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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/config-manager.h"
#include "engines/advancedDetector.h"
#include "sci/sci.h"
#include "sci/debug.h"
#include "sci/console.h"
#include "sci/event.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h" // for script_adjust_opcode_formats
#include "sci/sound/audio.h"
#include "sci/sound/soundcmd.h"
#include "sci/graphics/gui.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/cache.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/gui32.h"
#endif
namespace Sci {
extern int g_loadFromLauncher;
class GfxDriver;
SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc)
: Engine(syst), _gameDescription(desc), _system(syst) {
_console = NULL;
// Set up the engine specific debug levels
Common::addDebugChannel(kDebugLevelError, "Error", "Script error debugging");
Common::addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging");
Common::addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging");
Common::addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging");
Common::addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging");
Common::addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging");
Common::addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging");
Common::addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
Common::addDebugChannel(kDebugLevelGfxDriver, "Gfxdriver", "Gfx driver debugging");
Common::addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging");
Common::addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging");
Common::addDebugChannel(kDebugLevelMenu, "Menu", "Menu handling debugging");
Common::addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging");
Common::addDebugChannel(kDebugLevelFile, "File", "File I/O debugging");
Common::addDebugChannel(kDebugLevelTime, "Time", "Time debugging");
Common::addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging");
Common::addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging");
Common::addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging");
Common::addDebugChannel(kDebugLevelVM, "VM", "VM debugging");
Common::addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded");
Common::addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging");
Common::addDebugChannel(kDebugLevelSci0Pic, "Sci0Pic", "SCI0 pic drawing debugging");
Common::addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game");
_gamestate = 0;
SearchMan.addSubDirectoryMatching(_gameDataDir, "actors"); // KQ6 hi-res portraits
SearchMan.addSubDirectoryMatching(_gameDataDir, "aud"); // resource.aud and audio files
SearchMan.addSubDirectoryMatching(_gameDataDir, "avi"); // AVI movie files for Windows versions
//SearchMan.addSubDirectoryMatching(_gameDataDir, "patches"); // resource patches
SearchMan.addSubDirectoryMatching(_gameDataDir, "seq"); // SEQ movie files for DOS versions
SearchMan.addSubDirectoryMatching(_gameDataDir, "wav"); // speech files in WAV format
SearchMan.addSubDirectoryMatching(_gameDataDir, "sfx"); // music/sound files in WAV format
SearchMan.addSubDirectoryMatching(_gameDataDir, "robot"); // robot files
}
SciEngine::~SciEngine() {
// Remove all of our debug levels here
Common::clearAllDebugChannels();
delete _audio;
delete _kernel;
delete _vocabulary;
delete _console;
delete _resMan;
}
Common::Error SciEngine::run() {
// FIXME/TODO: Move some of the stuff below to init()
// Assign default values to the config manager, in case settings are missing
ConfMan.registerDefault("undither", "true");
ConfMan.registerDefault("enable_fb01", "false");
_resMan = new ResourceManager();
if (!_resMan) {
warning("No resources found, aborting");
return Common::kNoGameDataFoundError;
}
// Scale the screen, if needed
bool upscaledHires = false;
// King's Quest 6 and Gabriel Knight 1 have hires content, gk1/cd was able to provide that under DOS as well, but as
// gk1/floppy does support upscaled hires scriptswise, but doesn't actually have the hires content we need to limit
// it to platform windows.
if (getPlatform() == Common::kPlatformWindows) {
if (!strcmp(getGameID(), "kq6"))
upscaledHires = true;
#ifdef ENABLE_SCI32
if (!strcmp(getGameID(), "gk1"))
upscaledHires = true;
#endif
}
// Japanese versions of games use hi-res font on upscaled version of the game
if ((getLanguage() == Common::JA_JPN) && (getSciVersion() <= SCI_VERSION_1_1))
upscaledHires = true;
// Initialize graphics-related parts
GfxScreen *screen = 0;
// invokes initGraphics()
if (_resMan->detectHires())
screen = new GfxScreen(_resMan, 640, 480, false);
else
screen = new GfxScreen(_resMan, 320, 200, upscaledHires);
GfxPalette *palette = new GfxPalette(_resMan, screen);
GfxCache *cache = new GfxCache(_resMan, screen, palette);
Cursor *cursor = new Cursor(_resMan, palette, screen);
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
_kernel = new Kernel(_resMan);
// Only SCI0 and SCI01 games used a parser
_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan) : NULL;
_audio = new AudioPlayer(_resMan);
SegManager *segMan = new SegManager(_resMan);
// We'll set the GUI below
_gamestate = new EngineState(_resMan, _kernel, _vocabulary, segMan, NULL, _audio);
_gamestate->_event = new SciEvent();
if (script_init_engine(_gamestate))
return Common::kUnknownError;
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_gamestate->_gfxAnimate = 0;
_gamestate->_gfxControls = 0;
_gamestate->_gfxMenu = 0;
_gamestate->_gfxPaint16 = 0;
_gamestate->_gfxPorts = 0;
_gamestate->_gui = 0;
_gamestate->_gui32 = new SciGui32(_gamestate, screen, palette, cache, cursor);
} else {
#endif
_gamestate->_gfxPorts = new GfxPorts(segMan, screen);
_gamestate->_gui = new SciGui(_gamestate, screen, palette, cache, cursor, _gamestate->_gfxPorts, _audio);
#ifdef ENABLE_SCI32
_gamestate->_gui32 = 0;
}
#endif
_gamestate->_gfxPalette = palette;
_gamestate->_gfxScreen = screen;
_gamestate->_gfxCache = cache;
if (game_init(_gamestate)) { /* Initialize */
warning("Game initialization failed: Aborting...");
// TODO: Add an "init failed" error?
return Common::kUnknownError;
}
// Add the after market GM patches for the specified game, if they exist
_resMan->addNewGMPatch(_gamestate->_gameId);
script_adjust_opcode_formats(_gamestate);
_kernel->loadKernelNames(getGameID(), _gamestate);
// Set the savegame dir (actually, we set it to a fake value,
// since we cannot let the game control where saves are stored)
assert(_gamestate->sys_strings->_strings[SYS_STRING_SAVEDIR]._value != 0);
strcpy(_gamestate->sys_strings->_strings[SYS_STRING_SAVEDIR]._value, "");
_gamestate->_features->setGameInfo(_gamestate->_gameObj, _gamestate->_gameId);
SciVersion soundVersion = _gamestate->_features->detectDoSoundType();
_gamestate->_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, soundVersion);
screen->unditherSetState(ConfMan.getBool("undither"));
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (game_init_sound(_gamestate, 0, soundVersion)) {
warning("Game initialization failed: Error in sound subsystem. Aborting...");
return Common::kUnknownError;
}
#endif
syncSoundSettings();
#ifdef ENABLE_SCI32
if (_gamestate->_gui32)
_gamestate->_gui32->init();
else
#endif
_gamestate->_gui->init(_gamestate->_features->usesOldGfxFunctions());
debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion()).c_str());
// Check whether loading a savestate was requested
if (ConfMan.hasKey("save_slot")) {
g_loadFromLauncher = ConfMan.getInt("save_slot");
} else {
g_loadFromLauncher = -1;
}
game_run(&_gamestate); // Run the game
game_exit(_gamestate);
ConfMan.flushToDisk();
delete _gamestate->_soundCmd;
delete _gamestate->_gui;
delete _gamestate->_gui32;
delete _gamestate->_gfxPorts;
delete _gamestate->_gfxCache;
delete _gamestate->_gfxPalette;
delete cursor;
delete _gamestate->_gfxScreen;
delete _gamestate->_event;
delete segMan;
delete _gamestate;
return Common::kNoError;
}
// Invoked by error() when a severe error occurs
GUI::Debugger *SciEngine::getDebugger() {
if (_gamestate) {
ExecStack *xs = &(_gamestate->_executionStack.back());
xs->addr.pc.offset = g_debugState.old_pc_offset;
xs->sp = g_debugState.old_sp;
}
g_debugState.runningStep = 0; // Stop multiple execution
g_debugState.seeking = kDebugSeekNothing; // Stop special seeks
return _console;
}
// Used to obtain the engine's console in order to print messages to it
Console *SciEngine::getSciDebugger() {
return _console;
}
const char* SciEngine::getGameID() const {
return _gameDescription->gameid;
}
Common::Language SciEngine::getLanguage() const {
return _gameDescription->language;
}
Common::Platform SciEngine::getPlatform() const {
return _gameDescription->platform;
}
uint32 SciEngine::getFlags() const {
return _gameDescription->flags;
}
bool SciEngine::isDemo() const {
return getFlags() & ADGF_DEMO;
}
Common::String SciEngine::getSavegameName(int nr) const {
return _targetName + Common::String::printf(".%03d", nr);
}
Common::String SciEngine::getSavegamePattern() const {
return _targetName + ".???";
}
Common::String SciEngine::getFilePrefix() const {
const char* gameID = getGameID();
if (!strcmp(gameID, "qfg2")) {
// Quest for Glory 2 wants to read files from Quest for Glory 1 (EGA/VGA) to import character data
if (_gamestate->currentRoomNumber() == 805)
return "qfg1";
// TODO: Include import-room for qfg1vga
}
if (!strcmp(gameID, "qfg3")) {
// Quest for Glory 3 wants to read files from Quest for Glory 2 to import character data
if (_gamestate->currentRoomNumber() == 54)
return "qfg2";
}
// TODO: Implement the same for qfg4, when sci32 is good enough
return _targetName;
}
Common::String SciEngine::wrapFilename(const Common::String &name) const {
return getFilePrefix() + "-" + name;
}
Common::String SciEngine::unwrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return Common::String(name.c_str() + prefix.size());
return name;
}
void SciEngine::pauseEngineIntern(bool pause) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
_gamestate->_sound.sfx_suspend(pause);
#endif
_mixer->pauseAll(pause);
}
void SciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
#ifndef USE_OLD_MUSIC_FUNCTIONS
bool mute = false;
if (ConfMan.hasKey("mute"))
mute = ConfMan.getBool("mute");
int soundVolumeMusic = (mute ? 0 : ConfMan.getInt("music_volume"));
if (_gamestate && _gamestate->_soundCmd) {
int vol = (soundVolumeMusic + 1) * SoundCommandParser::kMaxSciVolume / Audio::Mixer::kMaxMixerVolume;
_gamestate->_soundCmd->setMasterVolume(vol);
}
#endif
}
} // End of namespace Sci
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