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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.
*
* $URL$
* $Id$
*
*/
// We place selector vocab name tables here for any game that doesn't have
// them. This includes the King's Quest IV Demo and LSL3 Demo.
#include "sci/engine/kernel.h"
namespace Sci {
struct SelectorRemap {
SciVersion minVersion;
SciVersion maxVersion;
const char *name;
uint32 slot;
};
static const char * const sci0Selectors[] = {
"y", "x", "view", "loop", "cel", // 0 - 4
"underBits", "nsTop", "nsLeft", "nsBottom", "nsRight", // 5 - 9
"lsTop", "lsLeft", "lsBottom", "lsRight", "signal", // 10 - 14
"illegalBits", "brTop", "brLeft", "brBottom", "brRight", // 15 - 19
"name", "key", "time", "text", "elements", // 20 - 25
"color", "back", "mode", "style", "state", // 25 - 29
"font", "type", "window", "cursor", "max", // 30 - 34
"mark", "who", "message", "edit", "play", // 35 - 39
"number", "handle", "client", "dx", "dy", // 40 - 44
"b-moveCnt", "b-i1", "b-i2", "b-di", "b-xAxis", // 45 - 49
"b-incr", "xStep", "yStep", "moveSpeed", "canBeHere", // 50 - 54
"heading", "mover", "doit", "isBlocked", "looper", // 55 - 59
"priority", "modifiers", "replay", "setPri", "at", // 60 - 64
"next", "done", "width", "wordFail", "syntaxFail", // 65 - 69
"semanticFail", "pragmaFail", "said", "claimed", "value", // 70 - 74
"save", "restore", "title", "button", "icon", // 75 - 79
"draw", "delete", "z" // 80 - 82
};
static const char * const sci1Selectors[] = {
"parseLang", "printLang", "subtitleLang", "size", "points", // 83 - 87
"palette", "dataInc", "handle", "min", "sec", // 88 - 92
"frame", "vol", "pri", "perform", "moveDone" // 93 - 97
};
#ifdef ENABLE_SCI32
static const char * const sci2Selectors[] = {
"plane", "x", "y", "z", "scaleX", // 0 - 4
"scaleY", "maxScale", "priority", "fixPriority", "inLeft", // 5 - 9
"inTop", "inRight", "inBottom", "useInsetRect", "view", // 10 - 14
"loop", "cel", "bitmap", "nsLeft", "nsTop", // 15 - 19
"nsRight", "nsBottom", "lsLeft", "lsTop", "lsRight", // 20 - 25
"lsBottom", "signal", "illegalBits", "brLeft", "brTop", // 25 - 29
"brRight", "brBottom", "name", "key", "time", // 30 - 34
"text", "elements", "fore", "back", "mode", // 35 - 39
"style", "state", "font", "type", "window", // 40 - 44
"cursor", "max", "mark", "who", "message", // 45 - 49
"edit", "play", "number", "nodePtr", "client", // 50 - 54
"dx", "dy", "b-moveCnt", "b-i1", "b-i2", // 55 - 59
"b-di", "b-xAxis", "b-incr", "xStep", "yStep", // 60 - 64
"moveSpeed", "cantBeHere", "heading", "mover", "doit", // 65 - 69
"isBlocked", "looper", "modifiers", "replay", "setPri", // 70 - 74
"at", "next", "done", "width", "pragmaFail", // 75 - 79
"claimed", "value", "save", "restore", "title", // 80 - 84
"button", "icon", "draw", "delete", "printLang", // 85 - 89
"size", "points", "palette", "dataInc", "handle", // 90 - 94
"min", "sec", "frame", "vol", "perform", // 95 - 99
"moveDone", "topString", "flags", "quitGame", "restart", // 100 - 104
"hide", "scaleSignal", "vanishingX", "vanishingY", "picture", // 105 - 109
"resX", "resY", "coordType", "data", "skip", // 110 - 104
"center", "all", "show", "textLeft", "textTop", // 115 - 119
"textRight", "textBottom", "borderColor", "titleFore", "titleBack", // 120 - 124
"titleFont", "dimmed", "frameOut", "lastKey", "magnifier", // 125 - 129
"magPower", "mirrored", "pitch", "roll", "yaw", // 130 - 134
"left", "right", "top", "bottom", "numLines" // 135 - 139
};
#endif
static const SelectorRemap sciSelectorRemap[] = {
{ SCI_VERSION_0_EARLY, SCI_VERSION_0_LATE, "moveDone", 170 },
{ SCI_VERSION_0_EARLY, SCI_VERSION_0_LATE, "points", 316 },
{ SCI_VERSION_0_EARLY, SCI_VERSION_0_LATE, "flags", 368 },
{ SCI_VERSION_1_EARLY, SCI_VERSION_1_LATE, "nodePtr", 44 },
{ SCI_VERSION_1_LATE, SCI_VERSION_1_LATE, "cantBeHere", 57 },
{ SCI_VERSION_1_EARLY, SCI_VERSION_1_LATE, "topString", 101 },
{ SCI_VERSION_1_EARLY, SCI_VERSION_1_LATE, "flags", 102 },
// SCI1.1
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "nodePtr", 41 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "cantBeHere", 54 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "topString", 98 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "flags", 99 },
// quitGame
// restart
// hide
{ SCI_VERSION_1_1, SCI_VERSION_1_1,"scaleSignal", 103 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "scaleX", 104 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "scaleY", 105 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "maxScale", 106 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "vanishingX", 107 },
{ SCI_VERSION_1_1, SCI_VERSION_1_1, "vanishingY", 108 },
{ SCI_VERSION_NONE, SCI_VERSION_NONE, 0, 0 }
};
Common::StringArray Kernel::checkStaticSelectorNames() {
Common::StringArray names;
const int offset = (getSciVersion() < SCI_VERSION_1_1) ? 3 : 0;
#ifdef ENABLE_SCI32
const int count = (getSciVersion() <= SCI_VERSION_1_1) ? ARRAYSIZE(sci0Selectors) + offset : ARRAYSIZE(sci2Selectors);
#else
const int count = ARRAYSIZE(sci0Selectors) + offset;
#endif
// Resize the list of selector names and fill in the SCI 0 names.
names.resize(count);
for (int i = 0; i < offset; i++)
names[i].clear();
if (getSciVersion() <= SCI_VERSION_1_1) {
// SCI0 - SCI11
for (int i = offset; i < count; i++)
names[i] = sci0Selectors[i - offset];
if (getSciVersion() > SCI_VERSION_01) {
// Several new selectors were added in SCI 1 and later.
int count2 = ARRAYSIZE(sci1Selectors);
names.resize(count + count2);
for (int i = count; i < count + count2; i++)
names[i] = sci1Selectors[i - count];
}
for (const SelectorRemap *selectorRemap = sciSelectorRemap; selectorRemap->slot; ++selectorRemap) {
if (getSciVersion() >= selectorRemap->minVersion && getSciVersion() <= selectorRemap->maxVersion) {
const uint32 slot = selectorRemap->slot;
if (slot >= names.size())
names.resize(slot + 1);
names[slot] = selectorRemap->name;
}
}
if (g_sci->getGameId() == GID_HOYLE4) {
// The demo of Hoyle 4 is one of the few demos with lip syncing and no selector vocabulary.
// This needs two selectors, "syncTime" and "syncCue", which keep changing positions in each
// game. Usually, games with speech and lip sync have a selector vocabulary, so we don't need
// to set these two selectors, but we need for Hoyle...
if (names.size() < 276)
names.resize(276);
names[274] = "syncTime";
names[275] = "syncCue";
} else if (g_sci->getGameId() == GID_ISLANDBRAIN) {
// The demo of Island of Dr. Brain needs the init selector set to match up with the full
// game's workaround - bug #3035033
if (names.size() < 111)
names.resize(111);
names[110] = "init";
} else if (g_sci->getGameId() == GID_LAURABOW2) {
// The floppy of version needs the open and changeState selectors set to match up with the
// CD version's workarounds - bugs #3035694, #3036291 and #3041257. Also, xLast and yLast
// are set, since they're used inside kDoBresen()
if (names.size() < 251)
names.resize(251);
names[110] = "init";
names[144] = "changeState";
names[189] = "open";
names[249] = "xLast";
names[250] = "yLast";
}
#ifdef ENABLE_SCI32
} else {
// SCI2+
for (int i = 0; i < count; i++)
names[i] = sci2Selectors[i];
#endif
}
return names;
}
} // End of namespace Sci
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