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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/file.h"
#include "common/fs.h"
#include "common/config-manager.h"
#include "common/system.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "sound/mixer.h"
#include "saga/saga.h"
#include "saga/resource.h"
#include "saga/gfx.h"
#include "saga/render.h"
#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/font.h"
#include "saga/interface.h"
#include "saga/isomap.h"
#include "saga/puzzle.h"
#include "saga/script.h"
#include "saga/scene.h"
#include "saga/sndres.h"
#include "saga/sprite.h"
#include "saga/sound.h"
#include "saga/music.h"
#include "saga/palanim.h"
#include "saga/objectmap.h"
namespace Saga {
#define MAX_TIME_DELTA 100
SagaEngine::SagaEngine(OSystem *syst, const SAGAGameDescription *gameDesc)
: Engine(syst), _gameDescription(gameDesc) {
_framesEsc = 0;
_globalFlags = 0;
memset(_ethicsPoints, 0, sizeof(_ethicsPoints));
_spiritualBarometer = 0;
_soundVolume = 0;
_musicVolume = 0;
_speechVolume = 0;
_subtitlesEnabled = false;
_voicesEnabled = false;
_voiceFilesExist = false;
_readingSpeed = 0;
_copyProtection = false;
_gf_wyrmkeep = false;
_musicWasPlaying = false;
_sndRes = NULL;
_sound = NULL;
_music = NULL;
_driver = NULL;
_anim = NULL;
_render = NULL;
_isoMap = NULL;
_gfx = NULL;
_script = NULL;
_actor = NULL;
_font = NULL;
_sprite = NULL;
_scene = NULL;
_interface = NULL;
_console = NULL;
_events = NULL;
_palanim = NULL;
_puzzle = NULL;
_resource = NULL;
_previousTicks = 0;
_saveFilesCount = 0;
_leftMouseButtonPressed = _rightMouseButtonPressed = false;
_mouseClickCount = 0;
_gameNumber = 0;
_frameCount = 0;
const Common::FSNode gameDataDir(ConfMan.get("path"));
// The Linux version of Inherit the Earth puts all data files in an
// 'itedata' sub-directory, except for voices.rsc
SearchMan.addSubDirectoryMatching(gameDataDir, "itedata");
// The Windows version of Inherit the Earth puts various data files in
// other subdirectories.
SearchMan.addSubDirectoryMatching(gameDataDir, "graphics");
SearchMan.addSubDirectoryMatching(gameDataDir, "music");
SearchMan.addSubDirectoryMatching(gameDataDir, "sound");
// The Multi-OS version puts the voices file in the root directory of
// the CD. The rest of the data files are in game/itedata
SearchMan.addSubDirectoryMatching(gameDataDir, "game/itedata");
// Mac CD Wyrmkeep
SearchMan.addSubDirectoryMatching(gameDataDir, "patch");
// Dinotopia
SearchMan.addSubDirectoryMatching(gameDataDir, "smack");
// FTA2
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
_displayClip.left = _displayClip.top = 0;
g_eventRec.registerRandomSource(_rnd, "saga");
}
SagaEngine::~SagaEngine() {
if (_scene != NULL) {
if (_scene->isSceneLoaded()) {
_scene->endScene();
}
}
if (getGameId() == GID_ITE) {
delete _isoMap;
_isoMap = NULL;
delete _puzzle;
_puzzle = NULL;
}
delete _sndRes;
_sndRes = NULL;
delete _events;
_events = NULL;
if (!isSaga2()) {
delete _font;
_font = NULL;
delete _sprite;
_sprite = NULL;
}
delete _anim;
_anim = NULL;
delete _script;
_script = NULL;
if (!isSaga2()) {
delete _interface;
_interface = NULL;
}
delete _actor;
_actor = NULL;
delete _palanim;
_palanim = NULL;
delete _scene;
_scene = NULL;
delete _render;
_render = NULL;
delete _music;
_music = NULL;
delete _sound;
_sound = NULL;
delete _driver;
_driver = NULL;
delete _gfx;
_gfx = NULL;
delete _console;
_console = NULL;
delete _resource;
_resource = NULL;
}
Common::Error SagaEngine::run() {
// Assign default values to the config manager, in case settings are missing
ConfMan.registerDefault("talkspeed", "255");
ConfMan.registerDefault("subtitles", "true");
_musicVolume = ConfMan.getInt("music_volume");
_subtitlesEnabled = ConfMan.getBool("subtitles");
_readingSpeed = getTalkspeed();
_copyProtection = ConfMan.getBool("copy_protection");
_gf_wyrmkeep = false;
_musicWasPlaying = false;
_isIHNMDemo = Common::File::exists("music.res");
if (_readingSpeed > 3)
_readingSpeed = 0;
switch (getGameId()) {
case GID_ITE:
_resource = new Resource_RSC(this);
break;
#ifdef ENABLE_IHNM
case GID_IHNM:
_resource = new Resource_RES(this);
break;
#endif
#ifdef ENABLE_SAGA2
case GID_DINO:
case GID_FTA2:
_resource = new Resource_HRS(this);
break;
#endif
}
// Detect game and open resource files
if (!initGame()) {
GUIErrorMessage("Error loading game resources.");
return Common::kUnknownError;
}
// Initialize engine modules
// TODO: implement differences for SAGA2
_sndRes = new SndRes(this);
_events = new Events(this);
if (!isSaga2()) {
_font = new Font(this);
_sprite = new Sprite(this);
_script = new SAGA1Script(this);
} else {
_script = new SAGA2Script(this);
}
_anim = new Anim(this);
_interface = new Interface(this); // requires script module
_scene = new Scene(this);
_actor = new Actor(this);
_palanim = new PalAnim(this);
if (getGameId() == GID_ITE) {
_isoMap = new IsoMap(this);
_puzzle = new Puzzle(this);
}
// System initialization
_previousTicks = _system->getMillis();
// Initialize graphics
_gfx = new Gfx(this, _system, getDisplayInfo().width, getDisplayInfo().height);
// Graphics driver should be initialized before console
_console = new Console(this);
// Graphics should be initialized before music
MidiDriverType midiDriver = MidiDriver::detectMusicDriver(MDT_MIDI | MDT_ADLIB | MDT_PREFER_MIDI);
bool native_mt32 = ((midiDriver == MD_MT32) || ConfMan.getBool("native_mt32"));
bool adlib = (midiDriver == MD_ADLIB);
_driver = MidiDriver::createMidi(midiDriver);
if (native_mt32)
_driver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_music = new Music(this, _mixer, _driver);
_music->setNativeMT32(native_mt32);
_music->setAdLib(adlib);
_render = new Render(this, _system);
if (!_render->initialized()) {
return Common::kUnknownError;
}
// Initialize system specific sound
_sound = new Sound(this, _mixer);
if (!isSaga2()) {
_interface->converseInit();
_script->setVerb(_script->getVerbType(kVerbWalkTo));
}
_music->setVolume(_musicVolume, 1);
if (!isSaga2()) {
_gfx->initPalette();
}
if (_voiceFilesExist) {
if (getGameId() == GID_IHNM) {
if (!ConfMan.hasKey("voices")) {
_voicesEnabled = true;
ConfMan.setBool("voices", true);
} else {
_voicesEnabled = ConfMan.getBool("voices");
}
} else {
_voicesEnabled = true;
}
}
syncSoundSettings();
#if 0
// FIXME: Disabled this code for now. We want to get rid of OSystem::kFeatureAutoComputeDirtyRects
// and this is the last place to make use of it. We need to find out whether doing
// so causes any regressions. If it does, we can reenable it, if not, we can remove
// this code in 0.13.0.
// FIXME: This is the ugly way of reducing redraw overhead. It works
// well for 320x200 but it's unclear how well it will work for
// 640x480.
if (getGameId() == GID_ITE)
_system->setFeatureState(OSystem::kFeatureAutoComputeDirtyRects, true);
#endif
int msec = 0;
_previousTicks = _system->getMillis();
if (ConfMan.hasKey("start_scene")) {
_scene->changeScene(ConfMan.getInt("start_scene"), 0, kTransitionNoFade);
} else if (ConfMan.hasKey("boot_param")) {
if (getGameId() == GID_ITE)
_interface->addToInventory(_actor->objIndexToId(0)); // Magic hat
_scene->changeScene(ConfMan.getInt("boot_param"), 0, kTransitionNoFade);
} else if (ConfMan.hasKey("save_slot")) {
// Init the current chapter to 8 (character selection) for IHNM
if (getGameId() == GID_IHNM)
_scene->changeScene(-2, 0, kTransitionFade, 8);
// First scene sets up palette
_scene->changeScene(getStartSceneNumber(), 0, kTransitionNoFade);
_events->handleEvents(0); // Process immediate events
if (getGameId() == GID_ITE)
_interface->setMode(kPanelMain);
else
_interface->setMode(kPanelChapterSelection);
char *fileName = calcSaveFileName(ConfMan.getInt("save_slot"));
load(fileName);
syncSoundSettings();
} else {
_framesEsc = 0;
//_sndRes->playVoice(0); // SAGA 2 sound test
_scene->startScene();
}
uint32 currentTicks;
while (!shouldQuit()) {
if (_console->isAttached())
_console->onFrame();
if (_render->getFlags() & RF_RENDERPAUSE) {
// Freeze time while paused
_previousTicks = _system->getMillis();
} else {
currentTicks = _system->getMillis();
// Timer has rolled over after 49 days
if (currentTicks < _previousTicks)
msec = 0;
else {
msec = currentTicks - _previousTicks;
_previousTicks = currentTicks;
}
if (msec > MAX_TIME_DELTA) {
msec = MAX_TIME_DELTA;
}
// Since Puzzle and forced text are actorless, we do them here
if ((getGameId() == GID_ITE && _puzzle->isActive()) || _actor->isForcedTextShown()) {
_actor->handleSpeech(msec);
} else if (!_scene->isInIntro()) {
if (_interface->getMode() == kPanelMain ||
_interface->getMode() == kPanelConverse ||
_interface->getMode() == kPanelCutaway ||
_interface->getMode() == kPanelNull ||
_interface->getMode() == kPanelChapterSelection)
_actor->direct(msec);
}
_events->handleEvents(msec);
_script->executeThreads(msec);
}
// Per frame processing
_render->drawScene();
_system->delayMillis(10);
}
return Common::kNoError;
}
void SagaEngine::loadStrings(StringsTable &stringsTable, const byte *stringsPointer, size_t stringsLength) {
uint16 stringsCount;
size_t offset;
size_t prevOffset = 0;
int i;
if (stringsLength == 0) {
error("SagaEngine::loadStrings() Error loading strings list resource");
}
stringsTable.stringsPointer = (byte*)malloc(stringsLength);
memcpy(stringsTable.stringsPointer, stringsPointer, stringsLength);
MemoryReadStreamEndian scriptS(stringsTable.stringsPointer, stringsLength, isBigEndian()); //TODO: get endianess from context
offset = scriptS.readUint16();
stringsCount = offset / 2;
stringsTable.strings = (const char **)malloc(stringsCount * sizeof(*stringsTable.strings));
i = 0;
scriptS.seek(0);
while (i < stringsCount) {
offset = scriptS.readUint16();
// In some rooms in IHNM, string offsets can be greater than the maximum value than a 16-bit integer can hold
// We detect this by checking the previous offset, and if it was bigger than the current one, an overflow
// occured (since the string offsets are sequential), so we're adding the missing part of the number
// Fixes bug #1895205 - "IHNM: end game text/caption error"
if (prevOffset > offset)
offset += 65536;
prevOffset = offset;
if (offset == stringsLength) {
stringsCount = i;
stringsTable.strings = (const char **)realloc(stringsTable.strings, stringsCount * sizeof(*stringsTable.strings));
break;
}
if (offset > stringsLength) {
// This case should never occur, but apparently it does in the Italian fan
// translation of IHNM
warning("SagaEngine::loadStrings wrong strings table");
stringsCount = i;
stringsTable.strings = (const char **)realloc(stringsTable.strings, stringsCount * sizeof(*stringsTable.strings));
break;
}
stringsTable.strings[i] = (const char *)stringsTable.stringsPointer + offset;
debug(9, "string[%i]=%s", i, stringsTable.strings[i]);
i++;
}
stringsTable.stringsCount = stringsCount;
}
const char *SagaEngine::getObjectName(uint16 objectId) {
ActorData *actor;
ObjectData *obj;
const HitZone *hitZone;
// Disable the object names in IHNM when the chapter is 8
if (getGameId() == GID_IHNM && _scene->currentChapterNumber() == 8)
return "";
switch (objectTypeId(objectId)) {
case kGameObjectObject:
obj = _actor->getObj(objectId);
if (getGameId() == GID_ITE)
return _script->_mainStrings.getString(obj->_nameIndex);
return _actor->_objectsStrings.getString(obj->_nameIndex);
case kGameObjectActor:
actor = _actor->getActor(objectId);
return _actor->_actorsStrings.getString(actor->_nameIndex);
case kGameObjectHitZone:
hitZone = _scene->_objectMap->getHitZone(objectIdToIndex(objectId));
if (hitZone == NULL)
return "";
return _scene->_sceneStrings.getString(hitZone->getNameIndex());
}
warning("SagaEngine::getObjectName name not found for 0x%X", objectId);
return NULL;
}
const char *SagaEngine::getTextString(int textStringId) {
const char *string;
int lang = 0;
switch (getLanguage()) {
case Common::DE_DEU:
lang = 1;
break;
case Common::IT_ITA:
lang = 2;
break;
case Common::ES_ESP:
lang = 3;
break;
default:
lang = 0;
break;
}
string = ITEinterfaceTextStrings[lang][textStringId];
if (!string)
string = ITEinterfaceTextStrings[0][textStringId];
return string;
}
void SagaEngine::getExcuseInfo(int verb, const char *&textString, int &soundResourceId) {
textString = NULL;
if (verb == _script->getVerbType(kVerbOpen)) {
textString = getTextString(kTextNoPlaceToOpen);
soundResourceId = 239; // Boar voice 0
}
if (verb == _script->getVerbType(kVerbClose)) {
textString = getTextString(kTextNoOpening);
soundResourceId = 241; // Boar voice 2
}
if (verb == _script->getVerbType(kVerbUse)) {
textString = getTextString(kTextDontKnow);
soundResourceId = 244; // Boar voice 5
}
if (verb == _script->getVerbType(kVerbLookAt)) {
textString = getTextString(kTextNothingSpecial);
soundResourceId = 245; // Boar voice 6
}
if (verb == _script->getVerbType(kVerbPickUp)) {
textString = getTextString(kTextICantPickup);
soundResourceId = 246; // Boar voice 7
}
}
ColorId SagaEngine::KnownColor2ColorId(KnownColor knownColor) {
ColorId colorId = kITEColorTransBlack;
if (getGameId() == GID_ITE) {
switch (knownColor) {
case(kKnownColorTransparent):
colorId = kITEColorTransBlack;
break;
case (kKnownColorBrightWhite):
colorId = kITEColorBrightWhite;
break;
case (kKnownColorWhite):
colorId = kITEColorWhite;
break;
case (kKnownColorBlack):
colorId = kITEColorBlack;
break;
case (kKnownColorSubtitleTextColor):
colorId = (ColorId)255;
break;
case (kKnownColorVerbText):
colorId = kITEColorBlue;
break;
case (kKnownColorVerbTextShadow):
colorId = kITEColorBlack;
break;
case (kKnownColorVerbTextActive):
colorId = (ColorId)96;
break;
default:
error("SagaEngine::KnownColor2ColorId unknown color %i", knownColor);
}
#ifdef ENABLE_IHNM
} else if (getGameId() == GID_IHNM) {
// The default colors in the Spanish version of IHNM are shifted by one
// Fixes bug #1848016 - "IHNM: Wrong Subtitles Color (Spanish)"
int offset = (getLanguage() == Common::ES_ESP) ? 1 : 0;
switch (knownColor) {
case(kKnownColorTransparent):
colorId = (ColorId)(249 - offset);
break;
case (kKnownColorBrightWhite):
colorId = (ColorId)(251 - offset);
break;
case (kKnownColorWhite):
colorId = (ColorId)(251 - offset);
break;
case (kKnownColorBlack):
colorId = (ColorId)(249 - offset);
break;
case (kKnownColorVerbText):
colorId = (ColorId)(253 - offset);
break;
case (kKnownColorVerbTextShadow):
colorId = (ColorId)(15 - offset);
break;
case (kKnownColorVerbTextActive):
colorId = (ColorId)(252 - offset);
break;
default:
error("SagaEngine::KnownColor2ColorId unknown color %i", knownColor);
}
#endif
}
return colorId;
}
void SagaEngine::setTalkspeed(int talkspeed) {
ConfMan.setInt("talkspeed", (talkspeed * 255 + 3 / 2) / 3);
}
int SagaEngine::getTalkspeed() {
return (ConfMan.getInt("talkspeed") * 3 + 255 / 2) / 255;
}
GUI::Debugger *SagaEngine::getDebugger() {
return _console;
}
void SagaEngine::syncSoundSettings() {
_subtitlesEnabled = ConfMan.getBool("subtitles");
_readingSpeed = getTalkspeed();
if (_readingSpeed > 3)
_readingSpeed = 0;
_musicVolume = ConfMan.getInt("music_volume");
_music->setVolume(_musicVolume, 1);
_sound->setVolume();
}
void SagaEngine::pauseEngineIntern(bool pause) {
bool engineIsPaused = (_render->getFlags() & RF_RENDERPAUSE);
if (engineIsPaused == pause)
return;
if (pause) {
_render->setFlag(RF_RENDERPAUSE);
if (_music->isPlaying() && !_music->hasDigitalMusic()) {
_music->pause();
_musicWasPlaying = true;
} else {
_musicWasPlaying = false;
}
} else {
_render->clearFlag(RF_RENDERPAUSE);
if (_musicWasPlaying) {
_music->resume();
}
}
_mixer->pauseAll(pause);
}
} // End of namespace Saga
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