aboutsummaryrefslogtreecommitdiff
path: root/engines/sci/sci.h
blob: c4974603347c3a5fd96c85078ba7648fb767d34d (plain)
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
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef SCI_H
#define SCI_H

#include "engines/engine.h"
#include "common/util.h"
#include "sci/engine/vm_types.h"	// for Selector
#include "sci/debug.h"	// for DebugState

struct ADGameDescription;

/**
 * This is the namespace of the SCI engine.
 *
 * Status of this engine: ???
 *
 * Supported games:
 * - ???
 */
namespace Sci {

struct EngineState;
class Vocabulary;
class ResourceManager;
class Kernel;
class GameFeatures;
class Console;
class AudioPlayer;
class SoundCommandParser;
class EventManager;

class GfxAnimate;
class GfxCache;
class GfxCompare;
class GfxControls;
class GfxCoordAdjuster;
class GfxCursor;
class GfxMacIconBar;
class GfxMenu;
class GfxPaint;
class GfxPaint16;
class GfxPaint32;
class GfxPalette;
class GfxPorts;
class GfxScreen;
class GfxText16;
class GfxTransitions;

#ifdef ENABLE_SCI32
class SciGui32;
class GfxFrameout;
#endif

// our engine debug levels
enum kDebugLevels {
	kDebugLevelError      = 1 << 0,
	kDebugLevelNodes      = 1 << 1,
	kDebugLevelGraphics   = 1 << 2,
	kDebugLevelStrings    = 1 << 3,
	kDebugLevelMemory     = 1 << 4,
	kDebugLevelFuncCheck  = 1 << 5,
	kDebugLevelBresen     = 1 << 6,
	kDebugLevelSound      = 1 << 7,
	kDebugLevelBaseSetter = 1 << 8,
	kDebugLevelParser     = 1 << 9,
	kDebugLevelSaid       = 1 << 10,
	kDebugLevelFile       = 1 << 11,
	kDebugLevelTime       = 1 << 12,
	kDebugLevelRoom       = 1 << 13,
	kDebugLevelAvoidPath  = 1 << 14,
	kDebugLevelDclInflate = 1 << 15,
	kDebugLevelVM         = 1 << 16,
	kDebugLevelScripts    = 1 << 17,
	kDebugLevelGC         = 1 << 18,
	kDebugLevelResMan     = 1 << 19,
	kDebugLevelOnStartup  = 1 << 20
};

enum SciGameId {
	GID_ASTROCHICKEN,
	GID_CAMELOT,
	GID_CASTLEBRAIN,
	GID_CHRISTMAS1988,
	GID_CHRISTMAS1990,
	GID_CHRISTMAS1992,
	GID_CNICK_KQ,
	GID_CNICK_LAURABOW,
	GID_CNICK_LONGBOW,
	GID_CNICK_LSL,
	GID_CNICK_SQ,
	GID_ECOQUEST,
	GID_ECOQUEST2,
	GID_FAIRYTALES,
	GID_FREDDYPHARKAS,
	GID_FUNSEEKER,
	GID_GK1,
	GID_GK2,
	GID_HOYLE1,
	GID_HOYLE2,
	GID_HOYLE3,
	GID_HOYLE4,
	GID_ICEMAN,
	GID_ISLANDBRAIN,
	GID_JONES,
	GID_KQ1,
	GID_KQ4,
	GID_KQ5,
	GID_KQ6,
	GID_KQ7,
	GID_LAURABOW,
	GID_LAURABOW2,
	GID_LIGHTHOUSE,
	GID_LONGBOW,
	GID_LSL1,
	GID_LSL2,
	GID_LSL3,
	GID_LSL5,
	GID_LSL6,
	GID_LSL6HIRES, // We have a separate ID for LSL6 SCI32, because it's actually a completely different game
	GID_LSL7,
	GID_MOTHERGOOSE,
	GID_MSASTROCHICKEN,
	GID_PEPPER,
	GID_PHANTASMAGORIA,
	GID_PHANTASMAGORIA2,
	GID_PQ1,
	GID_PQ2,
	GID_PQ3,
	GID_PQ4,
	GID_PQSWAT,
	GID_QFG1,
	GID_QFG1VGA,
	GID_QFG2,
	GID_QFG3,
	GID_QFG4,
	GID_RAMA,
	GID_SHIVERS,
	GID_SHIVERS2,
	GID_SLATER,
	GID_SQ1,
	GID_SQ3,
	GID_SQ4,
	GID_SQ5,
	GID_SQ6,
	GID_TORIN,

	GID_FANMADE	// FIXME: Do we really need/want this?
};

/** SCI versions */
enum SciVersion {
	SCI_VERSION_NONE,
	SCI_VERSION_0_EARLY, // Early KQ4, 1988 xmas card
	SCI_VERSION_0_LATE, // KQ4, LSL2, LSL3, SQ3 etc
	SCI_VERSION_01, // KQ1 and multilingual games (S.old.*)
	SCI_VERSION_1_EGA, // EGA with parser, QFG2
	SCI_VERSION_1_EARLY, // KQ5. (EGA/VGA)
	SCI_VERSION_1_MIDDLE, // LSL1, JONESCD. (EGA?/VGA)
	SCI_VERSION_1_LATE, // ECO1, LSL5. (EGA/VGA)
	SCI_VERSION_1_1, // KQ6, ECO2
	SCI_VERSION_2, // GK1, PQ4 (Floppy), QFG4 (Floppy)
	SCI_VERSION_2_1, // GK2, KQ7, SQ6, Torin
	SCI_VERSION_3 // LSL7, RAMA, Lighthouse
};

/** Supported languages */
enum kLanguage {
	K_LANG_NONE = 0,
	K_LANG_ENGLISH = 1,
	K_LANG_FRENCH = 33,
	K_LANG_SPANISH = 34,
	K_LANG_ITALIAN = 39,
	K_LANG_GERMAN = 49,
	K_LANG_JAPANESE = 81,
	K_LANG_PORTUGUESE = 351
};


class SciEngine : public Engine {
	friend class Console;
public:
	SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId);
	~SciEngine();

	// Engine APIs
	virtual Common::Error run();
	bool hasFeature(EngineFeature f) const;
	void pauseEngineIntern(bool pause);
	virtual GUI::Debugger *getDebugger();
	Console *getSciDebugger();
	Common::Error loadGameState(int slot);
	Common::Error saveGameState(int slot, const char *desc);
	bool canLoadGameStateCurrently();
	bool canSaveGameStateCurrently();
	void syncSoundSettings();

	const SciGameId &getGameId() const { return _gameId; }
	const char *getGameIdStr() const;
	int getResourceVersion() const;
	Common::Language getLanguage() const;
	Common::Platform getPlatform() const;
	bool isDemo() const;

	inline ResourceManager *getResMan() const { return _resMan; }
	inline Kernel *getKernel() const { return _kernel; }
	inline EngineState *getEngineState() const { return _gamestate; }
	inline Vocabulary *getVocabulary() const { return _vocabulary; }
	inline EventManager *getEventManager() const { return _eventMan; }
	inline reg_t getGameObject() const { return _gameObj; }

	Common::String getSavegameName(int nr) const;
	Common::String getSavegamePattern() const;

	Common::String getFilePrefix() const;

	/** Prepend 'TARGET-' to the given filename. */
	Common::String wrapFilename(const Common::String &name) const;

	/** Remove the 'TARGET-' prefix of the given filename, if present. */
	Common::String unwrapFilename(const Common::String &name) const;

	void sleep(uint32 msecs);

	void scriptDebug();
	bool checkExportBreakpoint(uint16 script, uint16 pubfunct);
	bool checkSelectorBreakpoint(reg_t send_obj, int selector);

public:

	/**
	 * Processes a multilanguage string based on the current language settings and
	 * returns a string that is ready to be displayed.
	 * @param str		the multilanguage string
	 * @param sep		optional seperator between main language and subtitle language,
	 *					if NULL is passed no subtitle will be added to the returned string
	 * @return processed string
	 */
	Common::String strSplit(const char *str, const char *sep = "\r----------\r");

	kLanguage getSciLanguage();
	void setSciLanguage(kLanguage lang);
	void setSciLanguage();

	Common::String getSciLanguageString(const char *str, kLanguage lang, kLanguage *lang2 = NULL) const;

	// Check if vocabulary needs to get switched (in multilingual parser games)
	void checkVocabularySwitch();

	// Initializes ports and paint16 for non-sci32 games, also sets default palette
	void initGraphics();

public:
	GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx
	GfxCache *_gfxCache;
	GfxCompare *_gfxCompare;
	GfxControls *_gfxControls; // Controls for 16-bit gfx
	GfxCoordAdjuster *_gfxCoordAdjuster;
	GfxCursor *_gfxCursor;
	GfxMenu *_gfxMenu; // Menu for 16-bit gfx
	GfxPalette *_gfxPalette;
	GfxPaint *_gfxPaint;
	GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx
	GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx
	GfxPorts *_gfxPorts; // Port managment for 16-bit gfx
	GfxScreen *_gfxScreen;
	GfxText16 *_gfxText16;
	GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx
	GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager

#ifdef ENABLE_SCI32
	GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx
#endif

	AudioPlayer *_audio;
	SoundCommandParser *_soundCmd;
	GameFeatures *_features;

	DebugState _debugState;

private:
	/**
	 * Initializes a SCI game
	 * This function must be run before script_run() is executed. Graphics data
	 * is initialized iff s->gfx_state != NULL.
	 * @param[in] s	The state to operate on
	 * @return		true on success, false if an error occurred.
	 */
	bool initGame();

	/**
	 * Runs a SCI game
	 * This is the main function for SCI games. It takes a valid state, loads
	 * script 0 to it, finds the game object, allocates a stack, and runs the
	 * init method of the game object. In layman's terms, this runs a SCI game.
	 * @param[in] s	Pointer to the pointer of the state to operate on
	  */
	void runGame();

	/**
	 * Uninitializes an initialized SCI game
	 * This function should be run after each script_run() call.
	 * @param[in] s	The state to operate on
	 */
	void exitGame();

	void initStackBaseWithSelector(Selector selector);

	const ADGameDescription *_gameDescription;
	const SciGameId _gameId;
	ResourceManager *_resMan; /**< The resource manager */
	EngineState *_gamestate;
	Kernel *_kernel;
	Vocabulary *_vocabulary;
	int16 _vocabularyLanguage;
	EventManager *_eventMan;
	reg_t _gameObj; /**< Pointer to the game object */
	Console *_console;
};


/**
 * Global instance of the SciEngine class, similar to g_engine.
 * This is a hackish way to make all central components available
 * everywhere. Ideally, we would get rid of this again in the future,
 * but for now it's a pragmatic and simple way to achieve the goal.
 */
extern SciEngine *g_sci;

/**
 * Convenience function to obtain the active SCI version.
 */
SciVersion getSciVersion();

/**
 * Convenience function converting an SCI version into a human-readable string.
 */
const char *getSciVersionDesc(SciVersion version);

} // End of namespace Sci

#endif // SCI_H