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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/system.h"
#include "common/file.h"
#include "engines/advancedDetector.h" // for ADGF_DEMO
#include "sci/sci.h"
#include "sci/resource.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/kernel_types.h"
#include "sci/gui/gui.h"
#include "sci/engine/message.h"
#ifdef INCLUDE_OLDGFX
#include "sci/gfx/gfx_state_internal.h" // required for GfxPort, GfxVisual
#include "sci/gfx/menubar.h"
#endif
namespace Sci {
struct OldNewIdTableEntry {
const char *oldId;
const char *newId;
bool demo;
const char *demoCheckFile; // if not empty and it doesn't exist, the demo flag is set
};
static const OldNewIdTableEntry s_oldNewTable[] = {
{ "arthur", "camelot", false, "resource.002" },
{ "demo", "christmas1988", false, "" },
{ "RH Budget", "cnick-longbow", false, "" },
// iceman is the same
{ "icedemo", "iceman", true, "" },
// longbow is the same
{ "eco", "ecoquest", false, "resource.000" },
{ "eco2", "ecoquest2", true, "" }, // EcoQuest 2 demo
{ "rain", "ecoquest2", false, "" }, // EcoQuest 2 full
{ "fp", "freddypharkas", false, "" },
{ "emc", "funseeker", false, "" },
{ "gk", "gk1", false, "" },
{ "hoyledemo", "hoyle1", true, "" },
{ "cardgames", "hoyle1", false, "" },
{ "solitare", "hoyle2", false, "" },
// hoyle3 is the same
// hoyle4 is the same
{ "demo000", "kq1sci", true, "" },
{ "kq1", "kq1sci", false, "" },
{ "kq4", "kq4sci", false, "" },
{ "cb1", "laurabow", false, "" },
{ "lb2", "laurabow2", false, "resource.aud" },
{ "rh", "longbow", true, "" },
{ "ll1", "lsl1sci", true, "" },
// lsl2 is the same
{ "lsl3", "lsl3", false, "resource.003" },
{ "ll5", "lsl5", true, "" },
// lsl5 is the same
// lsl6 is the same
{ "mg", "mothergoose", false, "" },
{ "twisty", "pepper", false, "" },
{ "pq1", "pq1sci", false, "" },
{ "pq", "pq2", false, "" },
{ "tales", "fairytales", false, "resource.002" },
{ "trial", "qfg2", false, "" },
{ "hq2demo", "qfg2", true, "" },
{ "thegame", "slater", false, "" },
{ "sq1demo", "sq1sci", true, "" },
{ "sq1", "sq1sci", false, "" },
// sq5 is the same
{ "", "", false, "" }
};
const char *convertSierraGameId(const char *gameName, uint32 *gameFlags) {
// Convert the id to lower case, so that we match all upper/lower case variants.
Common::String sierraId = gameName;
sierraId.toLowercase();
// TODO: SCI32 IDs
for (const OldNewIdTableEntry *cur = s_oldNewTable; cur->oldId[0]; ++cur) {
if (sierraId == cur->oldId) {
if (cur->demo)
*gameFlags |= ADGF_DEMO;
if (cur->demoCheckFile[0])
if (!Common::File::exists(cur->demoCheckFile))
*gameFlags |= ADGF_DEMO;
return cur->newId;
}
}
if (sierraId == "card") {
// This could either be christmas1990 or christmas1992
// christmas1990 has a "resource.001" file, whereas
// christmas1992 has a "resource.000" file
return (Common::File::exists("resource.001")) ? "christmas1990" : "christmas1992";
}
if (sierraId == "brain") {
// This could either be The Castle of Dr. Brain, or The Island of Dr. Brain
// castlebrain has resource.001, whereas islandbrain doesn't
return (Common::File::exists("resource.001")) ? "castlebrain" : "islandbrain";
}
if (sierraId == "lsl1") {
// This could either be LSL1 full version, or LSL casino
// LSL1 full has resource.000, whereas LSL casino doesn't
return (Common::File::exists("resource.000")) ? "lsl1sci" : "cnick-lsl";
}
// TODO: cnick-kq and cnick-longbow (their resources can't be read)
// TODO: cnick-sq (same files as Ms. Astro Chicken)
if (sierraId == "pq3") {
// The pq3 demo comes with resource.000 and resource.001
// The full version was released with several resource.* files,
// or one big resource.000 file
if (Common::File::exists("resource.000") && Common::File::exists("resource.001") &&
!Common::File::exists("resource.002"))
*gameFlags |= ADGF_DEMO;
return "pq3";
}
if (sierraId == "glory" || sierraId == "hq") {
// This could either be qfg1 or qfg3 or qfg4
// qfg3 has resource.aud, qfg4 has resource.sfx
if (Common::File::exists("resource.aud"))
return "qfg3";
else if (Common::File::exists("resource.sfx"))
return "qfg4";
else
return "qfg1";
}
if (sierraId == "sq3") {
// This could either be SQ3 full version, or Astro Chicken
// SQ3 full has resource.002, whereas Astro Chicken doesn't
return (Common::File::exists("resource.002")) ? "sq3" : "astrochicken";
}
if (sierraId == "sq4") {
// This could either be SQ4 full version, or Ms. Astro Chicken
// SQ4 full (floppy and CD) has resource.000, whereas Ms. Astro Chicken doesn't
return (Common::File::exists("resource.000")) ? "sq4" : "msastrochicken";
}
// FIXME: Evil use of strdup here (we are leaking that memory, too)
return strdup(sierraId.c_str());
}
#ifdef INCLUDE_OLDGFX
int _reset_graphics_input(EngineState *s) {
Resource *resource;
int font_nr;
gfx_color_t transparent = { PaletteEntry(), 0, -1, -1, 0 };
debug(2, "Initializing graphics");
if (s->resMan->getViewType() == kViewEga) {
for (int i = 0; i < 16; i++) {
gfxop_set_color(s->gfx_state, &(s->ega_colors[i]), gfx_sci0_image_colors[sci0_palette][i].r,
gfx_sci0_image_colors[sci0_palette][i].g, gfx_sci0_image_colors[sci0_palette][i].b, 0, -1, -1);
s->gfx_state->driver->getMode()->palette->makeSystemColor(i, s->ega_colors[i].visual);
}
} else {
// Allocate SCI1 system colors
gfx_color_t black = { PaletteEntry(0, 0, 0), 0, 0, 0, GFX_MASK_VISUAL };
s->gfx_state->driver->getMode()->palette->makeSystemColor(0, black.visual);
// Check for Amiga palette file.
Common::File file;
if (file.open("spal")) {
s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1_amiga(file));
file.close();
} else {
resource = s->resMan->findResource(ResourceId(kResourceTypePalette, 999), 1);
if (resource) {
if (s->resMan->getViewType() != kViewVga11)
s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1(999, resource->data, resource->size));
else
s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal11(999, resource->data, resource->size));
s->resMan->unlockResource(resource);
} else {
debug(2, "Couldn't find the default palette!");
}
}
}
gfxop_fill_box(s->gfx_state, gfx_rect(0, 0, 320, 200), s->ega_colors[0]); // Fill screen black
gfxop_update(s->gfx_state);
s->pic_is_new = 0;
s->pic_visible_map = GFX_MASK_NONE; // Other values only make sense for debugging
s->dyn_views = NULL; // no DynViews
s->drop_views = NULL; // And, consequently, no list for dropped views
font_nr = -1;
do {
resource = s->resMan->testResource(ResourceId(kResourceTypeFont, ++font_nr));
} while ((!resource) && (font_nr < 65536));
if (!resource) {
debug(2, "No text font was found.");
return 1;
}
s->visual = new GfxVisual(s->gfx_state, font_nr);
s->wm_port = new GfxPort(s->visual, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent);
s->iconbar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 200), s->ega_colors[0], transparent);
s->iconbar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH;
if (s->resMan->isVGA()) {
// This bit sets the foreground and background colors in VGA SCI games
gfx_color_t fgcolor;
gfx_color_t bgcolor;
memset(&fgcolor, 0, sizeof(gfx_color_t));
memset(&bgcolor, 0, sizeof(gfx_color_t));
#if 0
fgcolor.visual = s->gfx_state->resstate->static_palette[0];
fgcolor.mask = GFX_MASK_VISUAL;
bgcolor.visual = s->gfx_state->resstate->static_palette[255];
bgcolor.mask = GFX_MASK_VISUAL;
#endif
s->titlebar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 10), fgcolor, bgcolor);
} else {
s->titlebar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 10), s->ega_colors[0], s->ega_colors[15]);
}
s->titlebar_port->_color.mask |= GFX_MASK_PRIORITY;
s->titlebar_port->_color.priority = 11;
s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY;
s->titlebar_port->_bgcolor.priority = 11;
s->titlebar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH;
// but this is correct
s->picture_port = new GfxPort(s->visual, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent);
s->visual->add((GfxContainer *)s->visual, s->wm_port);
s->visual->add((GfxContainer *)s->visual, s->titlebar_port);
s->visual->add((GfxContainer *)s->visual, s->picture_port);
s->visual->add((GfxContainer *)s->visual, s->iconbar_port);
// Add ports to visual
s->port = s->picture_port; // Currently using the picture port
#if 0
s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY;
s->titlebar_port->_bgcolor.priority = 11; // Standard priority for the titlebar port
#endif
s->priority_first = 42; // Priority zone 0 ends here
if (s->usesOldGfxFunctions())
s->priority_last = 200;
else
s->priority_last = 190;
return 0;
}
int game_init_graphics(EngineState *s) {
return _reset_graphics_input(s);
}
static void _free_graphics_input(EngineState *s) {
debug(2, "Freeing graphics");
delete s->visual;
s->wm_port = s->titlebar_port = s->picture_port = NULL;
s->visual = NULL;
s->dyn_views = NULL;
s->port = NULL;
}
#endif
int game_init_sound(EngineState *s, int sound_flags) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (getSciVersion() > SCI_VERSION_0_LATE)
sound_flags |= SFX_STATE_FLAG_MULTIPLAY;
s->sfx_init_flags = sound_flags;
s->_sound.sfx_init(s->resMan, sound_flags);
#endif
return 0;
}
// Architectural stuff: Init/Unintialize engine
int script_init_engine(EngineState *s) {
s->_msgState = new MessageState(s->_segMan);
s->gc_countdown = GC_INTERVAL - 1;
SegmentId script_000_segment = s->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
if (script_000_segment <= 0) {
debug(2, "Failed to instantiate script.000");
return 1;
}
s->script_000 = s->_segMan->getScript(script_000_segment);
s->sys_strings = s->_segMan->allocateSysStrings(&s->sys_strings_segment);
// Allocate static buffer for savegame and CWD directories
SystemString *str = &s->sys_strings->_strings[SYS_STRING_SAVEDIR];
str->_name = "savedir";
str->_maxSize = MAX_SAVE_DIR_SIZE;
str->_value = (char *)calloc(MAX_SAVE_DIR_SIZE, sizeof(char));
s->r_acc = s->r_prev = NULL_REG;
s->restAdjust = 0;
s->_executionStack.clear(); // Start without any execution stack
s->execution_stack_base = -1; // No vm is running yet
s->restarting_flags = SCI_GAME_IS_NOT_RESTARTING;
s->bp_list = NULL; // No breakpoints defined
s->have_bp = 0;
if (s->detectLofsType() == SCI_VERSION_1_MIDDLE)
s->_segMan->setExportAreWide(true);
else
s->_segMan->setExportAreWide(false);
debug(2, "Engine initialized");
#ifdef INCLUDE_OLDGFX
s->pic_priority_table = NULL;
#endif
return 0;
}
void script_free_breakpoints(EngineState *s) {
Breakpoint *bp, *bp_next;
// Free breakpoint list
bp = s->bp_list;
while (bp) {
bp_next = bp->next;
if (bp->type == BREAK_SELECTOR)
free(bp->data.name);
free(bp);
bp = bp_next;
}
s->bp_list = NULL;
}
/*************************************************************/
/* Game instance stuff: Init/Unitialize state-dependant data */
/*************************************************************/
int game_init(EngineState *s) {
// FIXME Use new VM instantiation code all over the place
DataStack *stack;
stack = s->_segMan->allocateStack(VM_STACK_SIZE, &s->stack_segment);
s->stack_base = stack->_entries;
s->stack_top = stack->_entries + stack->_capacity;
if (!script_instantiate(s->resMan, s->_segMan, 0)) {
warning("game_init(): Could not instantiate script 0");
return 1;
}
s->parserIsValid = false; // Invalidate parser
s->parser_event = NULL_REG; // Invalidate parser event
#ifdef INCLUDE_OLDGFX
if (s->gfx_state && _reset_graphics_input(s))
return 1;
#endif
// Initialize menu TODO: Actually this should be another init()
s->_gui->menuReset();
s->successor = NULL; // No successor
SystemString *str = &s->sys_strings->_strings[SYS_STRING_PARSER_BASE];
str->_name = "parser-base";
str->_maxSize = MAX_PARSER_BASE;
str->_value = (char *)calloc(MAX_PARSER_BASE, sizeof(char));
s->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
s->game_start_time = g_system->getMillis();
s->last_wait_time = s->game_start_time;
srand(g_system->getMillis()); // Initialize random number generator
// script_dissect(0, s->_selectorNames);
// The first entry in the export table of script 0 points to the game object
s->_gameObj = s->_segMan->lookupScriptExport(0, 0);
uint32 gameFlags = 0; // unused
s->_gameName = convertSierraGameId(s->_segMan->getObjectName(s->_gameObj), &gameFlags);
debug(2, " \"%s\" at %04x:%04x", s->_gameName.c_str(), PRINT_REG(s->_gameObj));
#ifdef INCLUDE_OLDGFX
s->_menubar = new Menubar(); // Create menu bar
#endif
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
game_init_sound(s, 0);
#endif
// Load game language into printLang property of game object
s->getLanguage();
return 0;
}
int game_exit(EngineState *s) {
s->_executionStack.clear();
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (!s->successor) {
s->_sound.sfx_exit();
// Reinit because some other code depends on having a valid state
game_init_sound(s, SFX_STATE_FLAG_NOSOUND);
}
#endif
// Note: It's a bad idea to delete the segment manager here
// when loading a game.
// This function is called right after a game is loaded, and
// the segment manager has already been initialized from the
// save game. Deleting or resetting it here will result in
// invalidating the loaded save state
if (s->restarting_flags & SCI_GAME_IS_RESTARTING_NOW)
s->_segMan->resetSegMan();
// TODO Free parser segment here
// TODO Free scripts here
#ifdef INCLUDE_OLDGFX
delete s->_menubar;
_free_graphics_input(s);
#endif
// Close all opened file handles
s->_fileHandles.clear();
s->_fileHandles.resize(5);
return 0;
}
} // End of namespace Sci
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