/* 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 "saga/saga.h" #include "common/file.h" #include "base/gameDetector.h" #include "base/plugins.h" #include "backends/fs/fs.h" #include "saga/rscfile_mod.h" #include "saga/cvar_mod.h" #include "saga/interface.h" #include "saga/scene.h" #include "saga/game_mod.h" #include "saga/game.h" namespace Saga { // Inherit the Earth - DOS Demo version GAME_FILEDESC ITEDEMO_GameFiles[] = { {"ITE.RSC", GAME_RESOURCEFILE}, {"ITE.DMO", GAME_DEMOFILE}, {"SCRIPTS.RSC", GAME_SCRIPTFILE}, {"VOICES.RSC", GAME_SOUNDFILE | GAME_VOICEFILE} }; GAME_FONTDESC ITEDEMO_GameFonts[] = { {GAME_FONT_SMALL, 0}, {GAME_FONT_MEDIUM, 1} }; GAME_SOUNDINFO ITEDEMO_GameSound = { GAME_SOUND_VOC, 0, 0, 0 }; // Inherit the Earth - win32 Wyrmkeep Linux Demo version GAME_FILEDESC ITEWINDEMO_GameFiles[] = { {"ITED.RSC", GAME_RESOURCEFILE}, {"SCRIPTSD.RSC", GAME_SCRIPTFILE}, {"SOUNDSD.RSC", GAME_SOUNDFILE}, {"VOICESD.RSC", GAME_VOICEFILE}, {"MUSICD.RSC", GAME_MUSICFILE} }; // Inherit the Earth - win32 Wyrmkeep Demo version older release GAME_FILEDESC ITEWINDEMOOld_GameFiles[] = { {"ITED.RSC", GAME_RESOURCEFILE}, {"SCRIPTSD.RSC", GAME_SCRIPTFILE}, {"SOUNDSD.RSC", GAME_SOUNDFILE}, {"VOICESD.RSC", GAME_VOICEFILE} }; // Inherit the Earth - Diskette version GAME_FILEDESC ITEDISK_GameFiles[] = { {"ITE.RSC", GAME_RESOURCEFILE}, {"SCRIPTS.RSC", GAME_SCRIPTFILE}, {"VOICES.RSC", GAME_SOUNDFILE | GAME_VOICEFILE} }; GAME_FONTDESC ITEDISK_GameFonts[] = { {GAME_FONT_MEDIUM, 0}, {GAME_FONT_LARGE, 1}, {GAME_FONT_SMALL, 2} }; GAME_RESOURCEDESC ITE_Resources = { ITE_SCENE_LUT, // Scene lookup table RN ITE_SCRIPT_LUT, // Script lookup table RN ITE_COMMAND_PANEL, ITE_DIALOGUE_PANEL }; GAME_SOUNDINFO ITE_GameSound = { GAME_SOUND_VOC, 0, 0, 0 }; // Inherit the Earth - CD Enhanced version GAME_FILEDESC ITECD_GameFiles[] = { {"ITE.RSC", GAME_RESOURCEFILE}, {"SCRIPTS.RSC", GAME_SCRIPTFILE}, {"SOUNDS.RSC", GAME_SOUNDFILE}, {"VOICES.RSC", GAME_VOICEFILE} }; GAME_FONTDESC ITECD_GameFonts[] = { {GAME_FONT_MEDIUM, 0}, {GAME_FONT_LARGE, 1}, {GAME_FONT_SMALL, 2} }; GAME_SOUNDINFO ITECD_GameSound = { GAME_SOUND_PCM, 22050, 16, 0 }; // I Have No Mouth and I Must Scream - Demo version GAME_FILEDESC IHNMDEMO_GameFiles[] = { {"SCREAM.RES", GAME_RESOURCEFILE}, {"SCRIPTS.RES", GAME_SCRIPTFILE}, {"SFX.RES", GAME_SOUNDFILE}, {"VOICESD.RES", GAME_VOICEFILE} }; // I Have No Mouth and I Must Scream - Retail CD version GAME_FILEDESC IHNMCD_GameFiles[] = { {"MUSICFM.RES", GAME_MUSICFILE}, {"MUSICGM.RES", GAME_MUSICFILE}, {"SCREAM.RES", GAME_RESOURCEFILE}, {"SCRIPTS.RES", GAME_SCRIPTFILE}, {"SFX.RES", GAME_SOUNDFILE}, {"VOICES1.RES", GAME_VOICEFILE}, {"VOICES2.RES", GAME_VOICEFILE}, {"VOICES3.RES", GAME_VOICEFILE}, {"VOICES4.RES", GAME_VOICEFILE}, {"VOICES5.RES", GAME_VOICEFILE}, {"VOICES6.RES", GAME_VOICEFILE}, {"VOICESS.RES", GAME_VOICEFILE} }; GAME_FONTDESC IHNMCD_GameFonts[] = { {GAME_FONT_MEDIUM, 2}, {GAME_FONT_LARGE, 3}, {GAME_FONT_SMALL, 4}, {GAME_FONT_SMALL2, 5}, {GAME_FONT_MEDIUM2, 6}, {GAME_FONT_LARGE2, 7}, {GAME_FONT_LARGE3, 8} }; GAME_RESOURCEDESC IHNM_Resources = { IHNM_SCENE_LUT, // Scene lookup table RN IHNM_SCRIPT_LUT, // Script lookup table RN IHNM_COMMAND_PANEL, IHNM_DIALOGUE_PANEL }; GAME_SOUNDINFO IHNM_GameSound = { GAME_SOUND_WAV, 0, 0, 0 }; GAMEDESC GameDescs[] = { // Inherit the earth - DOS Demo version { "ite-demo", GID_ITE, 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 // features }, // Inherit the earth - Linux Demo version // Note: it should be before win32 version { "ite-demo", GID_ITE, GAME_ITE_WINDEMO, "Inherit the Earth (Linux Demo)", 320, 200, 137, ITE_DEFAULT_SCENE, &ITE_Resources, ARRAYSIZE(ITEWINDEMO_GameFiles), ITEWINDEMO_GameFiles, ARRAYSIZE(ITECD_GameFonts), ITECD_GameFonts, &ITECD_GameSound, GF_VOX_VOICES }, // Inherit the earth - Win32 Demo version { "ite-demo", GID_ITE, GAME_ITE_WINDEMO, "Inherit the Earth (Win32 Demo)", 320, 200, 137, ITE_DEFAULT_SCENE, &ITE_Resources, ARRAYSIZE(ITEWINDEMOOld_GameFiles), ITEWINDEMO_GameFiles, ARRAYSIZE(ITECD_GameFonts), ITECD_GameFonts, &ITECD_GameSound, GF_VOX_VOICES }, // Inherit the earth - CD version // NOTE: it should be before floppy version { "ite", GID_ITE, 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 }, // Inherit the earth - Disk version { "ite", GID_ITE, 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 }, // I Have No Mouth And I Must Scream - Demo version { "ihnm-demo", GID_IHNM, 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 }, // I Have No Mouth And I Must Scream - CD version { "ihnm", GID_IHNM, 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 } }; static GAMEMODULE GameModule; int GAME_Register() { return SUCCESS; // Register "g_language" cfg cvar strncpy(GameModule.game_language, "us", MAXPATH); if (CVAR_Register_S(GameModule.game_language, "g_language", NULL, CVAR_CFG, GAME_LANGSTR_LIMIT) != SUCCESS) { return FAILURE; } // Register "g_skipintro" cfg cvar if (CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, CVAR_CFG, 0, 1) != SUCCESS) { return FAILURE; } return SUCCESS; } int GAME_Init() { uint16 game_n; if (DetectGame(&game_n) != SUCCESS) { warning("No valid games were found in the specified directory."); return FAILURE; } if (LoadGame(game_n) != SUCCESS) { warning("Error loading game resource files."); return FAILURE; } // Load dialogue file LoadLanguage(); return SUCCESS; } int LoadLanguage() { char lang_file[MAXPATH]; uint16 game_n; File test_file; game_n = GameModule.game_number; if (GameDescs[game_n].gd_game_type == GID_ITE) { snprintf(lang_file, MAXPATH, "%s%s.%s", GAME_ITE_LANG_PREFIX, GameModule.game_language, GAME_LANG_EXT); if (!test_file.open(lang_file)) { debug(0, "Couldn't open language file %s. Using default (US English)", lang_file); return SUCCESS; } test_file.close(); if (_vm->_interface->registerLang() != SUCCESS) { warning("Error registering interface language cvars"); return FAILURE; } if (_vm->_scene->ITEIntroRegisterLang() != SUCCESS) { warning("Error registering intro sequence language cvars"); return 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 SUCCESS; } RSCFILE_CONTEXT *GAME_GetFileContext(uint16 type, int param) { RSCFILE_CONTEXT *found_ctxt = NULL; uint16 i; for (i = 0; i < GameModule.gfile_n; i++) { if (GameModule.gfile_data[i].file_types & type) { found_ctxt = GameModule.gfile_data[i].file_ctxt; } } return found_ctxt; } 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(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_n_p == NULL) { return 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 SUCCESS; } return FAILURE; } int LoadGame(uint16 game_n) { RSCFILE_CONTEXT *load_ctxt; uint16 game_count = ARRAYSIZE(GameDescs); const char *game_fname; uint16 game_filect; uint16 i; if (game_n >= game_count) { return FAILURE; } game_filect = GameDescs[game_n].gd_filect; GameModule.gfile_data = (GAME_FILEDATA *)malloc(game_filect * sizeof *GameModule.gfile_data); if (GameModule.gfile_data == NULL) { return 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) != SUCCESS) { return 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 SUCCESS; } int GAME_GetResourceInfo(GAME_RESOURCEDESC *rsc_desc) { assert(rsc_desc != NULL); *rsc_desc = *GameModule.gamedesc->gd_resource_desc; return SUCCESS; } int GAME_GetSoundInfo(GAME_SOUNDINFO *snd_info) { assert(snd_info != NULL); *snd_info = *GameModule.gamedesc->gd_soundinfo; return SUCCESS; } int GAME_GetDisplayInfo(GAME_DISPLAYINFO *disp_info) { int game_n; assert(disp_info != NULL); if (!GameModule.game_init) { return 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 SUCCESS; } int GAME_GetFontInfo(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 SUCCESS; } int GAME_GetSceneInfo(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 SUCCESS; } int GAME_GetGame() { return GameModule.gamedesc->gd_game_id; } int GAME_GetGameType() { return GameModule.gamedesc->gd_game_type; } uint32 GAME_GetFeatures() { return GameModule.gamedesc->features; } } // End of namespace Saga