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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/engine/message.h"
#include "sci/graphics/gui.h"
#include "sci/graphics/menu.h"
#include "sci/sound/music.h"
namespace Sci {
struct OldNewIdTableEntry {
const char *oldId;
const char *newId;
SciVersion version;
};
static const OldNewIdTableEntry s_oldNewTable[] = {
{ "arthur", "camelot", SCI_VERSION_NONE },
{ "brain", "castlebrain", SCI_VERSION_1_MIDDLE }, // Amiga
{ "brain", "castlebrain", SCI_VERSION_1_LATE },
{ "demo", "christmas1988", SCI_VERSION_NONE },
{ "card", "christmas1990", SCI_VERSION_1_EARLY, },
{ "card", "christmas1992", SCI_VERSION_1_1 },
{ "RH Budget", "cnick-longbow", SCI_VERSION_NONE },
// iceman is the same
{ "icedemo", "iceman", SCI_VERSION_NONE },
// longbow is the same
{ "eco", "ecoquest", SCI_VERSION_NONE },
{ "eco2", "ecoquest2", SCI_VERSION_NONE }, // EcoQuest 2 demo
{ "rain", "ecoquest2", SCI_VERSION_NONE }, // EcoQuest 2 full
{ "fp", "freddypharkas", SCI_VERSION_NONE },
{ "emc", "funseeker", SCI_VERSION_NONE },
{ "gk", "gk1", SCI_VERSION_NONE },
{ "hoyledemo", "hoyle1", SCI_VERSION_NONE },
{ "cardgames", "hoyle1", SCI_VERSION_NONE },
{ "solitare", "hoyle2", SCI_VERSION_NONE },
// hoyle3 is the same
// hoyle4 is the same
{ "brain", "islandbrain", SCI_VERSION_1_1 },
{ "demo000", "kq1sci", SCI_VERSION_NONE },
{ "kq1", "kq1sci", SCI_VERSION_NONE },
{ "kq4", "kq4sci", SCI_VERSION_NONE },
{ "mm1", "laurabow", SCI_VERSION_NONE },
{ "cb1", "laurabow", SCI_VERSION_NONE },
{ "lb2", "laurabow2", SCI_VERSION_NONE },
{ "rh", "longbow", SCI_VERSION_NONE },
{ "ll1", "lsl1sci", SCI_VERSION_NONE },
{ "lsl1", "lsl1sci", SCI_VERSION_NONE },
// lsl2 is the same
{ "lsl3", "lsl3", SCI_VERSION_NONE },
{ "ll5", "lsl5", SCI_VERSION_NONE },
// lsl5 is the same
// lsl6 is the same
{ "mg", "mothergoose", SCI_VERSION_NONE },
{ "twisty", "pepper", SCI_VERSION_NONE },
{ "pq1", "pq1sci", SCI_VERSION_NONE },
{ "pq", "pq2", SCI_VERSION_NONE },
// pq3 is the same
// pq4 is the same
{ "tales", "fairytales", SCI_VERSION_NONE },
{ "hq", "qfg1", SCI_VERSION_NONE }, // QFG1 SCI0/EGA
{ "glory", "qfg1", SCI_VERSION_0_LATE }, // QFG1 SCI0/EGA
{ "trial", "qfg2", SCI_VERSION_NONE },
{ "hq2demo", "qfg2", SCI_VERSION_NONE },
{ "thegame", "slater", SCI_VERSION_NONE },
{ "sq1demo", "sq1sci", SCI_VERSION_NONE },
{ "sq1", "sq1sci", SCI_VERSION_NONE },
// sq3 is the same
// sq4 is the same
// sq5 is the same
// torin is the same
// TODO: SCI2.1, SCI3 IDs
{ "", "", SCI_VERSION_NONE }
};
const char *convertSierraGameId(const char *gameId, uint32 *gameFlags, ResourceManager *resMan) {
// Convert the id to lower case, so that we match all upper/lower case variants.
Common::String sierraId = gameId;
sierraId.toLowercase();
// If the game has less than the expected scripts, it's a demo
uint32 demoThreshold = 100;
// ...but there are some exceptions
if (sierraId == "brain" || sierraId == "lsl1" ||
sierraId == "mg" || sierraId == "pq" ||
sierraId == "jones" ||
sierraId == "cardgames" || sierraId == "solitare" ||
sierraId == "hoyle3" || sierraId == "hoyle4")
demoThreshold = 40;
if (sierraId == "fp" || sierraId == "gk" || sierraId == "pq4")
demoThreshold = 150;
Common::List<ResourceId> *resources = resMan->listResources(kResourceTypeScript, -1);
if (resources->size() < demoThreshold) {
*gameFlags |= ADGF_DEMO;
// Crazy Nick's Picks
if (sierraId == "lsl1" && resources->size() == 34)
return "cnick-lsl";
if (sierraId == "sq4" && resources->size() == 34)
return "cnick-sq";
// TODO: cnick-kq, cnick-laurabow and cnick-longbow (their resources can't be read)
// Handle Astrochicken 1 (SQ3) and 2 (SQ4)
if (sierraId == "sq3" && resources->size() == 20)
return "astrochicken";
if (sierraId == "sq4")
return "msastrochicken";
}
for (const OldNewIdTableEntry *cur = s_oldNewTable; cur->oldId[0]; ++cur) {
if (sierraId == cur->oldId) {
// Distinguish same IDs from the SCI version
if (cur->version != SCI_VERSION_NONE && cur->version != getSciVersion())
continue;
return cur->newId;
}
}
if (sierraId == "glory") {
// This could either be qfg1 VGA, qfg3 or qfg4 demo (all SCI1.1),
// or qfg4 full (SCI2)
// qfg1 VGA doesn't have view 1
if (!resMan->testResource(ResourceId(kResourceTypeView, 1)))
return "qfg1";
// qfg4 full is SCI2
if (getSciVersion() == SCI_VERSION_2)
return "qfg4";
// qfg4 demo has less than 50 scripts
if (resources->size() < 50)
return "qfg4";
// Otherwise it's qfg3
return "qfg3";
}
// FIXME: Evil use of strdup here (we are leaking that memory, too)
return strdup(sierraId.c_str());
}
#ifdef USE_OLD_MUSIC_FUNCTIONS
int game_init_sound(EngineState *s, int sound_flags, SciVersion soundVersion) {
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, soundVersion);
return 0;
}
#endif
// 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->_breakpoints.clear(); // No breakpoints defined
s->_activeBreakpointTypes = 0;
if (s->_features->detectLofsType() == SCI_VERSION_1_MIDDLE)
s->_segMan->setExportAreWide(true);
else
s->_segMan->setExportAreWide(false);
debug(2, "Engine initialized");
return 0;
}
/*************************************************************/
/* 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, NULL);
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;
}
if (s->_voc) {
s->_voc->parserIsValid = false; // Invalidate parser
s->_voc->parser_event = NULL_REG; // Invalidate parser event
s->_voc->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
}
// Initialize menu TODO: Actually this should be another init()
if (s->_gfxMenu)
s->_gfxMenu->reset();
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->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->_gameId = convertSierraGameId(s->_segMan->getObjectName(s->_gameObj), &gameFlags, s->resMan);
debug(2, " \"%s\" at %04x:%04x", s->_gameId.c_str(), PRINT_REG(s->_gameObj));
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
game_init_sound(s, 0, s->_features->detectDoSoundType());
#endif
// Load game language into printLang property of game object
s->getLanguage();
return 0;
}
int game_exit(EngineState *s) {
s->_executionStack.clear();
if (!s->successor) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
s->_sound.sfx_exit();
// Reinit because some other code depends on having a valid state
game_init_sound(s, SFX_STATE_FLAG_NOSOUND, s->_features->detectDoSoundType());
#else
s->_audio->stopAllAudio();
s->_soundCmd->clearPlayList();
#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
// Close all opened file handles
s->_fileHandles.clear();
s->_fileHandles.resize(5);
return 0;
}
} // End of namespace Sci
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