/* 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 "boxes.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 "player_v1.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" #include "akos.h" #include "costume.h" #ifdef MACOSX #include #include #endif #ifdef _WIN32_WCE extern bool isSmartphone(void); #endif // Use g_scumm from error() ONLY Scumm *g_scumm = 0; ScummDebugger *g_debugger; extern NewGui *g_gui; extern uint16 _debugLevel; extern uint16 _demo_mode; static const VersionSettings scumm_settings[] = { /* Scumm Version 1 */ /* Scumm Version 2 */ {"maniac", "Maniac Mansion", GID_MANIAC, 2, MDT_PCSPK, GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALING, "00.LFL"}, {"maniacnes", "Maniac Mansion (NES)", GID_MANIAC, 2, MDT_NONE, GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALING | GF_NES, "00.LFL"}, {"zak", "Zak McKracken and the Alien Mindbenders", GID_ZAK, 2, MDT_PCSPK, GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALING, "00.LFL"}, /* Scumm Version 3 */ {"indy3EGA", "Indiana Jones and the Last Crusade", GID_INDY3, 3, MDT_PCSPK | MDT_ADLIB, GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_USE_KEY | GF_16COLOR | GF_OLD_BUNDLE, "00.LFL"}, {"indy3Towns", "Indiana Jones and the Last Crusade (FM Towns)", GID_INDY3, 3, MDT_NONE, GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FEW_LOCALS | GF_FMTOWNS | GF_AUDIOTRACKS, "00.LFL"}, {"indy3", "Indiana Jones and the Last Crusade (256)", GID_INDY3, 3, MDT_PCSPK | MDT_ADLIB, GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FEW_LOCALS, "00.LFL"}, {"zak256", "Zak McKracken and the Alien Mindbenders (256)", GID_ZAK256, 3, MDT_PCSPK, GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FMTOWNS | GF_AUDIOTRACKS, "00.LFL"}, {"loom", "Loom", GID_LOOM, 3, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE, GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_USE_KEY | GF_16COLOR | GF_OLD_BUNDLE, "00.LFL"}, {"loomTowns", "Loom (FM Towns)", GID_LOOM, 3, MDT_NONE, GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FMTOWNS | GF_AUDIOTRACKS, "00.LFL"}, /* Scumm Version 4 */ {"monkeyEGA", "Monkey Island 1 (EGA)", GID_MONKEY_EGA, 4, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE, GF_SMALL_HEADER | GF_USE_KEY | GF_16COLOR, "000.LFL"}, {"pass", "Passport to Adventure", GID_PASS, 4, MDT_PCSPK | MDT_ADLIB, GF_SMALL_HEADER | GF_USE_KEY | GF_16COLOR, "000.LFL"}, /* Scumm version 5 */ {"monkeyVGA", "Monkey Island 1 (256 color Floppy version)", GID_MONKEY_VGA, 4, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE, GF_SMALL_HEADER | GF_USE_KEY, "000.LFL"}, {"loomcd", "Loom (256 color CD version)", GID_LOOM256, 4, MDT_NONE, GF_SMALL_HEADER | GF_USE_KEY | GF_AUDIOTRACKS, "000.LFL"}, {"monkey", "Monkey Island 1", GID_MONKEY, 5, MDT_NONE, GF_USE_KEY | GF_AUDIOTRACKS, 0}, {"monkey1", "Monkey Island 1 (alt)", GID_MONKEY, 5, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE, GF_USE_KEY | GF_AUDIOTRACKS, 0}, {"game", "Monkey Island 1 (SegaCD version)", GID_MONKEY_SEGA, 5, MDT_NONE, GF_USE_KEY | GF_AUDIOTRACKS, 0}, {"monkey2", "Monkey Island 2: LeChuck's revenge", GID_MONKEY2, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_USE_KEY, 0}, {"mi2demo", "Monkey Island 2: LeChuck's revenge (Demo)", GID_MONKEY2, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_USE_KEY, 0}, {"indydemo", "Indiana Jones and the Fate of Atlantis (FM Towns Demo)", GID_INDY4, 5, MDT_NONE, GF_USE_KEY, 0}, {"atlantis", "Indiana Jones and the Fate of Atlantis", GID_INDY4, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_USE_KEY, 0}, {"playfate", "Indiana Jones and the Fate of Atlantis (Demo)", GID_INDY4, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_USE_KEY, 0}, {"fate", "Indiana Jones and the Fate of Atlantis (Demo)", GID_INDY4, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_USE_KEY, 0}, /* Scumm Version 6 */ {"puttputt", "Putt-Putt Joins The Parade (DOS)", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"puttdemo", "Putt-Putt Joins The Parade (DOS Demo)", GID_PUTTDEMO, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS, 0}, {"moondemo", "Putt-Putt Goes To The Moon (DOS Demo)", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"puttmoon", "Putt-Putt Goes To The Moon (DOS)", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"funpack", "Putt-Putt's Fun Pack", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"fbpack", "Fatty Bear's Fun Pack", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"fbear", "Fatty Bear's Birthday Surprise (DOS)", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"fbdemo", "Fatty Bear's Birthday Surprise (DOS Demo)", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, {"tentacle", "Day Of The Tentacle", GID_TENTACLE, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY, 0}, {"dottdemo", "Day Of The Tentacle (Demo)", GID_TENTACLE, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY, 0}, {"samnmax", "Sam & Max", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0}, {"samdemo", "Sam & Max (Demo)", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0}, {"snmdemo", "Sam & Max (Demo)", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0}, {"snmidemo", "Sam & Max (Interactive WIP Demo)", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0}, {"test", "Test demo game", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES, 0}, /* Humongous Entertainment Scumm Version 7 */ {"farmdemo", "Let's Explore the Farm with Buzzy (Demo)", GID_SAMNMAX, 6, MDT_NONE, GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0}, /* Scumm Version 7 */ {"ft", "Full Throttle", GID_FT, 7, MDT_NONE, GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE, 0}, {"ftdemo", "Full Throttle (Mac Demo)", GID_FT, 7, MDT_NONE, GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE, 0}, {"dig", "The Dig", GID_DIG, 7, MDT_NONE, GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE, 0}, /* Scumm Version 8 */ {"comi", "The Curse of Monkey Island", GID_CMI, 8, MDT_NONE, GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE | GF_DEFAULT_TO_1X_SCALER, 0}, {NULL, NULL, 0, 0, MDT_NONE, 0, NULL} }; const VersionSettings *Engine_SCUMM_targetList() { return scumm_settings; } Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst) { Engine *engine; if (detector->_amiga) detector->_game.features |= GF_AMIGA; switch (detector->_game.version) { case 1: case 2: engine = new Scumm_v2(detector, syst); break; case 3: engine = new Scumm_v3(detector, syst); break; case 4: engine = new Scumm_v4(detector, syst); break; case 5: engine = new Scumm_v5(detector, syst); break; case 6: engine = new Scumm_v6(detector, syst); break; case 7: engine = new Scumm_v7(detector, syst); break; case 8: engine = new Scumm_v8(detector, syst); break; default: 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; _sound = NULL; memset(&res, 0, sizeof(res)); memset(&vm, 0, sizeof(vm)); _smushFrameRate = 0; _insaneState = false; _videoFinished = false; _smushPlay = false; _quit = false; _newgui = NULL; _pauseDialog = NULL; _optionsDialog = NULL; _saveLoadDialog = NULL; _confirmExitDialog = 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; 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)); _roomStrips = 0; _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; _midiDriver = MD_NULL; tempMusic = 0; _silentDigitalImuse = 0; _noDigitalSamples = 0; _saveSound = 0; memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags)); memset(_scaleSlots, 0, sizeof(_scaleSlots)); _charset = NULL; _charsetColor = 0; memset(_charsetColorMap, 0, sizeof(_charsetColorMap)); memset(_charsetData, 0, sizeof(_charsetData)); _charsetBufPos = 0; memset(_charsetBuffer, 0, sizeof(_charsetBuffer)); _demo_mode = false; _noSubtitles = false; _confirmExit = false; _numInMsgStack = 0; _msgPtrToAdd = NULL; _messagePtr = NULL; _talkDelay = 0; _keepText = false; _existLanguageFile = false; _languageBuffer = NULL; _languageIndex = NULL; memset(_transText, 0, sizeof(_transText)); _costumeRenderer = NULL; _2byteFontPtr = 0; // // 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_INVENTORY_SCRIPT = 0xFF; VAR_CUTSCENE_START_SCRIPT = 0xFF; VAR_CUTSCENE_END_SCRIPT = 0xFF; VAR_CHARINC = 0xFF; VAR_CHARCOUNT = 0xFF; VAR_WALKTO_OBJ = 0xFF; VAR_DEBUGMODE = 0xFF; VAR_HEAPSPACE = 0xFF; VAR_RESTART_KEY = 0xFF; VAR_PAUSE_KEY = 0xFF; VAR_MOUSE_X = 0xFF; VAR_MOUSE_Y = 0xFF; VAR_TIMER = 0xFF; VAR_TMR_4 = 0xFF; VAR_SOUNDCARD = 0xFF; VAR_VIDEOMODE = 0xFF; VAR_SAVELOADDIALOG_KEY = 0xFF; VAR_FIXEDDISK = 0xFF; VAR_CURSORSTATE = 0xFF; VAR_USERPUT = 0xFF; VAR_SOUNDRESULT = 0xFF; VAR_TALKSTOP_KEY = 0xFF; VAR_59 = 0xFF; VAR_NOSUBTITLES = 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->_game.filename); _game_name = strdup(detector->_gameFileName.c_str()); _gameId = detector->_game.id; _version = detector->_game.version; setFeatures(detector->_game.features); _demo_mode = detector->_demo_mode; _noSubtitles = detector->_noSubtitles; _confirmExit = detector->_confirmExit; _defaultTalkDelay = detector->_talkSpeed; _midiDriver = detector->_midi_driver; _language = detector->_language; memset(&res, 0, sizeof(res)); _hexdumpScripts = false; _showStack = false; if (_features & GF_FMTOWNS) { // FmTowns is 320x240 _screenWidth = 320; _screenHeight = 240; } else if (_gameId == GID_CMI) { _screenWidth = 640; _screenHeight = 480; } else if (_features & GF_NES) { _screenWidth = 256; _screenHeight = 240; } else { _screenWidth = 320; _screenHeight = 200; } gdi._numStrips = _screenWidth / 8; _newgui = g_gui; _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 mixer initialization failed"); if (detector->_midi_driver == MD_ADLIB || detector->_midi_driver == MD_PCSPK || detector->_midi_driver == MD_PCJR) { _midiDriver = detector->_midi_driver = MD_NULL; warning("MIDI driver depends on sound mixer, switching to null MIDI driver"); } _silentDigitalImuse = true; _noDigitalSamples = true; } _mixer->setVolume(kDefaultSFXVolume * kDefaultMasterVolume / 255); _mixer->setMusicVolume(kDefaultMusicVolume); // Init iMuse _imuse = NULL; _imuseDigital = NULL; _playerV2 = NULL; if (_features & GF_DIGI_IMUSE) { _imuseDigital = new IMuseDigital(this); } else if ((_features & GF_AMIGA) && (_version < 5)) { _playerV2 = NULL; } else if (((_midiDriver == MD_PCJR) || (_midiDriver == MD_PCSPK)) && ((_version > 2) && (_version < 5))) { _playerV2 = new Player_V2(this); } else if (_version > 2) { _imuse = IMuse::create (syst, _mixer, 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 && _midiDriver != MD_NULL); _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(); // Load CJK font _CJKMode = false; if ((_gameId == GID_DIG || _gameId == GID_CMI) && (_language == KO_KOR || _language == JA_JPN || _language == ZH_TWN)) { File fp; const char *fontFile = NULL; switch(_language) { case KO_KOR: _CJKMode = true; fontFile = "korean.fnt"; break; case JA_JPN: _CJKMode = true; fontFile = (_gameId == GID_DIG) ? "kanji16.fnt" : "japanese.fnt"; break; case ZH_TWN: if (_gameId == GID_CMI) { _CJKMode = true; fontFile = "chinese.fnt"; } break; } if (_CJKMode && fp.open(fontFile, getGameDataPath(), 1)) { debug(2, "Loading CJK Font"); fp.seek(2,SEEK_CUR); _2byteWidth = fp.readByte(); //FIXME: is this correct? _2byteHeight = fp.readByte(); int numChar = 0; switch(_language) { case KO_KOR: numChar = 2350; break; case JA_JPN: numChar = (_gameId == GID_DIG) ? 1 : 1; //FIXME break; case ZH_TWN: numChar = 1; //FIXME break; } _2byteFontPtr = new byte[2 * _2byteHeight * numChar]; fp.read(_2byteFontPtr, 2 * _2byteHeight * numChar); fp.close(); } } _audioNames = NULL; } Scumm::~Scumm () { delete [] _actors; delete _2byteFontPtr; delete _charset; delete _pauseDialog; delete _optionsDialog; delete _saveLoadDialog; delete _confirmExitDialog; delete _sound; delete _imuse; delete _imuseDigital; delete _playerV2; free(_languageBuffer); free(_audioNames); delete _costumeRenderer; free(_shadowPalette); freeResources(); free(_objectStateTable); free(_objectRoomTable); free(_objectOwnerTable); free(_inventory); free(_verbs); free(_objs); free(_scummVars); free(_bitVars); free(_newNames); free(_classData); free(_exe_name); free(_game_name); free(_roomStrips); free(_languageIndex); delete g_debugger; } void Scumm::go() { launch(); mainRun(); } #pragma mark - #pragma mark --- Initialization --- #pragma mark - void Scumm::launch() { gdi._vm = this; #ifdef __PALM_OS__ // revert to old value (450000) and make ScummVM works again in some devices with same problem as below. // 2500000 is too big and make ScummVM crashes : MemMove to NULL or immediate exit if try to allocate // memory with new operator _maxHeapThreshold = 450000; #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 (_version == 8) _numActors = 80; else if ((_version == 7) || (_gameId == GID_SAMNMAX)) _numActors = 30; else if (_gameId == GID_MANIAC) _numActors = 25; else _numActors = 13; if (_version >= 7) 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 (_version > 2) { if (_version < 7) VAR(VAR_VERSION) = 21; if (!(_features & GF_OLD_BUNDLE && (_gameId == GID_LOOM || _gameId == GID_INDY3))) { // This is the for the Mac version of Indy3/Loom. TODO: add code to properly // distinguish the Mac version from the PC (and other) versions. VAR(VAR_DEBUGMODE) = _debugMode; } } if (_gameId == GID_MONKEY || _gameId == GID_MONKEY_SEGA) _scummVars[74] = 1225; _sound->setupSound(); // If requested, load a save game instead of running the boot script if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveLoadCompatible)) { if (_gameId == GID_MANIAC && _demo_mode) runScript(9, 0, 0, &_bootParam); else runScript(1, 0, 0, &_bootParam); } _saveLoadFlag = 0; } void Scumm::setFeatures (uint32 newFeatures) { bool newCostumes = (_features & GF_NEW_COSTUMES) != 0; bool newNewCostumes = (newFeatures & GF_NEW_COSTUMES) != 0; bool amigaPalette = (_features & GF_AMIGA) != 0; bool newAmigaPalette = (newFeatures & GF_AMIGA) != 0; _features = newFeatures; if (!_costumeRenderer || newCostumes != newNewCostumes) { delete _costumeRenderer; if (newNewCostumes) _costumeRenderer = new AkosRenderer(this); else _costumeRenderer = new CostumeRenderer(this); } if ((_features & GF_16COLOR) && amigaPalette != newAmigaPalette) { if (_features & GF_AMIGA) setupAmigaPalette(); else setupEGAPalette(); } } void Scumm::scummInit() { int i; tempMusic = 0; debug(9, "scummInit"); if ((_gameId == GID_MANIAC) && (_version == 1)) { initScreens(0, 16, _screenWidth, 152); } else if (_version >= 7) { initScreens(0, 0, _screenWidth, _screenHeight); } else { initScreens(0, 16, _screenWidth, 144); } if (_version == 1) { for (i = 0; i < 16; i++) _shadowPalette[i] = i; if (_gameId == GID_MANIAC) setupV1ManiacPalette(); else setupV1ZakPalette(); } else if (_features & GF_16COLOR) { for (i = 0; i < 16; i++) _shadowPalette[i] = i; if (_features & GF_AMIGA) setupAmigaPalette(); else setupEGAPalette(); } if (_version <= 2) { initV2MouseOver(); // Seems in V2 there was only a single room effect (iris), // so we set that here. _switchRoomEffect2 = 1; _switchRoomEffect = 5; } if (_version <= 2) _charset = new CharsetRendererV2(this); else if (_version == 3) _charset = new CharsetRendererV3(this); else if (_version == 8) _charset = new CharsetRendererNut(this); else _charset = new CharsetRendererClassic(this); memset(_charsetData, 0, sizeof(_charsetData)); if (!(_features & GF_SMALL_NAMES) && _version != 8) 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 = 0; i < _numActors; i++) { _actors[i].number = i; _actors[i].initActor(1); // this is from IDB if (_version == 1) _actors[i].setActorCostume(i); } _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_NEW_CAMERA)) { camera._leftTrigger = 10; camera._rightTrigger = 30; camera._mode = 0; } camera._follows = 0; virtscr[0].xstart = 0; if (!(_features & GF_NEW_OPCODES)) { // 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 (_version == 3) { // FIXME - what is this? _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(); // FIXME: disabled, why we need this, it's looks completly dummy and slow down startup // getGraphicsPerformance(); _lastSaveTime = _system->get_msecs(); } void Scumm::initScummVars() { // FIXME if (_version <= 2) { // 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 (_version < 6) VAR(VAR_V5_TALK_STRING_Y) = -0x50; if (_version == 8) { // Fixme: How do we deal with non-cd installs? VAR(VAR_CURRENTDISK) = 1; VAR(VAR_LANGUAGE) = _language; } else if (_version >= 7) { VAR(VAR_V6_EMSSPACE) = 10000; } else { VAR(VAR_CURRENTDRIVE) = 0; VAR(VAR_FIXEDDISK) = true; switch (_midiDriver) { case MD_NULL: VAR(VAR_SOUNDCARD) = 0; break; case MD_ADLIB: VAR(VAR_SOUNDCARD) = 3; break; case MD_PCSPK: case MD_PCJR: VAR(VAR_SOUNDCARD) = 1; break; default: if (_features & GF_SMALL_HEADER && !(_features & GF_AMIGA)) VAR(VAR_SOUNDCARD) = 4; else 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 (_version >= 6 && VAR_V6_EMSSPACE != 0xFF) VAR(VAR_V6_EMSSPACE) = 10000; VAR(VAR_59) = 3; } if (_features & GF_OLD_BUNDLE && (_gameId == GID_LOOM || _gameId == GID_INDY3)) { // This is the for the Mac version of Indy3/Loom. TODO: add code to properly // distinguish the Mac version from the PC (and other) versions. VAR(39) = 320; } if (!(_features & GF_NEW_OPCODES)) { // Setup light VAR(VAR_CURRENT_LIGHTS) = LIGHTMODE_actor_base | LIGHTMODE_actor_color | LIGHTMODE_screen; } VAR(VAR_CHARINC) = 4; VAR(VAR_TALK_ACTOR) = 0; } #pragma mark - #pragma mark --- Main loop --- #pragma mark - void Scumm::mainRun() { int delta = 0; int diff = _system->get_msecs(); while (!_quit) { 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. if (_quit) { // TODO: Maybe perform an autosave on exit? // TODO: Also, we could optionally show a "Do you really want to quit?" dialog here } } } 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(); while (!_quit) { parseEvents(); _sound->updateCD(); // Loop CD Audio if needed if (_system->get_msecs() >= start_time + msec_delay) break; _system->delay_msecs(10); } } int Scumm::scummLoop(int delta) { if (_debugger) _debugger->on_frame(); // 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 (_version > 2) { 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; } // Record the current ego actor before any scripts (including input scripts) // get a chance to run. int oldEgo = 0; if (VAR_EGO != 0xFF) oldEgo = VAR(VAR_EGO); processKbd(); if (_features & GF_NEW_CAMERA) { VAR(VAR_CAMERA_POS_X) = camera._cur.x; VAR(VAR_CAMERA_POS_Y) = camera._cur.y; } else if (_version <= 2) { 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 (_version <= 2) { 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; if (_features & GF_OLD_BUNDLE && (_gameId == GID_LOOM || _gameId == GID_INDY3)) { // This is the for the Mac version of Indy3/Loom. TODO: add code to properly // distinguish the Mac version from the PC (and other) versions. 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 (_imuse) { VAR(VAR_MUSIC_TIMER) = _imuse->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 (VAR_GAME_LOADED != 0xFF) VAR(VAR_GAME_LOADED) = 0; if (_saveLoadFlag) { load_game: bool success; const char *errMsg = 0; char filename[256]; if (_saveLoadFlag == 1) { success = saveState(_saveLoadSlot, _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) && _version < 8) 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, "Successfully saved game state in file:\n\n%s", filename); Dialog *dialog = new MessageDialog(_newgui, buf, 1500, false); runDialog(dialog); delete dialog; } if (success && _saveLoadFlag != 1) clearClickedStatus(); _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 (_version <= 2) { redrawV2Inventory(); checkV2MouseOver(_mouse); } _verbRedraw = false; _fullRedraw = true; } runAllScripts(); checkExecVerbs(); checkAndRunSentenceScript(); if (_quit) return 0; // HACK: If a load was requested, immediately perform it. This avoids // drawing the current room right after the load is request but before // it is performed. That was annoying esp. if you loaded while a SMUSH // cutscene was playing. if (_saveLoadFlag && _saveLoadFlag != 1) { goto load_game; } if (_currentRoom == 0) { CHARSET_1(); drawDirtyScreenParts(); } else { walkActors(); moveCamera(); fixObjectFlags(); CHARSET_1(); if (camera._cur.x != camera._last.x || _BgNeedsRedraw || _fullRedraw || ((_features & GF_NEW_CAMERA) && camera._cur.y != camera._last.y)) { redrawBGAreas(); } processDrawQue(); if (_verbRedraw) { redrawVerbs(); } setActorRedrawFlags(); resetActorBgs(); if (!(_features & GF_NEW_OPCODES) && !(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 (_version <= 2) { if (oldEgo != VAR(VAR_EGO)) { // FIXME/TODO: Reset and redraw the sentence line oldEgo = VAR(VAR_EGO); _inventoryOffset = 0; redrawV2Inventory(); } checkV2MouseOver(_mouse); } drawBlastObjects(); drawBlastTexts(); if (_version == 8) processUpperActors(); drawDirtyScreenParts(); removeBlastTexts(); removeBlastObjects(); if (_version <= 5) 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); } #pragma mark - #pragma mark --- Events / Input --- #pragma mark - 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') 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; // FIXME support in game screen // this remaps F1 to F5 for comi } else if (event.kbd.ascii == 315 && _gameId == GID_CMI) _keyPressed = 319; // don't let game have arrow keys as we currently steal them // for keyboard cursor control // this fixes bug with up arrow (273) corresponding to // "instant win" cheat in MI2 mentioned above else if (event.kbd.ascii < 273 || event.kbd.ascii > 276) _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; 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; case OSystem::EVENT_QUIT: if(_confirmExit) confirmexitDialog(); else _quit = true; break; default: break; } } } void Scumm::clearClickedStatus() { _keyPressed = 0; _mouseButStat = 0; _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; } void Scumm::processKbd() { int saveloadkey; _lastKeyHit = _keyPressed; _keyPressed = 0; if (_version <= 2 && 315 <= _lastKeyHit && _lastKeyHit < 315+12) { // Convert F-Keys for V1/V2 games (they start at 1 instead of at 315) _lastKeyHit -= 314; } // // Clip the mouse coordinates, and compute _virtualMouse.x (and clip it, too) // 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; _virtualMouse.x = _mouse.x + virtscr[0].xstart; _virtualMouse.y = _mouse.y - virtscr[0].topline; if (_features & GF_NEW_CAMERA) _virtualMouse.y += camera._cur.y - (_screenHeight / 2); if (_virtualMouse.y < 0) _virtualMouse.y = -1; if (_virtualMouse.y >= virtscr[0].height) _virtualMouse.y = -1; // // Determine the mouse button state. // _mouseButStat = 0; // Interpret 'return' as left click and 'tab' as right click if (_lastKeyHit && _cursor.state > 0) { if (_lastKeyHit == 9) { _mouseButStat = MBS_RIGHT_CLICK; _lastKeyHit = 0; } else if (_lastKeyHit == 13) { _mouseButStat = MBS_LEFT_CLICK; _lastKeyHit = 0; } } if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _version > 3) { // Pressing both mouse buttons is treated as if you pressed // the cutscene exit key (i.e. ESC in most games). That mimicks // the behaviour of the original engine where pressing both // mouse buttons also skips the current cutscene. _mouseButStat = 0; _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); } else if (_rightBtnPressed & msClicked && (_version < 4 && _gameId != GID_LOOM)) { // Pressing right mouse button is treated as if you pressed // the cutscene exit key (i.e. ESC in most games). That mimicks // the behaviour of the original engine where pressing right // mouse button also skips the current cutscene. _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 (_version == 8) { 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 (_version == 7) { VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0; VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0; } _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; if (!_lastKeyHit) return; // If a key script was specified (a V8 feature), and it's trigger // key was pressed, run it. if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) { runScript(_keyScriptNo, 0, 0, 0); return; } #ifdef _WIN32_WCE if (_lastKeyHit == KEY_SET_OPTIONS) { //_newgui->optionsDialog(); return; } if (_lastKeyHit == KEY_ALL_SKIP) { // Skip cutscene if (_insaneState) { _videoFinished = true; return; } else if (vm.cutScenePtr[vm.cutSceneStackPointer]) _lastKeyHit = (uint16)VAR(VAR_CUTSCENEEXIT_KEY); else // Skip talk if (_talkDelay > 0) _lastKeyHit = (uint16)VAR(VAR_TALKSTOP_KEY); else // Escape _lastKeyHit = 27; } #endif 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 (_version <= 2) saveloadkey = 5; // F5 else if ((_features & GF_OLD256) || (_gameId == GID_CMI) || (_features & GF_16COLOR)) /* FIXME: Support ingame screen ? */ saveloadkey = 319; // F5 else saveloadkey = VAR(VAR_SAVELOADDIALOG_KEY); if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) || (VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) { // Skip cutscene (or active SMUSH video). For the V2 games, which // normally use F4 for this, we add in a hack that makes escape work, // too (just for convenience). if (_insaneState) { _videoFinished = true; } else abortCutscene(); if (_version <= 2) { // Ensure that the input script also sees the key press. // This is necessary so you can abort the airplane travel // in Zak. VAR(VAR_KEYPRESS) = VAR(VAR_CUTSCENEEXIT_KEY); } } else if (_lastKeyHit == saveloadkey) { if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0) runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0); saveloadDialog(); // Display NewGui if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0) 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); } else if (_version <= 2) { // 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; } } _mouseButStat = _lastKeyHit; } #pragma mark - #pragma mark --- SCUMM --- #pragma mark - /** * Start a 'scene' by loading the specified room with the given main actor. * The actor is placed next to the object indicated by objectNr. */ 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) { if (ss->cutsceneOverride != 0) { if (_gameId == GID_ZAK256 && _roomResource == 15 && ss->number == 202) { // HACK to make Zak256 work (see bug #770093) warning("Script %d stopped with active cutscene/override in exit", ss->number); } else if (_gameId == GID_INDY3 && (_features & GF_OLD_BUNDLE) && _roomResource == 3) { // HACK to make Indy3 Demo work warning("Script %d stopped with active cutscene/override in exit", ss->number); } else { 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); _sound->processSoundQues(); for (i = 1; i < _numActors; i++) { _actors[i].hideActor(); } if (_version < 7) { 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 && _version < 7) _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_NEW_CAMERA)) { camera._mode = CM_NORMAL; camera._cur.x = camera._dest.x = _screenWidth / 2; camera._cur.y = camera._dest.y = _screenHeight / 2; } if (VAR_V6_SCREEN_WIDTH != 0xFF && VAR_V6_SCREEN_HEIGHT != 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_NEW_CAMERA) { 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 (_version <= 2) runScript(5, 0, 0, 0); if (_version < 7) { 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 (_version == 8) 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 (_version == 1) { _roomWidth = roomptr[4] * 8; _roomHeight = roomptr[5] * 8; } else if (_version == 8) { _roomWidth = READ_LE_UINT32(&(rmhd->v8.width)); _roomHeight = READ_LE_UINT32(&(rmhd->v8.height)); } else if (_version == 7) { _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 (_version == 1) { _IM00_offs = 0; for (i = 0; i < 4; i++){ gdi._C64Colors[i] = roomptr[6 + i]; } gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 10), gdi._C64CharMap, 2048); gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 12), gdi._C64PicMap, roomptr[4] * roomptr[5]); gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 14), gdi._C64ColorMap, roomptr[4] * roomptr[5]); gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 16), gdi._C64MaskMap, roomptr[4] * roomptr[5]); gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18) + 2, gdi._C64MaskChar, READ_LE_UINT16(roomptr + READ_LE_UINT16(roomptr + 18))); gdi._C64ObjectMode = true; } else if (_features & GF_OLD_BUNDLE) { _IM00_offs = READ_LE_UINT16(roomptr + 0x0A); if (_version == 2) _roomStrips = gdi.generateStripTable(roomptr + _IM00_offs, _roomWidth, _roomHeight, _roomStrips); } else if (_version == 8) { _IM00_offs = getObjectImage(roomptr, 1) - roomptr; } else if (_features & GF_SMALL_HEADER) { _IM00_offs = findResourceData(MKID('IM00'), roomptr) - roomptr; } else { _IM00_offs = findResource(MKID('IM00'), findResource(MKID('RMIM'), roomptr)) - roomptr; } // // Look for an exit script // int EXCD_len = -1; if (_version <= 2) { _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 (_version <= 2) { _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 (_version <= 2) 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 (_version <= 2) size = numOfBoxes * SIZEOF_BOX_V2 + 1; else if (_version == 3) 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 (_version <= 2) { 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; int s1, s2, y1, y2; if (_version == 8) { for (i = 1; i < _maxScaleTable; i++, offs += 16) { s1 = READ_LE_UINT32(roomptr + offs); y1 = READ_LE_UINT32(roomptr + offs + 4); s2 = READ_LE_UINT32(roomptr + offs + 8); y2 = READ_LE_UINT32(roomptr + offs + 12); setScaleSlot(i, 0, y1, s1, 0, y2, s2); } } else { for (i = 1; i < _maxScaleTable; i++, offs += 8) { s1 = READ_LE_UINT16(roomptr + offs); y1 = READ_LE_UINT16(roomptr + offs + 2); s2 = READ_LE_UINT16(roomptr + offs + 4); y2 = READ_LE_UINT16(roomptr + offs + 6); if (s1 || y1 || s2 || y2) { setScaleItem(i, y1, s1, y2, s2); roomptr = getResourceAddress(rtRoom, _roomResource); } } } } // // Setup local scripts // // Determine the room script base address roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource); if (_version == 8) roomResPtr = getResourceAddress(rtRoomScripts, _roomResource); searchptr = roomResPtr; if (_features & GF_OLD_BUNDLE) { int num_objects = *(roomResPtr + 20); int num_sounds; int num_scripts; if (_version <= 2) { 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 (_version == 3) { 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) { ResourceIterator localScriptIterator(searchptr, true); while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != 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; } } else { ResourceIterator localScriptIterator(searchptr, false); while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ if (_version == 8) { id = READ_LE_UINT32(ptr); checkRange(NUM_LOCALSCRIPT + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d"); _localScriptList[id - _numGlobalScripts] = ptr + 4 - roomResPtr; } else if (_version == 7) { 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); } } } 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 (_version >= 6) { 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 (_version == 8) gdi._transparentColor = 5; // FIXME else gdi._transparentColor = 255; } initBGBuffers(_roomHeight); } void Scumm::pauseGame() { pauseDialog(); } void Scumm::shutDown() { _quit = true; } 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::startManiac() { warning("stub startManiac()"); } #pragma mark - #pragma mark --- GUI --- #pragma mark - int Scumm::runDialog(Dialog *dialog) { // Pause sound put bool old_soundsPaused = _sound->_soundsPaused; _sound->pauseSounds(true); // Pause playing smush movie bool oldSmushPlay = _smushPlay; _smushPlay = false; // Open & run the dialog int result = dialog->runModal(); // Restore old cursor updateCursor(); // Resume playing smush movie, if any _smushPlay = oldSmushPlay; // 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); } void Scumm::confirmexitDialog() { if (!_confirmExitDialog) _confirmExitDialog = new ConfirmExitDialog(_newgui, this); if (runDialog(_confirmExitDialog)) { _quit = true; } } 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; } #pragma mark - #pragma mark --- Miscellaneous --- #pragma mark - byte *Scumm::get2byteCharPtr(int idx) { /* switch(language) case korean: return ( (idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; case japanese: ... case taiwan: ... */ idx = ( (idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; // only for korean return _2byteFontPtr + 2 * _2byteHeight * idx; } const char *Scumm::getGameDataPath() const { #ifdef MACOSX if (_version == 8 && !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); } #ifdef _WIN32_WCE if (isSmartphone()) return; #endif // 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(); } } #pragma mark - #pragma mark --- Utilities --- #pragma mark - void 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) (%s)", no, min, max, buf); } } /** * 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; }