/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm.h" #include "actor.h" #include "bundle.h" #include "charset.h" #include "debugger.h" #include "dialogs.h" #include "imuse.h" #include "imuse_digi.h" #include "intern.h" #include "object.h" #include "resource.h" #include "sound.h" #include "string.h" #include "verbs.h" #include "common/gameDetector.h" #include "common/config-file.h" #include "gui/console.h" #include "gui/newgui.h" #include "gui/message.h" #include "sound/mixer.h" #include "sound/mididrv.h" #ifdef _WIN32_WCE extern void drawError(char*); #endif // Use g_scumm from error() ONLY Scumm *g_scumm = 0; ScummDebugger g_debugger; extern NewGui *g_gui; extern uint16 _debugLevel; static const VersionSettings scumm_settings[] = { /* Scumm Version 1 */ // {"maniac64", "Maniac Mansion (C64)", GID_MANIAC64, 1, 0, 0,}, // {"zak64", "Zak McKracken and the Alien Mindbenders (C64)", GID_ZAK64, 1, 0, 0,}, /* Scumm Version 2 */ {"maniac", "Maniac Mansion", GID_MANIAC, 2, 0, 0, GF_AFTER_V2 | GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALLING, "00.LFL"}, {"zak", "Zak McKracken and the Alien Mindbenders", GID_ZAK, 2, 0, 0, GF_AFTER_V2 | GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALLING, "00.LFL"}, /* Scumm Version 3 */ {"indy3EGA", "Indiana Jones and the Last Crusade", GID_INDY3, 3, 0, 0, GF_AFTER_V3 | GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALLING | GF_USE_KEY | GF_16COLOR | GF_OLD_BUNDLE, "00.LFL"}, {"indy3", "Indiana Jones and the Last Crusade (256)", GID_INDY3_256, 3, 0, 22, GF_AFTER_V3 | GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALLING | GF_OLD256 | GF_ADLIB_DEFAULT, "00.LFL"}, {"zak256", "Zak McKracken and the Alien Mindbenders (256)", GID_ZAK256, 3, 0, 0, GF_AFTER_V3 | GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALLING | GF_OLD256 | GF_AUDIOTRACKS, "00.LFL"}, {"loom", "Loom", GID_LOOM, 3, 5, 40, GF_AFTER_V3 | GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALLING | GF_USE_KEY | GF_OLD_BUNDLE | GF_16COLOR | GF_ADLIB_DEFAULT, "00.LFL"}, /* Scumm Version 4 */ {"monkeyEGA", "Monkey Island 1 (EGA)", GID_MONKEY_EGA, 4, 0, 62, GF_AFTER_V4 | GF_SMALL_HEADER | GF_USE_KEY | GF_16COLOR | GF_ADLIB_DEFAULT, "000.LFL"}, {"pass", "Passport to Adventure", GID_MONKEY_EGA, 4, 0, 62, GF_AFTER_V4 | GF_SMALL_HEADER | GF_USE_KEY | GF_16COLOR | GF_ADLIB_DEFAULT, "000.LFL"}, /* Scumm version 5 */ {"monkeyVGA", "Monkey Island 1 (256 color Floppy version)", GID_MONKEY_VGA, 5, 0, 16, GF_AFTER_V4 | GF_SMALL_HEADER | GF_USE_KEY | GF_ADLIB_DEFAULT, "000.LFL"}, {"loomcd", "Loom (256 color CD version)", GID_LOOM256, 5, 1, 42, GF_AFTER_V4 | GF_SMALL_HEADER | GF_USE_KEY | GF_AUDIOTRACKS | GF_ADLIB_DEFAULT, "000.LFL"}, {"monkey", "Monkey Island 1", GID_MONKEY, 5, 2, 2, GF_AFTER_V5 | GF_USE_KEY | GF_AUDIOTRACKS | GF_ADLIB_DEFAULT, 0}, {"monkey1", "Monkey Island 1 (alt)", GID_MONKEY, 5, 2, 2, GF_AFTER_V5 | GF_USE_KEY | GF_AUDIOTRACKS | GF_ADLIB_DEFAULT, 0}, {"monkey2", "Monkey Island 2: LeChuck's revenge", GID_MONKEY2, 5, 2, 2, GF_AFTER_V5 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, {"mi2demo", "Monkey Island 2: LeChuck's revenge (Demo)", GID_MONKEY2, 5, 2, 2, GF_AFTER_V5 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, {"atlantis", "Indiana Jones and the Fate of Atlantis", GID_INDY4, 5, 5, 0, GF_AFTER_V5 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, {"playfate", "Indiana Jones and the Fate of Atlantis (Demo)", GID_INDY4, 5, 5, 0, GF_AFTER_V5 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, {"fate", "Indiana Jones and the Fate of Atlantis (Demo)", GID_INDY4, 5, 5, 0, GF_AFTER_V5 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, /* Scumm Version 6 */ {"puttputt", "Putt-Putt Joins The Parade (DOS)", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"puttdemo", "Putt-Putt Joins The Parade (DOS Demo)", GID_PUTTDEMO, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS, 0}, {"moondemo", "Putt-Putt Goes To The Moon (DOS Demo)", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"puttmoon", "Putt-Putt Goes To The Moon (DOS)", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"funpack", "Putt-Putt's Fun Pack", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"fbpack", "Fatty Bear's Fun Pack", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"fbear", "Fatty Bear's Birthday Surprise (DOS)", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"fbdemo", "Fatty Bear's Birthday Surprise (DOS Demo)", GID_SAMNMAX, 6, 1, 1, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"tentacle", "Day Of The Tentacle", GID_TENTACLE, 6, 4, 2, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, {"dottdemo", "Day Of The Tentacle (Demo)", GID_TENTACLE, 6, 3, 2, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_ADLIB_DEFAULT, 0}, {"samnmax", "Sam & Max", GID_SAMNMAX, 6, 4, 2, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0}, {"samdemo", "Sam & Max (Demo)", GID_SAMNMAX, 6, 3, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER | GF_ADLIB_DEFAULT, 0}, {"snmdemo", "Sam & Max (Demo)", GID_SAMNMAX, 6, 5, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER | GF_ADLIB_DEFAULT, 0}, {"snmidemo", "Sam & Max (Interactive WIP Demo)", GID_SAMNMAX, 6, 5, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER | GF_ADLIB_DEFAULT, 0}, {"test", "Test demo game", GID_SAMNMAX, 6, 6, 6, GF_NEW_OPCODES | GF_AFTER_V6, 0}, /* Scumm Version 7 */ {"ft", "Full Throttle", GID_FT, 7, 3, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_AFTER_V7 | GF_NEW_COSTUMES, 0}, {"dig", "The Dig", GID_DIG, 7, 5, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_AFTER_V7 | GF_NEW_COSTUMES, 0}, /* Scumm Version 8 */ {"comi", "The Curse of Monkey Island", GID_CMI, 8, 1, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_AFTER_V7 | GF_AFTER_V8 | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0}, {NULL, NULL, 0, 0, 0, 0, 0, NULL} }; const VersionSettings *Engine_SCUMM_targetList() { return scumm_settings; } Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst) { Engine *engine; if (detector->_amiga) detector->_features |= GF_AMIGA; if (detector->_features & GF_AFTER_V8) engine = new Scumm_v8(detector, syst); else if (detector->_features & GF_AFTER_V7) engine = new Scumm_v7(detector, syst); else if (detector->_features & GF_AFTER_V6) engine = new Scumm_v6(detector, syst); else if (detector->_features & GF_AFTER_V5) engine = new Scumm_v5(detector, syst); else if (detector->_features & GF_AFTER_V4) engine = new Scumm_v4(detector, syst); else if (detector->_features & GF_AFTER_V3) engine = new Scumm_v3(detector, syst); else if (detector->_features & GF_AFTER_V2) engine = new Scumm_v2(detector, syst); else error("Engine_SCUMM_create(): Unknown version of game engine"); return engine; } Scumm::Scumm (GameDetector *detector, OSystem *syst) : Engine(detector, syst), _pauseDialog(0), _optionsDialog(0), _saveLoadDialog(0) { OSystem::Property prop; // Use g_scumm from error() ONLY g_scumm = this; _debugMode = detector->_debugMode; _debugLevel = detector->_debugLevel; _dumpScripts = detector->_dumpScripts; _bootParam = detector->_bootParam; _exe_name = (char*)detector->_gameRealName.c_str(); _game_name = (char*)detector->_gameFileName.c_str(); _gameId = detector->_gameId; _features = detector->_features; _noSubtitles = detector->_noSubtitles; _defaultTalkDelay = detector->_talkSpeed; _use_adlib = detector->_use_adlib; _language = detector->_language; memset(&res, 0, sizeof(res)); _allocatedSize = 0; _roomResource = 0; _lastLoadedRoom = 0; _expire_counter = 0; _dynamicRoomOffsets = 0; _shakeEnabled = 0; if (_gameId == GID_ZAK256) { // FmTowns is 320x240 _realWidth = 320; _realHeight = 240; } else if (_gameId == GID_CMI) { _realWidth = 640; _realHeight = 480; } else { _realWidth = 320; _realHeight = 200; } gdi._numStrips = _realWidth / 8; _newgui = g_gui; _bundle = new Bundle(); _sound = new Sound(this); _timer = Engine::_timer; _sound->_sound_volume_master = detector->_master_volume; _sound->_sound_volume_sfx = detector->_sfx_volume; _sound->_sound_volume_music = detector->_music_volume; // Override global scaler with any game-specific define if (g_config->get("gfx_mode")) { prop.gfx_mode = detector->parseGraphicsMode(g_config->get("gfx_mode")); syst->property(OSystem::PROP_SET_GFX_MODE, &prop); } /* Initialize backend */ syst->init_size(_realWidth, _realHeight); prop.cd_num = detector->_cdrom; if (prop.cd_num >= 0 && (_features & GF_AUDIOTRACKS)) syst->property(OSystem::PROP_OPEN_CD, &prop); // Override global fullscreen setting with any game-specific define if (g_config->getBool("fullscreen", false)) { if (!syst->property(OSystem::PROP_GET_FULLSCREEN, 0)) syst->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0); } #ifndef __GP32__ //ph0x FIXME, "quick dirty hack" /* Bind the mixer to the system => mixer will be invoked * automatically when samples need to be generated */ _silentDigitalImuse = false; if (!_mixer->bindToSystem(syst)) { warning("Sound initialization failed"); if (detector->_use_adlib) { _use_adlib = false; detector->_use_adlib = false; detector->_midi_driver = MD_NULL; warning("Adlib music was selected, switching to midi null driver"); } _silentDigitalImuse = true; _noDigitalSamples = true; } _mixer->setVolume(kDefaultSFXVolume * kDefaultMasterVolume / 255); _mixer->setMusicVolume(kDefaultMusicVolume); // Init iMuse if (_features & GF_AFTER_V7) { _imuseDigital = new IMuseDigital(this); _imuse = NULL; } else { _imuseDigital = NULL; _imuse = IMuse::create_midi(syst, detector->createMidi()); if (_imuse) { if (detector->_gameTempo != 0) _imuse->property(IMuse::PROP_TEMPO_BASE, detector->_gameTempo); _imuse->set_music_volume(_sound->_sound_volume_music); } } #endif // ph0x-hack // Load game from specified slot, if any if (detector->_save_slot != -1) { _saveLoadSlot = detector->_save_slot; _saveLoadFlag = 2; _saveLoadCompatible = false; } loadLanguageBundle(); _audioNames = NULL; } Scumm::~Scumm () { delete [] _actors; delete _charset; delete _pauseDialog; delete _optionsDialog; delete _saveLoadDialog; delete _bundle; delete _sound; delete _imuse; delete _imuseDigital; delete _languageBuffer; delete _audioNames; } void Scumm::scummInit() { int i; Actor *a; tempMusic = 0; debug(9, "scummInit"); if (_features & GF_AFTER_V7) { initScreens(0, 0, _realWidth, _realHeight); } else { initScreens(0, 16, _realWidth, 144); } if (_features & GF_16COLOR) { byte pal16[16 * 4] = { 0, 0, 0, 0, 0, 0, 168, 0, 0, 168, 0, 0, 0, 168, 168, 0, 168, 0, 0, 0, 168, 0, 168, 0, 168, 84, 0, 0, 168, 168, 168, 0, 84, 84, 84, 0, 84, 84, 168, 0, 0, 252, 0, 0, 0, 252, 252, 0, 252, 84, 84, 0, 252, 0, 252, 0, 252, 252, 0, 0, 252, 252, 252, 0 }; _system->set_palette(pal16, 0, 16); } if (_features & GF_AFTER_V3) _charset = new CharsetRendererOld256(this); else if (_features & GF_AFTER_V8) _charset = new CharsetRendererNut(this); else _charset = new CharsetRendererClassic(this); memset(_charsetData, 0, sizeof(_charsetData)); if (!(_features & GF_SMALL_NAMES) && !(_features & GF_AFTER_V8)) loadCharset(1); setShake(0); setupCursor(); // Allocate and Initialize actors _actors = new Actor[NUM_ACTORS]; for (i = 1; i < NUM_ACTORS; i++) { a = derefActor(i); a->number = i; a->initActorClass(this); a->initActor(1); } _vars[VAR_CHARINC] = 4; _numNestedScripts = 0; vm.cutSceneStackPointer = 0; memset(vm.cutScenePtr, 0, sizeof(vm.cutScenePtr)); memset(vm.cutSceneData, 0, sizeof(vm.cutSceneData)); for (i = 0; i < _maxVerbs; i++) { _verbs[i].verbid = 0; _verbs[i].right = _realWidth - 1; _verbs[i].oldleft = -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 (!(_features & GF_AFTER_V7)) { camera._leftTrigger = 10; camera._rightTrigger = 30; camera._mode = 0; } camera._follows = 0; virtscr[0].xstart = 0; if (!(_features & GF_AFTER_V7)) { _vars[VAR_V5_DRAWFLAGS] = 11; _vars[VAR_59] = 3; // Setup light _vars[VAR_CURRENT_LIGHTS] = LIGHTMODE_actor_base | LIGHTMODE_actor_color | LIGHTMODE_screen; _flashlightXStrips = 7; _flashlightYStrips = 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; _varwatch = -1; _screenStartStrip = 0; _vars[VAR_TALK_ACTOR] = 0; _talkDelay = 0; _keepText = false; _currentCursor = 0; _cursor.state = 0; _userPut = 0; _newEffect = 129; _fullRedraw = true; clearDrawObjectQueue(); for (i = 0; i < 6; i++) { if (_features & GF_AFTER_V3) { // GF_OLD256 or GF_AFTER_V3 ? _string[i].t_xpos = 0; _string[i].t_ypos = 0; } else { _string[i].t_xpos = 2; _string[i].t_ypos = 5; } _string[i].t_right = _realWidth - 1; _string[i].t_color = 0xF; _string[i].t_center = 0; _string[i].t_charset = 0; } _numInMsgStack = 0; createResource(rtTemp, 6, 500); initScummVars(); if (!(_features & GF_AFTER_V6)) _vars[VAR_V5_TALK_STRING_Y] = -0x50; getGraphicsPerformance(); _sound->_current_cache = 0; _lastSaveTime = _system->get_msecs(); } void Scumm::initScummVars() { if (!(_features & GF_AFTER_V7)) { _vars[VAR_CURRENTDRIVE] = 0; _vars[VAR_FIXEDDISK] = true; _vars[VAR_SOUNDCARD] = 3; _vars[VAR_VIDEOMODE] = 0x13; _vars[VAR_HEAPSPACE] = 1400; _vars[VAR_MOUSEPRESENT] = true; // FIXME - used to be 0, but that seems odd?!? _vars[VAR_SOUNDPARAM] = 0; _vars[VAR_SOUNDPARAM2] = 0; _vars[VAR_SOUNDPARAM3] = 0; if (_features & GF_AFTER_V6) _vars[VAR_V6_EMSSPACE] = 10000; } else { _vars[VAR_V6_EMSSPACE] = 10000; } if (_features & GF_AFTER_V8) { // Fixme: How do we deal with non-cd installs? _vars[VAR_CURRENTDISK] = 1; _vars[VAR_LANGUAGE] = _language; } } void Scumm::checkRange(int max, int min, int no, const char *str) { if (no < min || no > max) { char buf[1024]; sprintf(buf, str, no); error("Value %d is out of bounds (%d,%d) in script %d (%s)", no, min, max, vm.slot[_curExecScript].number, buf); } } int Scumm::scummLoop(int delta) { static int counter = 0; #ifndef _WIN32_WCE if (_debugger) _debugger->on_frame(); #endif // 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); _vars[VAR_TMR_1] += delta; _vars[VAR_TMR_2] += delta; _vars[VAR_TMR_3] += delta; _vars[VAR_TMR_4] += delta; if (delta > 15) delta = 15; decreaseScriptDelay(delta); // If _talkDelay is -1, that means the text should never time out. // This is used for drawing verb texts, e.g. the Full Throttle // dialogue choices. if (_talkDelay != -1) { _talkDelay -= delta; if (_talkDelay < 0) _talkDelay = 0; } processKbd(); if (_features & GF_AFTER_V7) { _vars[VAR_CAMERA_POS_X] = camera._cur.x; _vars[VAR_CAMERA_POS_Y] = camera._cur.y; } else { _vars[VAR_CAMERA_POS_X] = camera._cur.x; } _vars[VAR_HAVE_MSG] = (_haveMsg == 0xFE) ? 0xFF : _haveMsg; _vars[VAR_VIRT_MOUSE_X] = _virtual_mouse_x; _vars[VAR_VIRT_MOUSE_Y] = _virtual_mouse_y; _vars[VAR_MOUSE_X] = mouse.x; _vars[VAR_MOUSE_Y] = mouse.y; _vars[VAR_DEBUGMODE] = _debugMode; if (_gameId == GID_MONKEY_VGA) { // FIXME: Is all this really necessary now? if (delta == 1) _vars[VAR_MI1_TIMER]++; else if (++counter != 2) _vars[VAR_MI1_TIMER] += 5; else { counter = 0; _vars[VAR_MI1_TIMER] += 6; } } else if (_features & GF_AUDIOTRACKS) { _vars[VAR_MI1_TIMER] = _sound->readCDTimer(); } else if ((_features & GF_OLD256) || (_features & GF_16COLOR)) { if(tempMusic == 3) { tempMusic = 0; _vars[VAR_MUSIC_FLAG]++; } else { tempMusic++; } } // Trigger autosave all 5 minutes. if (!_saveLoadFlag && _system->get_msecs() > _lastSaveTime + 5 * 60 * 1000) { _saveLoadSlot = 0; sprintf(_saveLoadName, "Autosave %d", _saveLoadSlot); _saveLoadFlag = 1; _saveLoadCompatible = false; } _vars[VAR_GAME_LOADED] = 0; if (_saveLoadFlag) { load_game: bool success; const char *errMsg = "Succesfully saved/loaded game state in file:\n\n%s"; char filename[256]; if (_saveLoadFlag == 1) { success = saveState(_saveLoadSlot, _saveLoadCompatible); 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 && _saveLoadCompatible && !(_features & GF_SMALL_HEADER) && !(_features & GF_AFTER_V8)) _vars[VAR_GAME_LOADED] = 201; } else { success = loadState(_saveLoadSlot, _saveLoadCompatible); 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 && _saveLoadCompatible && !(_features & GF_SMALL_HEADER)) _vars[VAR_GAME_LOADED] = 203; } makeSavegameName(filename, _saveLoadSlot, _saveLoadCompatible); if (!success) { displayError(false, errMsg, filename); } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveLoadCompatible) { // Display "Save succesful" message, except for auto saves char buf[1024]; sprintf(buf, errMsg, filename); Dialog *dialog = new MessageDialog(_newgui, buf, 1500, false); runDialog(dialog); delete dialog; } _saveLoadFlag = 0; _lastSaveTime = _system->get_msecs(); } if (_completeScreenRedraw) { _completeScreenRedraw = false; gdi.clearUpperMask(); _charset->_hasMask = false; for (int i = 0; i < _maxVerbs; i++) drawVerb(i, 0); verbMouseOver(0); _verbRedraw = false; _fullRedraw = true; } runAllScripts(); checkExecVerbs(); checkAndRunSentenceScript(); // 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) { gdi._cursorActive = 0; CHARSET_1(); drawDirtyScreenParts(); _sound->processSoundQues(); camera._last = camera._cur; } else { walkActors(); moveCamera(); fixObjectFlags(); CHARSET_1(); if (camera._cur.x != camera._last.x || _BgNeedsRedraw || _fullRedraw || (_features & GF_AFTER_V7 && camera._cur.y != camera._last.y)) { redrawBGAreas(); } processDrawQue(); if (_verbRedraw) { redrawVerbs(); } setActorRedrawFlags(true, true); resetActorBgs(); if (!(_vars[VAR_CURRENT_LIGHTS] & LIGHTMODE_screen) && _vars[VAR_CURRENT_LIGHTS] & LIGHTMODE_flashlight) { drawFlashlight(); setActorRedrawFlags(true, false); } processActors(); _fullRedraw = false; cyclePalette(); palManipulate(); if (_doEffect) { _doEffect = false; fadeIn(_newEffect); clearClickedStatus(); } if (!_verbRedraw && _cursor.state > 0) { verbMouseOver(checkMouseOver(mouse.x, mouse.y)); } _verbRedraw = false; drawBlastObjects(); if (_features & GF_AFTER_V8) processUpperActors(); drawBlastTexts(); drawDirtyScreenParts(); removeBlastObjects(); removeBlastTexts(); if (!(_features & GF_AFTER_V6)) playActorSounds(); _sound->processSoundQues(); camera._last = camera._cur; } if (!(++_expire_counter)) { increaseResourceCounter(); } animateCursor(); /* show or hide mouse */ _system->show_mouse(_cursor.state > 0); _vars[VAR_TIMER] = 0; return _vars[VAR_TIMER_NEXT]; } void Scumm::startScene(int room, Actor * a, int objectNr) { int i, where; Actor *at; CHECK_HEAP; debug(1, "Loading room %d", room); clearMsgQueue(); fadeOut(_switchRoomEffect2); _newEffect = _switchRoomEffect; if (_currentScript != 0xFF) { if (vm.slot[_currentScript].where == WIO_ROOM || vm.slot[_currentScript].where == WIO_FLOBJECT) { if (vm.slot[_currentScript].cutsceneOverride != 0) error("Object %d stopped with active cutscene/override in exit", vm.slot[_currentScript].number); _currentScript = 0xFF; } else if (vm.slot[_currentScript].where == WIO_LOCAL) { if (vm.slot[_currentScript].cutsceneOverride != 0) error("Script %d stopped with active cutscene/override in exit", vm.slot[_currentScript].number); _currentScript = 0xFF; } } if (!(_features & GF_SMALL_HEADER)) // Disable for SH games. Overwrites _vars[VAR_NEW_ROOM] = room; // gamevars, eg Zak cashcards runExitScript(); killScriptsAndResources(); clearEnqueue(); stopCycle(0); for (i = 1; i < NUM_ACTORS; i++) { at = derefActor(i); at->hideActor(); } if (!(_features & GF_AFTER_V7)) { for (i = 0; i < 0x100; i++) _shadowPalette[i] = i; } clearDrawObjectQueue(); _vars[VAR_ROOM] = room; _fullRedraw = true; increaseResourceCounter(); _currentRoom = room; _vars[VAR_ROOM] = room; if (room >= 0x80 && !(_features & GF_AFTER_V7)) _roomResource = _resourceMapper[room & 0x7F]; else _roomResource = room; _vars[VAR_ROOM_RESOURCE] = _roomResource; if (room != 0) ensureResourceLoaded(rtRoom, room); clearRoomObjects(); if (_currentRoom == 0) { _ENCD_offs = _EXCD_offs = 0; _numObjectsInRoom = 0; return; } initRoomSubBlocks(); if (_features & GF_OLD_BUNDLE) loadRoomObjectsOldBundle(); else if (_features & GF_SMALL_HEADER) loadRoomObjectsSmall(); else loadRoomObjects(); if (!(_features & GF_AFTER_V7)) { camera._mode = CM_NORMAL; camera._cur.x = camera._dest.x = _realWidth / 2; camera._cur.y = camera._dest.y = _realHeight / 2; } if (_features & GF_AFTER_V6) { _vars[VAR_V6_SCREEN_WIDTH] = _scrWidth; _vars[VAR_V6_SCREEN_HEIGHT] = _scrHeight; } _vars[VAR_CAMERA_MIN_X] = _realWidth / 2; _vars[VAR_CAMERA_MAX_X] = _scrWidth - (_realWidth / 2); if (_features & GF_AFTER_V7) { _vars[VAR_CAMERA_MIN_Y] = _realHeight / 2; _vars[VAR_CAMERA_MAX_Y] = _scrHeight - (_realHeight / 2); setCameraAt(_realWidth / 2, _realHeight / 2); } if (_roomResource == 0) return; memset(gfxUsageBits, 0, sizeof(gfxUsageBits)); if (a) { where = whereIsObject(objectNr); if (where != WIO_ROOM && where != WIO_FLOBJECT) error("startScene: Object %d is not in room %d", objectNr, _currentRoom); int x, y, dir; getObjectXYPos(objectNr, x, y, dir); a->putActor(x, y, _currentRoom); a->setDirection(dir + 180); a->moving = 0; } showActors(); _egoPositioned = false; runEntryScript(); if (!(_features & GF_AFTER_V7)) { if (a && !_egoPositioned) { int x, y; getObjectXYPos(objectNr, x, y); a->putActor(x, y, _currentRoom); a->moving = 0; } } else { if (camera._follows) { a = derefActorSafe(camera._follows, "startScene: follows"); setCameraAt(a->x, a->y); } } _doEffect = true; CHECK_HEAP; } void Scumm::initRoomSubBlocks() { int i, offs; byte *ptr; byte *roomptr, *searchptr, *roomResPtr; RoomHeader *rmhd; _ENCD_offs = 0; _EXCD_offs = 0; _CLUT_offs = 0; _PALS_offs = 0; nukeResource(rtMatrix, 1); nukeResource(rtMatrix, 2); for (i = 1; i < _maxScaleTable; i++) nukeResource(rtScaleTable, i); memset(_localScriptList, 0, sizeof(_localScriptList)); memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags)); // Determine the room and room script base address roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource); if (_features & GF_AFTER_V8) roomResPtr = getResourceAddress(rtRoomScripts, _roomResource); if (!roomptr || !roomResPtr) error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__); if (_features & GF_OLD_BUNDLE) rmhd = (RoomHeader *)(roomptr + 4); else rmhd = (RoomHeader *)findResourceData(MKID('RMHD'), roomptr); // // Determine the room dimensions (width/height) // if (_features & GF_AFTER_V8) { _scrWidth = READ_LE_UINT32(&(rmhd->v8.width)); _scrHeight = READ_LE_UINT32(&(rmhd->v8.height)); } else if (_features & GF_AFTER_V7) { _scrWidth = READ_LE_UINT16(&(rmhd->v7.width)); _scrHeight = READ_LE_UINT16(&(rmhd->v7.height)); } else { _scrWidth = READ_LE_UINT16(&(rmhd->old.width)); _scrHeight = READ_LE_UINT16(&(rmhd->old.height)); } // // Find the room image data // if (_features & GF_OLD_BUNDLE) _IM00_offs = READ_LE_UINT16(roomptr + 0x0A); else if (_features & GF_SMALL_HEADER) _IM00_offs = findResourceData(MKID('IM00'), roomptr) - roomptr; else if (_features & GF_AFTER_V8) { ptr = findResource(MKID('IMAG'), roomptr); assert(ptr); ptr = findResource(MKID('WRAP'), ptr); assert(ptr); ptr = findResource(MKID('OFFS'), ptr); assert(ptr); // Get the address of the first SMAP (corresponds to IM00) ptr += READ_LE_UINT32(ptr + 8); _IM00_offs = ptr - roomptr; } else _IM00_offs = findResource(MKID('IM00'), findResource(MKID('RMIM'), roomptr)) - roomptr; // // Look for an exit script // if (_features & GF_OLD_BUNDLE) _EXCD_offs = READ_LE_UINT16(roomptr + 0x19); else { ptr = findResourceData(MKID('EXCD'), roomResPtr); if (ptr) _EXCD_offs = ptr - roomResPtr; } if (_dumpScripts && _EXCD_offs) dumpResource("exit-", _roomResource, roomResPtr + _EXCD_offs - _resourceHeaderSize); // // Look for an entry script // if (_features & GF_OLD_BUNDLE) _ENCD_offs = READ_LE_UINT16(roomptr + 0x1B); else { ptr = findResourceData(MKID('ENCD'), roomResPtr); if (ptr) _ENCD_offs = ptr - roomResPtr; } if (_dumpScripts && _ENCD_offs) dumpResource("entry-", _roomResource, roomResPtr + _ENCD_offs - _resourceHeaderSize); // // Load box data // if (_features & GF_SMALL_HEADER) { if (_features & GF_OLD_BUNDLE) ptr = roomptr + READ_LE_UINT16(roomptr + 0x15); else ptr = findResourceData(MKID('BOXD'), roomptr); if (ptr) { byte numOfBoxes = *ptr; int size; if (_features & GF_AFTER_V3) // GF_OLD256 or GF_AFTER_V3 ? size = numOfBoxes * (SIZEOF_BOX - 2) + 1; else size = numOfBoxes * SIZEOF_BOX + 1; createResource(rtMatrix, 2, size); memcpy(getResourceAddress(rtMatrix, 2), ptr, size); ptr += size; if (_features & GF_OLD_BUNDLE) // FIXME. This is an evil HACK!!! size = (READ_LE_UINT16(roomptr + 0x15) - READ_LE_UINT16(roomptr + 0x0A)) - size; else size = getResourceDataSize(ptr - size - 6) - size; if (size >= 0) { // do this :) createResource(rtMatrix, 1, size); memcpy(getResourceAddress(rtMatrix, 1), ptr, size); } } } else { ptr = findResourceData(MKID('BOXD'), roomptr); if (ptr) { int size = getResourceDataSize(ptr); createResource(rtMatrix, 2, size); roomptr = getResourceAddress(rtRoom, _roomResource); ptr = findResourceData(MKID('BOXD'), roomptr); memcpy(getResourceAddress(rtMatrix, 2), ptr, size); } ptr = findResourceData(MKID('BOXM'), roomptr); if (ptr) { int size = getResourceDataSize(ptr); createResource(rtMatrix, 1, size); roomptr = getResourceAddress(rtRoom, _roomResource); ptr = findResourceData(MKID('BOXM'), roomptr); memcpy(getResourceAddress(rtMatrix, 1), ptr, size); } } if (_features & GF_OLD_BUNDLE) ptr = 0; // TODO ? else ptr = findResourceData(MKID('SCAL'), roomptr); if (ptr) { offs = ptr - roomptr; if (_features & GF_AFTER_V8) { for (i = 1; i < _maxScaleTable; i++, offs += 16) { int scale1 = READ_LE_UINT32(roomptr + offs); int y1 = READ_LE_UINT32(roomptr + offs + 4); int scale2 = READ_LE_UINT32(roomptr + offs + 8); int y2 = READ_LE_UINT32(roomptr + offs + 12); setScaleSlot(i, 0, y1, scale1, 0, y2, scale2); } } else { for (i = 1; i < _maxScaleTable; i++, offs += 8) { int a = READ_LE_UINT16(roomptr + offs); int b = READ_LE_UINT16(roomptr + offs + 2); int c = READ_LE_UINT16(roomptr + offs + 4); int d = READ_LE_UINT16(roomptr + offs + 6); if (a || b || c || d) { setScaleItem(i, b, a, d, c); roomptr = getResourceAddress(rtRoom, _roomResource); } } } } // // Setup local script // // Determine the room script base address roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource); if (_features & GF_AFTER_V8) roomResPtr = getResourceAddress(rtRoomScripts, _roomResource); searchptr = roomResPtr; if (_features & GF_OLD_BUNDLE) { int num_objects = *(roomResPtr + 20); int num_sounds = *(roomResPtr + 23); int num_scripts = *(roomResPtr + 24); int offset = 29 + num_objects * 4 + num_sounds + num_scripts; if ((_gameId != GID_MANIAC) && (_gameId != GID_ZAK)) { for (;;) { int id = *(roomResPtr + offset); if (id == 0) break; _localScriptList[id - _numGlobalScripts] = offset + 1; offset += 3; } } } else if (_features & GF_SMALL_HEADER) { while ((ptr = findResourceSmall(MKID('LSCR'), searchptr)) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ id = ptr[0]; if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); dumpResource(buf, id, ptr - 6); } _localScriptList[id - _numGlobalScripts] = ptr + 1 - roomptr; searchptr = NULL; } } else { while ((ptr = findResource(MKID('LSCR'), searchptr)) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ if (_features & GF_AFTER_V8) { id = READ_LE_UINT32(ptr); checkRange(NUM_LOCALSCRIPT + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d"); _localScriptList[id - _numGlobalScripts] = ptr + 4 - roomResPtr; } else if (_features & GF_AFTER_V7) { id = READ_LE_UINT16(ptr); checkRange(NUM_LOCALSCRIPT + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d"); _localScriptList[id - _numGlobalScripts] = ptr + 2 - roomResPtr; } else { id = ptr[0]; _localScriptList[id - _numGlobalScripts] = ptr + 1 - roomResPtr; } if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); dumpResource(buf, id, ptr - 8); } searchptr = NULL; } } // FIXME - we could simply always call findResourceData here, it will // do the right thing even if GF_SMALL_HEADER is set. But then, we have // to change setPaletteFromPtr() (easy). The problematic bit is save game // compatibility - _CLUT_offs is stored in the save game after all. // Of course we could just decide to not use _CLUT_offs anymore, and change // setPaletteFromRes() to invoke findResourceData() each time // (and also getPalettePtr()). if (_features & GF_OLD_BUNDLE) ptr = 0; // TODO ? do 16 bit games use a palette?!? else if (_features & GF_SMALL_HEADER) ptr = findResourceSmall(MKID('CLUT'), roomptr); else ptr = findResourceData(MKID('CLUT'), roomptr); if (ptr) { _CLUT_offs = ptr - roomptr; setPaletteFromRes(); } if (_features & GF_AFTER_V6) { ptr = findResource(MKID('PALS'), roomptr); if (ptr) { _PALS_offs = ptr - roomptr; setPalette(0); } } // Color cycling if (_features & GF_OLD_BUNDLE) ptr = 0; // TODO / FIXME ??? else ptr = findResourceData(MKID('CYCL'), roomptr); if (ptr) initCycl(ptr); // Transparent color if (_features & GF_OLD_BUNDLE) gdi._transparentColor = 255; // TODO - FIXME else { ptr = findResourceData(MKID('TRNS'), roomptr); if (ptr) gdi._transparentColor = ptr[0]; else if (_features & GF_AFTER_V8) gdi._transparentColor = 5; // FIXME else gdi._transparentColor = 255; } initBGBuffers(_scrHeight); } void Scumm::setScaleItem(int slot, int a, int b, int c, int d) { byte *ptr; int cur, amounttoadd, i, tmp; ptr = createResource(rtScaleTable, slot, 200); if (a == c) return; cur = (b - d) * a; amounttoadd = d - b; for (i = 200; i > 0; i--) { tmp = cur / (c - a) + b; if (tmp < 1) tmp = 1; if (tmp > 255) tmp = 255; *ptr++ = tmp; cur += amounttoadd; } } void Scumm::setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2) { assert(1 <= slot && slot <= 20); _scaleSlots[slot-1].x2 = x2; _scaleSlots[slot-1].y2 = y2; _scaleSlots[slot-1].scale2 = scale2; _scaleSlots[slot-1].x1 = x1; _scaleSlots[slot-1].y1 = y1; _scaleSlots[slot-1].scale1 = scale1; } void Scumm::dumpResource(char *tag, int idx, byte *ptr) { char buf[256]; File out; uint32 size; if (_features & GF_OLD_BUNDLE) size = READ_LE_UINT16(ptr); else if (_features & GF_SMALL_HEADER) size = READ_LE_UINT32(ptr); else size = READ_BE_UINT32_UNALIGNED(ptr + 4); #if defined(MACOS_CARBON) sprintf(buf, ":dumps:%s%d.dmp", tag, idx); #else sprintf(buf, "dumps/%s%d.dmp", tag, idx); #endif out.open(buf, "", 1); if (out.isOpen() == false) { out.open(buf, "", 2); if (out.isOpen() == false) return; out.write(ptr, size); } out.close(); } void Scumm::clearClickedStatus() { checkKeyHit(); _mouseButStat = 0; _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; } int Scumm::checkKeyHit() { int a = _keyPressed; _keyPressed = 0; return a; } void Scumm::pauseGame(bool user) { pauseDialog(); } void Scumm::setOptions() { //_newgui->optionsDialog(); } int Scumm::runDialog(Dialog *dialog) { // Pause sound put bool old_soundsPaused = _sound->_soundsPaused; _sound->pauseSounds(true); // Pause playing smush movie _smushPlay = false; // Open & run the dialog int result = dialog->runModal(); // Restore old cursor updateCursor(); // Restore playing smush movie _smushPlay = true; // Resume sound output _sound->pauseSounds(old_soundsPaused); // Return the result return result; } void Scumm::pauseDialog() { if (!_pauseDialog) _pauseDialog = new PauseDialog(_newgui, this); runDialog(_pauseDialog); } void Scumm::saveloadDialog() { if (!_saveLoadDialog) _saveLoadDialog = new SaveLoadDialog(_newgui, this); runDialog(_saveLoadDialog); } void Scumm::optionsDialog() { if (!_optionsDialog) _optionsDialog = new OptionsDialog(_newgui, this); runDialog(_optionsDialog); } char Scumm::displayError(bool showCancel, const char *message, ...) { char buf[1024], result; va_list va; va_start(va, message); vsprintf(buf, message, va); va_end(va); Dialog *dialog = new MessageDialog(_newgui, buf, 0, true, showCancel); result = runDialog(dialog); delete dialog; return result; } void Scumm::shutDown(int i) { /* TODO: implement this */ warning("shutDown: not implemented"); } void Scumm::processKbd() { int saveloadkey; getKeyInput(); if ((_features & GF_OLD256) || (_gameId == GID_CMI)) /* FIXME: Support ingame screen */ saveloadkey = 319; else saveloadkey = _vars[VAR_SAVELOADDIALOG_KEY]; _virtual_mouse_x = mouse.x + virtscr[0].xstart; if(_features & GF_AFTER_V7) _virtual_mouse_y = mouse.y + camera._cur.y - (_realHeight / 2); else _virtual_mouse_y = mouse.y; if (!(_features & GF_AFTER_V3)) _virtual_mouse_y += virtscr[0].topline; else _virtual_mouse_y -= 16; if (_virtual_mouse_y < 0) _virtual_mouse_y = -1; if (_features & GF_AFTER_V3) { if (_virtual_mouse_y >= virtscr[0].height + virtscr[0].topline) _virtual_mouse_y = -1; } else { if (_virtual_mouse_y >= virtscr[0].height) _virtual_mouse_y = -1; } if (!_lastKeyHit) return; if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) { runScript(_keyScriptNo, 0, 0, 0); return; } if (_lastKeyHit == KEY_SET_OPTIONS) { setOptions(); return; } if (_lastKeyHit == _vars[VAR_RESTART_KEY]) { warning("Restart not implemented"); // pauseGame(true); return; } if (_lastKeyHit == _vars[VAR_PAUSE_KEY]) { pauseGame(true); /* pause */ return; } if (_lastKeyHit == _vars[VAR_CUTSCENEEXIT_KEY]) { if (_insaneState) { _videoFinished = true; } else exitCutscene(); } else if (_lastKeyHit == saveloadkey && _currentRoom != 0) { if (_features & GF_AFTER_V7) runScript(_vars[VAR_UNK_SCRIPT], 0, 0, 0); saveloadDialog(); // Display NewGui if (_features & GF_AFTER_V7) runScript(_vars[VAR_UNK_SCRIPT_2], 0, 0, 0); return; } else if (_lastKeyHit == _vars[VAR_TALKSTOP_KEY]) { _talkDelay = 0; if (_sound->_sfxMode & 2) stopTalk(); return; } else if (_lastKeyHit == '[') { // [ Music volume down int vol = _sound->_sound_volume_music; if (!(vol & 0xF) && vol) vol -= 16; vol = vol & 0xF0; _sound->_sound_volume_music = vol; if (_imuse) _imuse->set_music_volume (vol); } else if (_lastKeyHit == ']') { // ] Music volume up int vol = _sound->_sound_volume_music; vol = (vol + 16) & 0xFF0; if (vol > 255) vol = 255; _sound->_sound_volume_music = vol; if (_imuse) _imuse->set_music_volume (vol); } else if (_lastKeyHit == '-') { // - text speed down _defaultTalkDelay += 5; if (_defaultTalkDelay > 90) _defaultTalkDelay = 90; _vars[VAR_CHARINC] = _defaultTalkDelay / 20; } else if (_lastKeyHit == '+') { // + text speed up _defaultTalkDelay -= 5; if (_defaultTalkDelay < 5) _defaultTalkDelay = 5; _vars[VAR_CHARINC] = _defaultTalkDelay / 20; } else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console g_debugger.attach(this); } _mouseButStat = _lastKeyHit; } int Scumm::getKeyInput() { _mouseButStat = 0; _lastKeyHit = checkKeyHit(); convertKeysToClicks(); if (mouse.x < 0) mouse.x = 0; if (mouse.x > _realWidth-1) mouse.x = _realWidth-1; if (mouse.y < 0) mouse.y = 0; if (mouse.y > _realHeight-1) mouse.y = _realHeight-1; if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked) { _mouseButStat = 0; _lastKeyHit = (uint)_vars[VAR_CUTSCENEEXIT_KEY]; } else if (_leftBtnPressed & msClicked) { _mouseButStat = MBS_LEFT_CLICK; } else if (_rightBtnPressed & msClicked) { _mouseButStat = MBS_RIGHT_CLICK; } if (_features & GF_AFTER_V8) { _vars[VAR_MOUSE_BUTTONS] = 0; _vars[VAR_MOUSE_HOLD] = 0; _vars[VAR_RIGHTBTN_HOLD] = 0; if (_leftBtnPressed & msClicked) _vars[VAR_MOUSE_BUTTONS] += 1; if (_rightBtnPressed & msClicked) _vars[VAR_MOUSE_BUTTONS] += 2; if (_leftBtnPressed & msDown) _vars[VAR_MOUSE_HOLD] += 1; if (_rightBtnPressed & msDown) { _vars[VAR_RIGHTBTN_HOLD] = 1; _vars[VAR_MOUSE_HOLD] += 2; } } else if (_features & GF_AFTER_V7) { // _vars[VAR_LEFTBTN_DOWN] = (_leftBtnPressed&msClicked) != 0; _vars[VAR_LEFTBTN_HOLD] = (_leftBtnPressed & msDown) != 0; // _vars[VAR_RIGHTBTN_DOWN] = (_rightBtnPressed&msClicked) != 0; _vars[VAR_RIGHTBTN_HOLD] = (_rightBtnPressed & msDown) != 0; } _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; return _lastKeyHit; } void Scumm::convertKeysToClicks() { if (_lastKeyHit && _cursor.state > 0) { if (_lastKeyHit == 9) { _mouseButStat = MBS_RIGHT_CLICK; } else if (_lastKeyHit == 13) { _mouseButStat = MBS_LEFT_CLICK; } else return; _lastKeyHit = 0; } } Actor *Scumm::derefActor(int id) { return &_actors[id]; } Actor *Scumm::derefActorSafe(int id, const char *errmsg) { if (id < 1 || id >= NUM_ACTORS) { if (_debugLevel > 1) warning ("Invalid actor %d in %s (script %d, opcode 0x%x) - This is potentially a BIG problem.", id, errmsg, vm.slot[_curExecScript].number, _opcode); return NULL; } return derefActor(id); } void Scumm::setStringVars(int slot) { StringTab *st = &_string[slot]; st->xpos = st->t_xpos; st->ypos = st->t_ypos; st->center = st->t_center; st->overhead = st->t_overhead; st->no_talk_anim = st->t_no_talk_anim; st->right = st->t_right; st->color = st->t_color; st->charset = st->t_charset; } void Scumm::startManiac() { warning("stub startManiac()"); } void Scumm::destroy() { freeResources(); free(_objectStateTable); free(_objectRoomTable); free(_objectOwnerTable); free(_inventory); free(_arrays); free(_verbs); free(_objs); free(_vars); free(_bitVars); free(_newNames); free(_classData); } // // Convert an old style direction to a new style one (angle), // int newDirToOldDir(int dir) { if (dir >= 71 && dir <= 109) return 1; if (dir >= 109 && dir <= 251) return 2; if (dir >= 251 && dir <= 289) return 0; return 3; } // // Convert an new style (angle) direction to an old style one. // int oldDirToNewDir(int dir) { assert(0 <= dir && dir <= 3); const int new_dir_table[4] = { 270, 90, 180, 0 }; return new_dir_table[dir]; } // // Convert an angle to a simple direction. // int toSimpleDir(int dirType, int dir) { if (dirType) { const int16 directions[] = { 22, 72, 107, 157, 202, 252, 287, 337 }; for (int i = 0; i < 7; i++) if (dir >= directions[i] && dir <= directions[i+1]) return i+1; } else { const int16 directions[] = { 71, 109, 251, 289 }; for (int i = 0; i < 3; i++) if (dir >= directions[i] && dir <= directions[i+1]) return i+1; } return 0; } // // Convert a simple direction to an angle // int fromSimpleDir(int dirType, int dir) { if (dirType) return dir * 45; else return dir * 90; } // // Normalize the given angle - that means, ensure it is positive, and // change it to the closest multiple of 45 degree by abusing toSimpleDir. // int normalizeAngle(int angle) { int temp; temp = (angle + 360) % 360; return toSimpleDir(1, temp) * 45; } void Scumm::errorString(const char *buf1, char *buf2) { if (_currentScript != 0xFF) { ScriptSlot *ss = &vm.slot[_currentScript]; sprintf(buf2, "(%d:%d:0x%X): %s", _roomResource, ss->number, _scriptPointer - _scriptOrgPointer, buf1); } else { strcpy(buf2, buf1); } } void Scumm::waitForTimer(int msec_delay) { uint32 start_time; if (_fastMode & 2) msec_delay = 0; else if (_fastMode & 1) msec_delay = 10; start_time = _system->get_msecs(); for (;;) { parseEvents(); _sound->updateCD(); // Loop CD Audio if needed if (_system->get_msecs() >= start_time + msec_delay) break; _system->delay_msecs(10); } } void Scumm::parseEvents() { OSystem::Event event; while (_system->poll_event(&event)) { switch(event.event_code) { case OSystem::EVENT_KEYDOWN: if (event.kbd.keycode >= '0' && event.kbd.keycode<='9' && (event.kbd.flags == OSystem::KBD_ALT || event.kbd.flags == OSystem::KBD_CTRL)) { _saveLoadSlot = event.kbd.keycode - '0'; // don't overwrite autosave (slot 0) if (_saveLoadSlot == 0) _saveLoadSlot = 10; sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot); _saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2; _saveLoadCompatible = false; } else if (event.kbd.flags==OSystem::KBD_CTRL) { if (event.kbd.keycode == 'f') _fastMode ^= 1; else if (event.kbd.keycode == 'g') _fastMode ^= 2; else if ((event.kbd.keycode == 'd') && (!_system->property(OSystem::PROP_GET_FULLSCREEN, 0))) g_debugger.attach(this); else if (event.kbd.keycode == 's') resourceStats(); else _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game. } else if (event.kbd.flags & OSystem::KBD_ALT) { // The result must be 273 for Alt-W // because that's what MI2 looks for in // its "instant win" cheat. _keyPressed = event.kbd.keycode + 154; } else _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game. break; case OSystem::EVENT_MOUSEMOVE: mouse.x = event.mouse.x; mouse.y = event.mouse.y; _system->set_mouse_pos(event.mouse.x, event.mouse.y); _system->update_screen(); break; case OSystem::EVENT_LBUTTONDOWN: _leftBtnPressed |= msClicked|msDown; #ifdef _WIN32_WCE mouse.x = event.mouse.x; mouse.y = event.mouse.y; #endif break; case OSystem::EVENT_RBUTTONDOWN: _rightBtnPressed |= msClicked|msDown; #ifdef _WIN32_WCE mouse.x = event.mouse.x; mouse.y = event.mouse.y; #endif break; case OSystem::EVENT_LBUTTONUP: _leftBtnPressed &= ~msDown; break; case OSystem::EVENT_RBUTTONUP: _rightBtnPressed &= ~msDown; break; } } } void Scumm::updatePalette() { if (_palDirtyMax == -1) return; bool noir_mode = (_gameId == GID_SAMNMAX && readVar(0x8000)); int first = _palDirtyMin; int num = _palDirtyMax - first + 1; int i; byte palette_colors[1024]; byte *p = palette_colors; for (i = _palDirtyMin; i <= _palDirtyMax; i++) { byte *data; if (_features & GF_SMALL_HEADER) data = _currentPalette + _shadowPalette[i] * 3; else data = _currentPalette + i * 3; // Sam & Max film noir mode. Convert the colours to grayscale // before uploading them to the backend. if (noir_mode) { int r, g, b; byte brightness; r = data[0]; g = data[1]; b = data[2]; brightness = (byte)((0.299 * r + 0.587 * g + 0.114 * b) + 0.5); *p++ = brightness; *p++ = brightness; *p++ = brightness; *p++ = 0; } else { *p++ = data[0]; *p++ = data[1]; *p++ = data[2]; *p++ = 0; } } _system->set_palette(palette_colors, first, num); _palDirtyMax = -1; _palDirtyMin = 256; } void Scumm::mainRun() { int delta = 0; int last_time = _system->get_msecs(); int new_time; for(;;) { updatePalette(); _system->update_screen(); new_time = _system->get_msecs(); waitForTimer(delta * 15 + last_time - new_time); last_time = _system->get_msecs(); delta = scummLoop(delta); if (delta < 1) // Ensure we don't get into a loop delta = 1; // by not decreasing sleepers. } } void Scumm::launch() { gdi._vm = this; _maxHeapThreshold = 450000; _minHeapThreshold = 400000; _verbRedraw = false; allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0); initVirtScreen(0, 0, 0, _realWidth, _realHeight, false, false); setupScummVars(); setupOpcodes(); if (_features & GF_AFTER_V8) NUM_ACTORS = 80; else if ((_features & GF_AFTER_V7) || (_gameId == GID_SAMNMAX)) NUM_ACTORS = 30; else NUM_ACTORS = 13; if (_features & GF_AFTER_V7) OF_OWNER_ROOM = 0xFF; else OF_OWNER_ROOM = 0x0F; // if (_gameId==GID_MONKEY2 && _bootParam == 0) // _bootParam = 10001; if (_gameId == GID_INDY4 && _bootParam == 0) { _bootParam = -7873; } if (_features & GF_OLD_BUNDLE) _resourceHeaderSize = 4; // FIXME - to be rechecked else if (_features & GF_SMALL_HEADER) _resourceHeaderSize = 6; else _resourceHeaderSize = 8; readIndexFile(); scummInit(); if (!(_features & GF_AFTER_V7)) _vars[VAR_VERSION] = 21; _vars[VAR_DEBUGMODE] = _debugMode; if (_gameId == GID_MONKEY) _vars[74] = 1225; _sound->setupSound(); runScript(1, 0, 0, &_bootParam); } void Scumm::go() { launch(); mainRun(); }