1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
|
/* 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 "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/gfx/gfx_widgets.h"
#include "sci/gfx/gfx_state_internal.h" // required for GfxPort, GfxVisual
#include "sci/gfx/menubar.h"
namespace Sci {
struct OldNewIdTableEntry {
const char *oldId;
const char *newId;
bool demo;
};
static const OldNewIdTableEntry s_oldNewTable[] = {
{ "demo", "christmas1988", false },
// iceman is the same
{ "icedemo", "iceman", true },
// longbow is the same
{ "rh", "longbow", true },
{ "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 },
{ "ll1", "lsl1sci", true },
{ "lsl1", "lsl1sci", false },
// lsl2 is the same
{ "ll5", "lsl5", true },
// lsl5 is the same
// lsl6 is the same
{ "mg", "mothergoose", false },
{ "cb1", "laurabow", false },
{ "lb2", "laurabow2", false },
{ "twisty", "pepper", false },
{ "pq", "pq2", false },
{ "trial", "qfg2", false },
{ "hq2demo", "qfg2", true },
{ "thegame", "slater", false },
{ "sq1demo", "sq1sci", true },
{ "sq1", "sq1sci", false },
// sq5 is the same
{ 0, 0, 0 }
};
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;
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 == "arthur") {
if (!Common::File::exists("resource.002"))
*gameFlags |= ADGF_DEMO;
return "camelot";
}
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 == "eco") {
if (!Common::File::exists("resource.000"))
*gameFlags |= ADGF_DEMO;
return "ecoquest";
}
if (sierraId == "lsl3") {
if (!Common::File::exists("resource.003"))
*gameFlags |= ADGF_DEMO;
return "lsl3";
}
// TODO: lslcasino
if (sierraId == "tales") {
if (!Common::File::exists("resource.002"))
*gameFlags |= ADGF_DEMO;
return "fairytales";
}
// TODO: pq1sci (its resources can't be read)
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";
}
// TODO: qfg1 VGA (its resources can't be read)
if (sierraId == "sq3") {
// Both SQ3 and the separately released subgame, Astro Chicken,
// have internal ID "sq3", but Astro Chicken only has "resource.map"
// and "resource.001". Detect if it's SQ3 by the existence of
// "resource.002"
return (Common::File::exists("resource.002")) ? "sq3" : "astrochicken";
}
if (sierraId == "sq4") {
// Both SQ4 and the separately released subgame, Ms. Astro Chicken,
// have internal ID "sq4", but Astro Chicken only has "resource.map"
// and "resource.001". Detect if it's SQ4 by the existence of
// "resource.000" (which exists in both SQ4 floppy and CD, but not in
// the subgame)
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());
}
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->resourceManager->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);
gfxop_set_system_color(s->gfx_state, i, &(s->ega_colors[i]));
}
} else {
// Allocate SCI1 system colors
gfx_color_t black = { PaletteEntry(0, 0, 0), 0, 0, 0, GFX_MASK_VISUAL };
gfxop_set_system_color(s->gfx_state, 0, &black);
// 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->resourceManager->findResource(ResourceId(kResourceTypePalette, 999), 1);
if (resource) {
if (s->resourceManager->sciVersion() < SCI_VERSION_1_1)
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->resourceManager->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);
gfxop_set_pointer_position(s->gfx_state, Common::Point(160, 150));
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
s->priority_first = 42; // Priority zone 0 ends here
if (((SciEngine*)g_engine)->getKernel()->usesOldGfxFunctions())
s->priority_last = 200;
else
s->priority_last = 190;
font_nr = -1;
do {
resource = s->resourceManager->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->resourceManager->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->_pics.clear();
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
return 0;
}
int game_init_graphics(EngineState *s) {
#ifdef CUSTOM_GRAPHICS_OPTIONS
#ifndef WITH_PIC_SCALING
if (s->gfx_state->options->pic0_unscaled == 0)
warning("Pic scaling was disabled; your version of ScummVM has no support for scaled pic drawing built in.");
s->gfx_state->options->pic0_unscaled = 1;
#endif
#endif
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;
s->_pics.clear();
}
int game_init_sound(EngineState *s, int sound_flags) {
if (s->resourceManager->sciVersion() > SCI_VERSION_0_LATE)
sound_flags |= SFX_STATE_FLAG_MULTIPLAY;
s->sfx_init_flags = sound_flags;
s->_sound.sfx_init(s->resourceManager, sound_flags);
return 0;
}
// Architectural stuff: Init/Unintialize engine
int script_init_engine(EngineState *s) {
s->kernel_opt_flags = 0;
s->segmentManager = new SegManager(s->resourceManager);
s->gc_countdown = GC_INTERVAL - 1;
SegmentId script_000_segment = s->segmentManager->getSegment(0, SCRIPT_GET_LOCK);
if (script_000_segment <= 0) {
debug(2, "Failed to instantiate script.000");
return 1;
}
s->script_000 = s->segmentManager->getScript(script_000_segment);
s->sys_strings = s->segmentManager->allocateSysStrings(&s->sys_strings_segment);
s->string_frag_segment = s->segmentManager->allocateStringFrags();
// Allocate static buffer for savegame and CWD directories
SystemString *str = &s->sys_strings->strings[SYS_STRING_SAVEDIR];
str->name = strdup("savedir");
str->max_size = MAX_SAVE_DIR_SIZE;
str->value = (reg_t *)calloc(MAX_SAVE_DIR_SIZE, sizeof(reg_t)); // FIXME -- sizeof(char) or sizeof(reg_t) ??
str->value[0].segment = s->string_frag_segment; // Set to empty string
str->value[0].offset = 0;
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->segmentManager->setExportWidth(1);
else
s->segmentManager->setExportWidth(0);
debug(2, "Engine initialized");
s->pic_priority_table = NULL;
s->_pics.clear();
return 0;
}
void script_set_gamestate_save_dir(EngineState *s, const char *path) {
SystemString *str = &s->sys_strings->strings[SYS_STRING_SAVEDIR];
strncpy((char *)str->value, path, str->max_size); // FIXME -- strncpy or internal_stringfrag_strncpy ?
str->value[str->max_size - 1].segment = s->string_frag_segment; // Make sure to terminate
str->value[str->max_size - 1].offset &= 0xff00; // Make sure to terminate
}
void internal_stringfrag_strncpy(EngineState *s, reg_t *dest, reg_t *src, int len);
void script_free_vm_memory(EngineState *s) {
debug(2, "Freeing VM memory");
if (s->segmentManager)
s->segmentManager->_classtable.clear();
// Close all opened file handles
s->_fileHandles.clear();
s->_fileHandles.resize(5);
}
void script_free_engine(EngineState *s) {
script_free_vm_memory(s);
debug(2, "Freeing state-dependant data");
}
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->segmentManager->allocateStack(VM_STACK_SIZE, &s->stack_segment);
s->stack_base = stack->entries;
s->stack_top = s->stack_base + VM_STACK_SIZE;
if (!script_instantiate(s->resourceManager, s->segmentManager, 0)) {
warning("game_init(): Could not instantiate script 0");
return 1;
}
s->parser_valid = 0; // Invalidate parser
s->parser_event = NULL_REG; // Invalidate parser event
s->_synonyms.clear(); // No synonyms
if (s->gfx_state && _reset_graphics_input(s))
return 1;
s->successor = NULL; // No successor
s->_statusBarText.clear(); // Status bar is blank
s->status_bar_foreground = 0;
s->status_bar_background = !s->resourceManager->isVGA() ? 15 : 255;
SystemString *str = &s->sys_strings->strings[SYS_STRING_PARSER_BASE];
str->name = strdup("parser-base");
str->max_size = MAX_PARSER_BASE;
str->value = (reg_t *)calloc(MAX_PARSER_BASE + 1, sizeof(char)); // FIXME -- sizeof(char) or sizeof(reg_t) ??
str->value[0].segment = s->string_frag_segment; // Set to empty string
str->value[0].offset = 0; // Set to empty string
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->game_obj = script_lookup_export(s->segmentManager, 0, 0);
uint32 gameFlags = 0; // unused
s->_gameName = convertSierraGameId(obj_get_name(s->segmentManager, s->game_obj), &gameFlags);
debug(2, " \"%s\" at %04x:%04x", s->_gameName.c_str(), PRINT_REG(s->game_obj));
// Mark parse tree as unused
s->parser_nodes[0].type = kParseTreeLeafNode;
s->parser_nodes[0].content.value = 0;
s->_menubar = new Menubar(); // Create menu bar
if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
game_init_sound(s, 0);
// Load game language into printLang property of game object
s->getLanguage();
return 0;
}
int game_exit(EngineState *s) {
s->_executionStack.clear();
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);
}
s->segmentManager->_classtable.clear();
delete s->segmentManager;
s->segmentManager = 0;
s->_synonyms.clear();
debug(2, "Freeing miscellaneous data...");
// TODO Free parser segment here
// TODO Free scripts here
delete s->_menubar;
_free_graphics_input(s);
return 0;
}
} // End of namespace Sci
|