/* 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 "player_v2.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 MACOSX #include #include #endif #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, GF_AFTER_V1 | GF_AFTER_V2 | GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALLING, "00.LFL"}, {"zak64", "Zak McKracken and the Alien Mindbenders (C64)", GID_ZAK64, 1, 0, 0, GF_AFTER_V1 | GF_AFTER_V2 | GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALLING, "00.LFL"}, /* 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_16COLOR | GF_OLD_BUNDLE, "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}, {"indydemo", "Indiana Jones and the Fate of Atlantis (FM Towns Demo)", GID_INDY4, 5, 2, 02, 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}, /* Humongous Entertainment Scumm Version 7 */ {"farmdemo", "Let's Explore the Farm with Buzzy (Demo)", GID_SAMNMAX, 7, 0, 0, GF_NEW_OPCODES | GF_AFTER_V6 | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 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; // Init all vars - maybe now we can get rid of our custom new/delete operators? _imuse = NULL; _imuseDigital = NULL; _features = 0; _verbs = NULL; _objs = NULL; _debugger = NULL; _bundle = NULL; _sound= NULL; memset(&res, 0, sizeof(res)); memset(&vm, 0, sizeof(vm)); _smushFrameRate = 0; _insaneState = 0; _videoFinished = 0; _smushPlay = 0; #ifdef __PALM_OS__ _quit = false; #endif _newgui = NULL; _pauseDialog = NULL; _optionsDialog = NULL; _saveLoadDialog = NULL; _debuggerDialog = NULL; _fastMode = 0; memset(&_rnd, 0, sizeof(RandomSource)); _gameId = 0; memset(&gdi,0,sizeof(Gdi)); _actors = NULL; _inventory = NULL; _newNames = NULL; _scummVars = NULL; _varwatch = 0; _bitVars = NULL; _numVariables = 0; _numBitVariables = 0; _numLocalObjects = 0; _numGlobalObjects = 0; _numArray = 0; _numVerbs = 0; _numFlObject = 0; _numInventory = 0; _numRooms = 0; _numScripts = 0; _numSounds = 0; _numCharsets = 0; _numNewNames = 0; _numGlobalScripts = 0; _numActors = 0; _numCostumes = 0; _audioNames = NULL; _numAudioNames = 0; _curActor = 0; _curVerb = 0; _curVerbSlot = 0; _curPalIndex = 0; _currentRoom = 0; _egoPositioned = false; _keyPressed = 0; _lastKeyHit = 0; _mouseButStat = 0; _leftBtnPressed = 0; _rightBtnPressed = 0; _bootParam = 0; _dumpScripts = false; _debugMode = 0; _language = 0; _objectOwnerTable = NULL; _objectRoomTable = NULL; _objectStateTable = NULL; memset(&_objectIDMap,0,sizeof(ObjectIDMap)); _numObjectsInRoom = 0; _userPut = 0; _userState = 0; _resourceHeaderSize = 0; _saveLoadFlag = 0; _saveLoadSlot = 0; _lastSaveTime = 0; _saveLoadCompatible = false; memset(_saveLoadName,0,sizeof(_saveLoadName)); _maxHeapThreshold = 0; _minHeapThreshold = 0; memset(_localScriptList,0,sizeof(_localScriptList)); _scriptPointer = NULL; _scriptOrgPointer = NULL; _opcode = 0; _numNestedScripts = 0; _currentScript = 0; _curExecScript = 0; _lastCodePtr = NULL; _resultVarNumber = 0; _scummStackPos = 0; memset(_localParamList,0,sizeof(_localParamList)); memset(_scummStack,0,sizeof(_scummStack)); _keyScriptKey = 0; _keyScriptNo = 0; _encbyte = 0; memset(&_fileHandle,0,sizeof(File)); _fileOffset = 0; _exe_name = NULL; _game_name = NULL; _dynamicRoomOffsets = false; memset(_resourceMapper,0,sizeof(_resourceMapper)); _allocatedSize = 0; _expire_counter = 0; _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)); _ENCD_offs = 0; _EXCD_offs = 0; _CLUT_offs = 0; _IM00_offs = 0; _PALS_offs = 0; _fullRedraw = false; _BgNeedsRedraw = false; _verbRedraw = false; _screenEffectFlag = false; _completeScreenRedraw = false; memset(&_cursor,0,sizeof(_cursor)); memset(_grabbedCursor,0,sizeof(_grabbedCursor)); _currentCursor = 0; _newEffect = 0; _switchRoomEffect2 = 0; _switchRoomEffect = 0; _doEffect = false; memset(&_flashlight,0,sizeof(_flashlight)); _bompActorPalettePtr = NULL; _shakeEnabled= false; _shakeFrame = 0; _screenStartStrip = 0; _screenEndStrip = 0; _screenLeft = 0; _screenTop = 0; _blastObjectQueuePos = 0; memset(_blastObjectQueue,0,sizeof(_blastObjectQueue)); _blastTextQueuePos = 0; memset(_blastTextQueue,0,sizeof(_blastTextQueue)); _drawObjectQueNr = 0; memset(_drawObjectQue,0,sizeof(_drawObjectQue)); _palManipStart = 0; _palManipEnd = 0; _palManipCounter = 0; _palManipPalette = NULL; _palManipIntermediatePal = NULL; memset(gfxUsageBits,0,sizeof(gfxUsageBits)); _shadowPalette = NULL; _shadowPaletteSize = 0; memset(_currentPalette,0,sizeof(_currentPalette)); memset(_proc_special_palette,0,sizeof(_proc_special_palette)); _palDirtyMin = 0; _palDirtyMax = 0; _haveMsg = 0; _useTalkAnims = false; _defaultTalkDelay = 0; _use_adlib = false; tempMusic = 0; _silentDigitalImuse = 0; _noDigitalSamples = 0; _saveSound = 1; current_cd_sound = 0; _maxBoxVertexHeap = 0; _boxPathVertexHeapIndex = 0; _boxMatrixItem = 0; _boxPathVertexHeap = NULL; _boxMatrixPtr1 = NULL; _boxMatrixPtr3 = NULL; 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)); _noSubtitles = false; _numInMsgStack = 0; _msgPtrToAdd = NULL; _messagePtr = NULL; _talkDelay = 0; _keepText = false; _existLanguageFile = false; _languageBuffer = NULL; _languageIndex = NULL; memset(_transText,0,sizeof(_transText)); // // Init all VARS to 0xFF // VAR_LANGUAGE = 0xFF; VAR_KEYPRESS = 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_HOOK_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_SAVELOADDIALOG_KEY = 0xFF; VAR_FIXEDDISK = 0xFF; VAR_CURSORSTATE = 0xFF; VAR_USERPUT = 0xFF; VAR_SOUNDRESULT = 0xFF; VAR_TALKSTOP_KEY = 0xFF; VAR_59 = 0xFF; VAR_SOUNDPARAM = 0xFF; VAR_SOUNDPARAM2 = 0xFF; VAR_SOUNDPARAM3 = 0xFF; VAR_MOUSEPRESENT = 0xFF; VAR_PERFORMANCE_1 = 0xFF; VAR_PERFORMANCE_2 = 0xFF; VAR_ROOM_FLAG = 0xFF; VAR_GAME_LOADED = 0xFF; VAR_NEW_ROOM = 0xFF; VAR_VERSION = 0xFF; VAR_V5_TALK_STRING_Y = 0xFF; VAR_V6_SCREEN_WIDTH = 0xFF; VAR_V6_SCREEN_HEIGHT = 0xFF; VAR_V6_EMSSPACE = 0xFF; VAR_V6_RANDOM_NR = 0xFF; VAR_STRING2DRAW = 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_MOUSE_BUTTONS = 0xFF; VAR_MOUSE_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_CLICK_AREA = 0xFF; // Use g_scumm from error() ONLY g_scumm = this; g_debugger = new ScummDebugger; _debugMode = detector->_debugMode; _debugLevel = detector->_debugLevel; _dumpScripts = detector->_dumpScripts; _bootParam = detector->_bootParam; _exe_name = strdup(detector->_gameRealName.c_str()); // FIXME: probably should use String class here _game_name = strdup(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 = false; _hexdumpScripts = false; _showStack = false; if (_gameId == GID_ZAK256) { // FmTowns is 320x240 _screenWidth = 320; _screenHeight = 240; } else if (_gameId == GID_CMI) { _screenWidth = 640; _screenHeight = 480; } else { _screenWidth = 320; _screenHeight = 200; } gdi._numStrips = _screenWidth / 8; _newgui = g_gui; _bundle = new Bundle(); _sound = new Sound(this); _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(_screenWidth, _screenHeight); 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; _playerV2 = NULL; } else if ((_features & GF_OLD_BUNDLE) && !(_features & GF_AMIGA)) { _playerV2 = NULL; if (!(_features & GF_AMIGA)) _playerV2 = new Player_V2(this); _imuse = NULL; _imuseDigital = NULL; } else { _playerV2 = NULL; _imuseDigital = NULL; _imuse = IMuse::create (syst, detector->createMidi()); if (_imuse) { if (detector->_gameTempo != 0) _imuse->property(IMuse::PROP_TEMPO_BASE, detector->_gameTempo); _imuse->property (IMuse::PROP_OLD_ADLIB_INSTRUMENTS, (_features & GF_SMALL_HEADER) ? 1 : 0); _imuse->property (IMuse::PROP_MULTI_MIDI, detector->_multi_midi); _imuse->property (IMuse::PROP_NATIVE_MT32, detector->_native_mt32); if (_features & GF_HUMONGOUS) { _imuse->property (IMuse::PROP_LIMIT_PLAYERS, 1); _imuse->property (IMuse::PROP_RECYCLE_PLAYERS, 1); } _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 _playerV2; delete _languageBuffer; delete _audioNames; if (_shadowPalette) free(_shadowPalette); destroy(); delete g_debugger; } void Scumm::scummInit() { int i; tempMusic = 0; debug(9, "scummInit"); if (_features & GF_AFTER_V7) { initScreens(0, 0, _screenWidth, _screenHeight); } else { initScreens(0, 16, _screenWidth, 144); } if (_features & GF_16COLOR) { for (i = 0; i < 16; i++) _shadowPalette[i] = i; setupEGAPalette(); } if (_features & GF_AFTER_V2) { initV2MouseOver(); // Seems in V2 there was only a single room effect (iris), // so we set that here. _switchRoomEffect2 = 1; _switchRoomEffect = 1; } if (_features & GF_AFTER_V2) _charset = new CharsetRendererV2(this); else if (_features & GF_AFTER_V3) _charset = new CharsetRendererV3(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); if (_features & GF_OLD_BUNDLE) loadCharset(0); // FIXME - HACK ? setShake(0); setupCursor(); // Allocate and Initialize actors Actor::initActorClass(this); _actors = new Actor[_numActors]; for (i = 1; i < _numActors; i++) { _actors[i].number = i; _actors[i].initActor(1); } _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 = _screenWidth - 1; _verbs[i].old.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 (!(_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)) { // 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; _varwatch = -1; _screenStartStrip = 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 = _screenWidth - 1; _string[i].t_color = 0xF; _string[i].t_center = 0; _string[i].t_charset = 0; } _numInMsgStack = 0; createResource(rtTemp, 6, 500); initScummVars(); getGraphicsPerformance(); _sound->_current_cache = 0; _lastSaveTime = _system->get_msecs(); } void Scumm::initScummVars() { // FIXME if (_features & GF_AFTER_V2) { // This needs to be at least greater than 40 to get the more // elaborate version of the EGA Zak into. I don't know where // else it makes any difference. VAR(VAR_MACHINE_SPEED) = 0x7FFF; return; } if (!(_features & GF_AFTER_V6)) VAR(VAR_V5_TALK_STRING_Y) = -0x50; if (_features & GF_AFTER_V8) { // Fixme: How do we deal with non-cd installs? VAR(VAR_CURRENTDISK) = 1; VAR(VAR_LANGUAGE) = _language; } else if (_features & GF_AFTER_V7) { VAR(VAR_V6_EMSSPACE) = 10000; } else { VAR(VAR_CURRENTDRIVE) = 0; VAR(VAR_FIXEDDISK) = true; VAR(VAR_SOUNDCARD) = 3; VAR(VAR_VIDEOMODE) = 0x13; VAR(VAR_HEAPSPACE) = 1400; VAR(VAR_MOUSEPRESENT) = true; // FIXME - used to be 0, but that seems odd?!? if (_features & GF_HUMONGOUS) VAR(VAR_SOUNDPARAM) = 1; // soundblaster for music else VAR(VAR_SOUNDPARAM) = 0; VAR(VAR_SOUNDPARAM2) = 0; VAR(VAR_SOUNDPARAM3) = 0; if (_features & GF_AFTER_V6 && VAR_V6_EMSSPACE != 0xFF) VAR(VAR_V6_EMSSPACE) = 10000; VAR(VAR_59) = 3; // Setup light VAR(VAR_CURRENT_LIGHTS) = LIGHTMODE_actor_base | LIGHTMODE_actor_color | LIGHTMODE_screen; } VAR(VAR_CHARINC) = 4; VAR(VAR_TALK_ACTOR) = 0; } void Scumm::checkRange(int max, int min, int no, const char *str) { if (no < min || no > max) { #ifdef __PALM_OS__ char buf[256]; // 1024 is too big overflow the stack #else char buf[1024]; #endif 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) { #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); if (!(_features & GF_AFTER_V2)) { VAR(VAR_TMR_1) += delta; VAR(VAR_TMR_2) += delta; VAR(VAR_TMR_3) += delta; } if (VAR_TMR_4 != 0xFF) VAR(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) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; VAR(VAR_CAMERA_POS_Y) = camera._cur.y; } else if (_features & GF_AFTER_V2) { VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8; } else { VAR(VAR_CAMERA_POS_X) = camera._cur.x; } VAR(VAR_HAVE_MSG) = (_haveMsg == 0xFE) ? 0xFF : _haveMsg; if (_features & GF_AFTER_V2) { VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x / 8; VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y / 2; } 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; VAR(VAR_DEBUGMODE) = _debugMode; } if (_features & GF_AUDIOTRACKS) { // Covered automatically by the Sound class } else if (_playerV2) { VAR(VAR_MUSIC_TIMER) = _playerV2->getMusicTimer(); } else if (_features & GF_SMALL_HEADER) { // 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 = 300; tempMusic += delta * 15; // Convert delta to milliseconds if (tempMusic >= MUSIC_DELAY) { tempMusic %= MUSIC_DELAY; VAR(VAR_MUSIC_TIMER) += 1; } } // 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; } if (!(_features & GF_SMALL_HEADER) && !(_features && GF_AFTER_V8)) VAR(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)) VAR(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)) VAR(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 #ifdef __PALM_OS__ char buf[256]; // 1024 is too big overflow the stack #else char buf[1024]; #endif 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.clearCharsetMask(); _charset->_hasMask = false; for (int i = 0; i < _maxVerbs; i++) drawVerb(i, 0); verbMouseOver(0); if (_features & GF_AFTER_V2) { redrawV2Inventory(); checkV2MouseOver(_mouse); } _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) { 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(); resetActorBgs(); if (!(_features & GF_AFTER_V7) && !(VAR(VAR_CURRENT_LIGHTS) & LIGHTMODE_screen) && VAR(VAR_CURRENT_LIGHTS) & LIGHTMODE_flashlight) { drawFlashlight(); setActorRedrawFlags(); } 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; if (_features & GF_AFTER_V2) checkV2MouseOver(_mouse); 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); if (VAR_TIMER != 0xFF) VAR(VAR_TIMER) = 0; return VAR(VAR_TIMER_NEXT); } void Scumm::startScene(int room, Actor * a, int objectNr) { int i, where; CHECK_HEAP; debug(1, "Loading room %d", room); clearMsgQueue(); fadeOut(_switchRoomEffect2); _newEffect = _switchRoomEffect; ScriptSlot *ss = &vm.slot[_currentScript]; if (_currentScript != 0xFF) { if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) { if (ss->cutsceneOverride != 0) error("Object %d stopped with active cutscene/override in exit", ss->number); _currentScript = 0xFF; } else if (ss->where == WIO_LOCAL) { // HACK to make Indy3 Demo work if (ss->cutsceneOverride != 0 && !(_gameId == GID_INDY3 && _roomResource == 3)) error("Script %d stopped with active cutscene/override in exit", ss->number); _currentScript = 0xFF; } } if (!(_features & GF_SMALL_HEADER) && VAR_NEW_ROOM != 0xFF) // Disable for SH games. Overwrites VAR(VAR_NEW_ROOM) = room; // gamevars, eg Zak cashcards runExitScript(); killScriptsAndResources(); clearEnqueue(); stopCycle(0); for (i = 1; i < _numActors; i++) { _actors[i].hideActor(); } if (!(_features & GF_AFTER_V7)) { for (i = 0; i < 256; i++) _shadowPalette[i] = i; if (_features & GF_SMALL_HEADER) setDirtyColors(0, 255); } clearDrawObjectQueue(); VAR(VAR_ROOM) = room; _fullRedraw = true; increaseResourceCounter(); _currentRoom = room; VAR(VAR_ROOM) = room; if (room >= 0x80 && !(_features & GF_AFTER_V7)) _roomResource = _resourceMapper[room & 0x7F]; else _roomResource = room; if (VAR_ROOM_RESOURCE != 0xFF) VAR(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 = _screenWidth / 2; camera._cur.y = camera._dest.y = _screenHeight / 2; } if (_features & GF_AFTER_V6 && VAR_V6_SCREEN_WIDTH != 0xFF) { VAR(VAR_V6_SCREEN_WIDTH) = _roomWidth; VAR(VAR_V6_SCREEN_HEIGHT) = _roomHeight; } VAR(VAR_CAMERA_MIN_X) = _screenWidth / 2; VAR(VAR_CAMERA_MAX_X) = _roomWidth - (_screenWidth / 2); if (_features & GF_AFTER_V7) { VAR(VAR_CAMERA_MIN_Y) = _screenHeight / 2; VAR(VAR_CAMERA_MAX_Y) = _roomHeight - (_screenHeight / 2); setCameraAt(_screenWidth / 2, _screenHeight / 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 (a) { // FIXME: This hack mostly is there to fix the tomb/statue room // in The Dig. What happens there is that when you enter, you are // placed at object 399, coords (307,141), which is in box 25. // But then the entry script locks that and other boxes. Hence // after the entry script runs, you basically can only do one thing // in that room, and that is to leave it - which means the game // is unfinishable. // By calling adjustActorPos, we can solve the problem in this case: // there is a very close box (box 12) which contains point (307,144). // If we call adjustActorPos, Commander Low is moved into that box, // and we can go on. But aqudran looked this up in his IMB DB for // The DIG; and nothing like this is done there. Also I am pretty // sure this used to work in 0.3.1. So apparently something broke // down here, and I have no clue what that might be :-/ a-> adjustActorPos(); } if (camera._follows) { a = derefActor(camera._follows, "startScene: follows"); setCameraAt(a->x, a->y); } } _doEffect = true; CHECK_HEAP; } void Scumm::initRoomSubBlocks() { int i, offs; const byte *ptr; byte *roomptr, *searchptr, *roomResPtr; const 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__); // // Determine the room dimensions (width/height) // if (_features & GF_OLD_BUNDLE) rmhd = (const RoomHeader *)(roomptr + 4); else rmhd = (const RoomHeader *)findResourceData(MKID('RMHD'), roomptr); if (_features & GF_AFTER_V8) { _roomWidth = READ_LE_UINT32(&(rmhd->v8.width)); _roomHeight = READ_LE_UINT32(&(rmhd->v8.height)); } else if (_features & GF_AFTER_V7) { _roomWidth = READ_LE_UINT16(&(rmhd->v7.width)); _roomHeight = READ_LE_UINT16(&(rmhd->v7.height)); } else { _roomWidth = READ_LE_UINT16(&(rmhd->old.width)); _roomHeight = 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 // int EXCD_len = -1; if (_features & GF_AFTER_V2) { _EXCD_offs = READ_LE_UINT16(roomptr + 0x18); EXCD_len = READ_LE_UINT16(roomptr + 0x1A) - _EXCD_offs + _resourceHeaderSize; // HACK } else if (_features & GF_OLD_BUNDLE) { _EXCD_offs = READ_LE_UINT16(roomptr + 0x19); EXCD_len = READ_LE_UINT16(roomptr + 0x1B) - _EXCD_offs + _resourceHeaderSize; // HACK } else { ptr = findResourceData(MKID('EXCD'), roomResPtr); if (ptr) _EXCD_offs = ptr - roomResPtr; } if (_dumpScripts && _EXCD_offs) dumpResource("exit-", _roomResource, roomResPtr + _EXCD_offs - _resourceHeaderSize, EXCD_len); // // Look for an entry script // int ENCD_len = -1; if (_features & GF_AFTER_V2) { _ENCD_offs = READ_LE_UINT16(roomptr + 0x1A); ENCD_len = READ_LE_UINT16(roomptr) - _ENCD_offs + _resourceHeaderSize; // HACK } else if (_features & GF_OLD_BUNDLE) { _ENCD_offs = READ_LE_UINT16(roomptr + 0x1B); // FIXME - the following is a hack which assumes that immediately after // the entry script the first local script follows. int num_objects = *(roomResPtr + 20); int num_sounds = *(roomResPtr + 23); int num_scripts = *(roomResPtr + 24); ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts; ENCD_len = READ_LE_UINT16(ptr + 1) - _ENCD_offs + _resourceHeaderSize; // HACK } else { ptr = findResourceData(MKID('ENCD'), roomResPtr); if (ptr) _ENCD_offs = ptr - roomResPtr; } if (_dumpScripts && _ENCD_offs) dumpResource("entry-", _roomResource, roomResPtr + _ENCD_offs - _resourceHeaderSize, ENCD_len); // // Load box data // if (_features & GF_SMALL_HEADER) { if (_features & GF_AFTER_V2) ptr = roomptr + *(roomptr + 0x15); else 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_V2) size = numOfBoxes * SIZEOF_BOX_V2 + 1; else if (_features & GF_AFTER_V3) size = numOfBoxes * SIZEOF_BOX_V3 + 1; else size = numOfBoxes * SIZEOF_BOX + 1; createResource(rtMatrix, 2, size); memcpy(getResourceAddress(rtMatrix, 2), ptr, size); ptr += size; if (_features & GF_AFTER_V2) { size = numOfBoxes * (numOfBoxes + 1); } else if (_features & GF_OLD_BUNDLE) // FIXME. This is an evil HACK!!! size = (READ_LE_UINT16(roomptr + 0x0A) - READ_LE_UINT16(roomptr + 0x15)) - 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); } } // // Load scale data // 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 scripts // // 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; int num_scripts; if (_features & GF_AFTER_V2) { num_sounds = *(roomResPtr + 22); num_scripts = *(roomResPtr + 23); ptr = roomptr + 28 + num_objects * 4; while (num_sounds--) loadResource(rtSound, *ptr++); while (num_scripts--) loadResource(rtScript, *ptr++); } else if (_features & GF_AFTER_V3) { num_sounds = *(roomResPtr + 23); num_scripts = *(roomResPtr + 24); ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts; while (*ptr) { int id = *ptr; _localScriptList[id - _numGlobalScripts] = READ_LE_UINT16(ptr + 1); ptr += 3; if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); // HACK: to determine the sizes of the local scripts, we assume that // a) their order in the data file is the same as in the index // b) the last script at the same time is the last item in the room "header" int len = - (int)_localScriptList[id - _numGlobalScripts] + _resourceHeaderSize; if (*ptr) len += READ_LE_UINT16(ptr + 1); else len += READ_LE_UINT16(roomResPtr); dumpResource(buf, id, roomResPtr + _localScriptList[id - _numGlobalScripts] - _resourceHeaderSize, len); } } } } 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 - _resourceHeaderSize); } _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 - _resourceHeaderSize); } searchptr = NULL; } } 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(_roomHeight); } 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(const char *tag, int idx, const byte *ptr, int length) { char buf[256]; File out; uint32 size; if (length >= 0) size = length; else 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() { 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, ...) { #ifdef __PALM_OS__ char buf[256], result; // 1024 is too big overflow the stack #else char buf[1024], result; #endif 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() { // FIXME: This is ugly _system->quit(); } void Scumm::restart() { // TODO: Check this function - we should probably be reinitting a lot more stuff, and I suspect // this leaks memory like a sieve int i; // Reset some stuff _currentRoom = 0; _currentScript = 0xFF; killAllScriptsExceptCurrent(); setShake(0); _sound->stopAllSounds(); // Empty variables for (i=0;i<255;i++) _scummVars[i] = 0; // Empty inventory for (i=0;i<_numGlobalObjects;i++) clearOwnerOf(i); // Reinit things allocateArrays(); // Reallocate arrays readIndexFile(); // Reread index (reset objectstate etc) createResource(rtTemp, 6, 500); // Create temp buffer initScummVars(); // Reinit scumm variables _sound->setupSound(); // Reinit sound engine // Re-run bootscript runScript(1, 0, 0, &_bootParam); } void Scumm::processKbd() { int saveloadkey; getKeyInput(); if ((_features & GF_OLD256) || (_gameId == GID_CMI) || (_features & GF_OLD_BUNDLE)) /* FIXME: Support ingame screen */ saveloadkey = 319; else saveloadkey = VAR(VAR_SAVELOADDIALOG_KEY); _virtualMouse.x = _mouse.x + virtscr[0].xstart; if(_features & GF_AFTER_V7) _virtualMouse.y = _mouse.y + camera._cur.y - (_screenHeight / 2); else _virtualMouse.y = _mouse.y; _virtualMouse.y -= virtscr[0].topline; if (_virtualMouse.y < 0) _virtualMouse.y = -1; if (_virtualMouse.y >= virtscr[0].height) _virtualMouse.y = -1; if (!_lastKeyHit) return; if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) { runScript(_keyScriptNo, 0, 0, 0); return; } if (_lastKeyHit == KEY_SET_OPTIONS) { setOptions(); return; } if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY)) { warning("Restart not implemented"); //restart(); return; } if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) || (VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) { pauseGame(); return; } if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) || (VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) { if (_insaneState) { _videoFinished = true; } else abortCutscene(); } else if (_lastKeyHit == saveloadkey && _currentRoom != 0) { if (VAR_SAVELOAD_SCRIPT != 0xFF) runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0); saveloadDialog(); // Display NewGui if (VAR_SAVELOAD_SCRIPT2 != 0xFF) runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0); return; } else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(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; VAR(VAR_CHARINC) = _defaultTalkDelay / 20; } else if (_lastKeyHit == '+') { // + text speed up _defaultTalkDelay -= 5; if (_defaultTalkDelay < 5) _defaultTalkDelay = 5; VAR(VAR_CHARINC) = _defaultTalkDelay / 20; } else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console g_debugger->attach(this, NULL); } _mouseButStat = _lastKeyHit; } int Scumm::getKeyInput() { _mouseButStat = 0; _lastKeyHit = checkKeyHit(); convertKeysToClicks(); if (_mouse.x < 0) _mouse.x = 0; if (_mouse.x > _screenWidth-1) _mouse.x = _screenWidth-1; if (_mouse.y < 0) _mouse.y = 0; if (_mouse.y > _screenHeight-1) _mouse.y = _screenHeight-1; if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked) { _mouseButStat = 0; _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); } else if (_leftBtnPressed & msClicked) { _mouseButStat = MBS_LEFT_CLICK; } else if (_rightBtnPressed & msClicked) { _mouseButStat = MBS_RIGHT_CLICK; } if (_features & GF_AFTER_V8) { VAR(VAR_MOUSE_BUTTONS) = 0; VAR(VAR_MOUSE_HOLD) = 0; VAR(VAR_RIGHTBTN_HOLD) = 0; if (_leftBtnPressed & msClicked) VAR(VAR_MOUSE_BUTTONS) += 1; if (_rightBtnPressed & msClicked) VAR(VAR_MOUSE_BUTTONS) += 2; if (_leftBtnPressed & msDown) VAR(VAR_MOUSE_HOLD) += 1; if (_rightBtnPressed & msDown) { VAR(VAR_RIGHTBTN_HOLD) = 1; VAR(VAR_MOUSE_HOLD) += 2; } } else if (_features & GF_AFTER_V7) { VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0; VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0; } else if (_features & GF_AFTER_V2) { // Store the input type. So far we can't distinguish // between 1, 3 and 5. // 1) Verb 2) Scene 3) Inv. 4) Key // 5) Sentence Bar if (_lastKeyHit) { // Key Input VAR(VAR_KEYPRESS) = _lastKeyHit; runInputScript(4, 0, 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, const char *errmsg) { if (id < 1 || id >= _numActors || _actors[id].number != id) { if (errmsg) error("Invalid actor %d in %s", id, errmsg); else error("Invalid actor %d", id); } return &_actors[id]; } Actor *Scumm::derefActorSafe(int id, const char *errmsg) { if (id < 1 || id >= _numActors || _actors[id].number != id) { debug(2, "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 &_actors[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(_verbs); free(_objs); free(_scummVars); 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; } const char *Scumm::getGameDataPath() const { #ifdef MACOSX if (_features & GF_AFTER_V8 && !memcmp(_gameDataPath, "/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). // // The check for whether we play from CD or not is very hackish, though. static char buf[256]; struct stat st; int disk = (_scummVars && _scummVars[VAR_CURRENTDISK] == 2) ? 2 : 1; sprintf(buf, "/Volumes/MONKEY3_%d", disk); if (!stat(buf, &st)) { return buf; } // Apparently that disk is not inserted. However since many data files // (fonts, comi.la0) are on both disks, we also try the other CD. disk = (disk == 1) ? 2 : 1; sprintf(buf, "/Volumes/MONKEY3_%d", disk); return buf; } #endif return _gameDataPath; } 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); } // Unless an error -originated- within the debugger, spawn the debugger. Otherwise // exit out normally. if (!_debugger) { printf("%s", buf2); // (Print it again in-case debugger segfaults) g_debugger->attach(this, buf2); g_debugger->on_frame(); } } 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, NULL); 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; #if defined(_WIN32_WCE) || defined(__PALM_OS__) _mouse.x = event.mouse.x; _mouse.y = event.mouse.y; #endif break; case OSystem::EVENT_RBUTTONDOWN: _rightBtnPressed |= msClicked|msDown; #if defined(_WIN32_WCE) || defined(__PALM_OS__) _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; default: 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 diff = _system->get_msecs(); for(;;) { #ifdef __PALM_OS__ if (_quit) // palmfixme : need to check for autosave on exit return; #endif updatePalette(); _system->update_screen(); diff -= _system->get_msecs(); waitForTimer(delta * 15 + diff); diff = _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; #ifdef __PALM_OS__ // PALMOS : check if this value is correct with palm, // old value 450000 doesn't work anymore (return _fntPtr = NULL in zak256, not tested with others) // 2500000 is too big and make ScummVM crashes : MemMove to NULL or immediate exit if try to allocate // memory with new operator _maxHeapThreshold = 550000; #else // Since the new costumes are very big, we increase the heap limit, to avoid having // to constantly reload stuff from the data files. if (_features & GF_NEW_COSTUMES) _maxHeapThreshold = 2500000; else _maxHeapThreshold = 550000; #endif _minHeapThreshold = 400000; _verbRedraw = false; allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0); initVirtScreen(0, 0, 0, _screenWidth, _screenHeight, false, false); setupScummVars(); setupOpcodes(); if (_features & GF_AFTER_V8) _numActors = 80; else if ((_features & GF_AFTER_V7) || (_gameId == GID_SAMNMAX)) _numActors = 30; else if (_gameId == GID_MANIAC) _numActors = 25; else _numActors = 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_V2)) { if (!(_features & GF_AFTER_V7)) VAR(VAR_VERSION) = 21; VAR(VAR_DEBUGMODE) = _debugMode; } if (_gameId == GID_MONKEY) _scummVars[74] = 1225; _sound->setupSound(); // If requested, load a save game instead of running the boot script if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveLoadCompatible)) { runScript(1, 0, 0, &_bootParam); } } void Scumm::go() { launch(); mainRun(); }