD version { "ihnm", R_GAMETYPE_IHNM, R_GAME_IHNM_CD, "I Have No Mouth and I Must Scream (DOS)", 640, 480, 304, 1, &IHNM_Resources, ARRAYSIZE(IHNMCD_GameFiles), IHNMCD_GameFiles, ARRAYSIZE(IHNMCD_GameFonts), IHNMCD_GameFonts, &IHNM_GameSound, GF_DEFAULT_TO_1X_SCALER, 1 } }; static R_GAMEMODULE GameModule; void GAME_setGameDirectory(const char *gamedir) { assert(gamedir != NULL); debug(0, "Using game data path: %s", gamedir); strcpy(GameModule.game_dir, gamedir); } int GAME_Register() { return R_SUCCESS; // Register "gamedir" cfg cvar strncpy(GameModule.game_dir, "./", R_MAXPATH); if (CVAR_Register_S(GameModule.game_dir, "gamedir", NULL, R_CVAR_CFG, R_MAXPATH) != R_SUCCESS) { return R_FAILURE; } // Register "g_language" cfg cvar strncpy(GameModule.game_dir, "us", R_MAXPATH); if (CVAR_Register_S(GameModule.game_language, "g_language", NULL, R_CVAR_CFG, R_GAME_LANGSTR_LIMIT) != R_SUCCESS) { return R_FAILURE; } // Register "g_skipintro" cfg cvar if (CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, R_CVAR_CFG, 0, 1) != R_SUCCESS) { return R_FAILURE; } return R_SUCCESS; } int GAME_Init() { uint16 game_n; char *game_dir; game_dir = GameModule.game_dir; if (DetectGame(game_dir, &game_n) != R_SUCCESS) { GameModule.err_str = "No valid games were found in the specified directory."; return R_FAILURE; } if (!GameDescs[game_n].gd_supported) { GameModule.err_str = "This game is not currently supported."; return R_FAILURE; } if (!GameDescs[game_n].gd_supported) { GameModule.err_str = "This game is not currently supported."; return R_FAILURE; } if (LoadGame(game_dir, game_n) != R_SUCCESS) { GameModule.err_str = "Error loading game resource files."; return R_FAILURE; } // Load dialogue file LoadLanguage(); return R_SUCCESS; } int LoadLanguage() { char lang_file[R_MAXPATH]; // char lang_path[R_MAXPATH]; uint16 game_n; File test_file; game_n = GameModule.game_number; if (GameDescs[game_n].gd_game_type == R_GAMETYPE_ITE) { snprintf(lang_file, R_MAXPATH, "%s%s.%s", R_GAME_ITE_LANG_PREFIX, GameModule.game_language, R_GAME_LANG_EXT); if (!test_file.open(lang_file)) { debug(0, "Couldn't open language file %s. Using default (US English)", lang_file); return R_SUCCESS; } test_file.close(); if (INTERFACE_RegisterLang() != R_SUCCESS) { warning("Error registering interface language cvars"); return R_FAILURE; } if (ITE_IntroRegisterLang() != R_SUCCESS) { warning("Error registering intro sequence language cvars"); return R_FAILURE; } debug(0, "Using language file %s.", lang_file); // FIXME //CFG_Read(lang_path); } else { debug(0, "Language support for this game not implemented."); } return R_SUCCESS; } int GAME_GetErrN() { return 0; } const char *GAME_GetErrS() { return GameModule.err_str == NULL ? "No error description." : GameModule.err_str; } int GAME_GetFileContext(R_RSCFILE_CONTEXT ** ctxt_p, uint16 r_type, int param) { R_RSCFILE_CONTEXT *found_ctxt = NULL; uint16 i; YS_IGNORE_PARAM(param); if (ctxt_p == NULL) { return R_FAILURE; } for (i = 0; i < GameModule.gfile_n; i++) { if (GameModule.gfile_data[i].file_types & r_type) { found_ctxt = GameModule.gfile_data[i].file_ctxt; } } if (found_ctxt != NULL) { *ctxt_p = found_ctxt; } else { *ctxt_p = NULL; } return R_SUCCESS; } DetectedGameList GAME_ProbeGame(const FSList &fslist) { uint16 game_count = ARRAYSIZE(GameDescs); uint16 game_n; DetectedGameList detectedGames; uint16 file_count; uint16 file_n; File test_file; int file_missing = 0; int found_game = 0; for (game_n = 0; (game_n < game_count) && !found_game; game_n++) { file_count = GameDescs[game_n].gd_filect; file_missing = 0; // Try to open all files for this game for (file_n = 0; file_n < file_count; file_n++) { file_missing = 1; // Iterate over all files in the given directory for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { const char *gameName = file->displayName().c_str(); if (0 == scumm_stricmp(GameDescs[game_n].gd_filedescs[file_n].gf_fname, gameName)) { file_missing = 0; break; } } if (file_missing) break; } // Try the next game, couldn't find all files for the current // game if (file_missing) { continue; } else { detectedGames.push_back(GameDescs[game_n].toGameSettings()); return detectedGames; } } return detectedGames; } int DetectGame(const char *game_dir, uint16 *game_n_p) { uint16 game_count = ARRAYSIZE(GameDescs); uint16 game_n; uint16 file_count; uint16 file_n; File test_file; int file_missing = 0; if ((game_dir == NULL) || (game_n_p == NULL)) { return R_FAILURE; } for (game_n = 0; game_n < game_count; game_n++) { file_count = GameDescs[game_n].gd_filect; file_missing = 0; // Try to open all files for this game for (file_n = 0; file_n < file_count; file_n++) { if (!test_file.open(GameDescs[game_n].gd_filedescs[file_n].gf_fname)) { file_missing = 1; break; } test_file.close(); } // Try the next game, couldn't find all files for the current // game if (file_missing) { continue; } debug(0, "Found game: %s", GameDescs[game_n].gd_title); *game_n_p = game_n; return R_SUCCESS; } return R_FAILURE; } int LoadGame(const char *game_dir, uint16 game_n) { R_RSCFILE_CONTEXT *load_ctxt; uint16 game_count = ARRAYSIZE(GameDescs); const char *game_fname; uint16 game_filect; uint16 i; if ((game_dir == NULL) || (game_n >= game_count)) { return R_FAILURE; } game_filect = GameDescs[game_n].gd_filect; GameModule.gfile_data = (R_GAME_FILEDATA *)malloc(game_filect * sizeof *GameModule.gfile_data); if (GameModule.gfile_data == NULL) { return R_MEM; } GameModule.gfile_n = game_filect; // Load game resource files for (i = 0; i < game_filect; i++) { load_ctxt = RSC_CreateContext(); game_fname = GameDescs[game_n].gd_filedescs[i].gf_fname; if (RSC_OpenContext(load_ctxt, game_fname) != R_SUCCESS) { return R_FAILURE; } debug(0, "Opened resource file: %s", game_fname); GameModule.gfile_data[i].file_ctxt = load_ctxt; GameModule.gfile_data[i].file_types = GameDescs[game_n].gd_filedescs[i].gf_type; GameModule.gfile_data[i].file_flags = 0; } // Load game font data GameModule.gd_fontct = GameDescs[game_n].gd_fontct; GameModule.gd_fontdescs = GameDescs[game_n].gd_fontdescs; // Finish initialization GameModule.game_number = game_n; GameModule.gamedesc = &GameDescs[game_n]; GameModule.game_init = 1; return R_SUCCESS; } int GAME_GetResourceInfo(R_GAME_RESOURCEDESC *rsc_desc) { assert(rsc_desc != NULL); *rsc_desc = *GameModule.gamedesc->gd_resource_desc; return R_SUCCESS; } int GAME_GetSoundInfo(R_GAME_SOUNDINFO *snd_info) { assert(snd_info != NULL); *snd_info = *GameModule.gamedesc->gd_soundinfo; return R_SUCCESS; } int GAME_GetDisplayInfo(R_GAME_DISPLAYINFO *disp_info) { int game_n; assert(disp_info != NULL); if (!GameModule.game_init) { return R_FAILURE; } game_n = GameModule.game_number; disp_info->logical_w = GameDescs[game_n].gd_logical_w; disp_info->logical_h = GameDescs[game_n].gd_logical_h; disp_info->scene_h = GameDescs[game_n].gd_scene_h; return R_SUCCESS; } int GAME_GetFontInfo(R_GAME_FONTDESC **gf_desc, int *font_n) { assert((gf_desc != NULL) && (font_n != NULL)); *gf_desc = GameModule.gd_fontdescs; *font_n = GameModule.gd_fontct; return R_SUCCESS; } int GAME_GetSceneInfo(R_GAME_SCENEDESC *gs_desc) { assert(gs_desc != NULL); gs_desc->first_scene = GameModule.gamedesc->gd_startscene; gs_desc->scene_lut_rn = GameModule.gamedesc->gd_resource_desc->scene_lut_rn; return R_SUCCESS; } int GAME_GetGame() { return GameModule.gamedesc->gd_game_id; } int GAME_GetGameType() { return GameModule.gamedesc->gd_game_type; } GameList GAME_GameList() { int gNum = ARRAYSIZE(GameDescs); int i; GameList games; for (i = 0; i < gNum; i++) games.push_back(GameDescs[i].toGameSettings()); return games; } } // End of namespace Saga