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
|
/* 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 "common/debug-channels.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "sci/sci.h"
#include "sci/debug.h"
#include "sci/console.h"
#include "sci/event.h"
#include "sci/engine/features.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;
SciEngine *g_sci = 0;
class GfxDriver;
SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc)
: Engine(syst), _gameDescription(desc), _system(syst) {
_console = NULL;
assert(g_sci == 0);
g_sci = this;
_features = 0;
// Set up the engine specific debug levels
DebugMan.addDebugChannel(kDebugLevelError, "Error", "Script error debugging");
DebugMan.addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging");
DebugMan.addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging");
DebugMan.addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging");
DebugMan.addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging");
DebugMan.addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging");
DebugMan.addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging");
DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
DebugMan.addDebugChannel(kDebugLevelGfxDriver, "Gfxdriver", "Gfx driver debugging");
DebugMan.addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging");
DebugMan.addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging");
DebugMan.addDebugChannel(kDebugLevelMenu, "Menu", "Menu handling debugging");
DebugMan.addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging");
DebugMan.addDebugChannel(kDebugLevelFile, "File", "File I/O debugging");
DebugMan.addDebugChannel(kDebugLevelTime, "Time", "Time debugging");
DebugMan.addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging");
DebugMan.addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging");
DebugMan.addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging");
DebugMan.addDebugChannel(kDebugLevelVM, "VM", "VM debugging");
DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded");
DebugMan.addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging");
DebugMan.addDebugChannel(kDebugLevelSci0Pic, "Sci0Pic", "SCI0 pic drawing debugging");
DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging");
DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game");
_gamestate = 0;
const Common::FSNode gameDataDir(ConfMan.get("path"));
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, "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
// Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD
// is for the demo of Phantasmagoria, included in the disk
if (strcmp(getGameID(), "kq6"))
SearchMan.addSubDirectoryMatching(gameDataDir, "patches"); // resource patches
}
SciEngine::~SciEngine() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
delete _audio;
delete _kernel;
delete _vocabulary;
delete _console;
delete _resMan;
delete _features;
g_sci = 0;
}
Common::Error SciEngine::run() {
// 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);
GfxCursor *cursor = new GfxCursor(_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);
_features = new GameFeatures(segMan, _kernel);
_gamestate = new EngineState(_vocabulary, segMan);
_gamestate->_event = new SciEvent(_resMan);
if (script_init_engine(_gamestate))
return Common::kUnknownError;
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_gfxAnimate = 0;
_gfxControls = 0;
_gfxMenu = 0;
_gfxPaint16 = 0;
_gfxPorts = 0;
_gui = 0;
_gui32 = new SciGui32(_gamestate->_segMan, _gamestate->_event, screen, palette, cache, cursor);
} else {
#endif
_gfxPorts = new GfxPorts(segMan, screen);
_gui = new SciGui(_gamestate, screen, palette, cache, cursor, _gfxPorts, _audio);
#ifdef ENABLE_SCI32
_gui32 = 0;
_gfxFrameout = 0;
}
#endif
_gfxPalette = palette;
_gfxScreen = screen;
_gfxCache = cache;
_gfxCursor = cursor;
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, "");
SciVersion soundVersion = _features->detectDoSoundType();
_gamestate->_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, soundVersion);
screen->debugUnditherSetState(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 (_gui32)
_gui32->init();
else
#endif
_gui->init(_features->usesOldGfxFunctions());
debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion()));
// 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 _gui;
#ifdef ENABLE_SCI32
delete _gui32;
#endif
delete _gfxPorts;
delete _gfxCache;
delete _gfxPalette;
delete cursor;
delete _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
|