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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Game detection, general game parameters
#include "saga/saga.h"
#include "common/file.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "backends/fs/fs.h"
#include "saga/rscfile_mod.h"
#include "saga/cvar_mod.h"
#include "saga/interface.h"
#include "saga/scene.h"
#include "saga/game_mod.h"
#include "saga/game.h"
namespace Saga {
// Inherit the Earth - DOS Demo version
GAME_FILEDESC ITEDEMO_GameFiles[] = {
{"ITE.RSC", GAME_RESOURCEFILE},
{"ITE.DMO", GAME_DEMOFILE},
{"SCRIPTS.RSC", GAME_SCRIPTFILE},
{"VOICES.RSC", GAME_SOUNDFILE | GAME_VOICEFILE}
};
GAME_FONTDESC ITEDEMO_GameFonts[] = {
{GAME_FONT_SMALL, 0},
{GAME_FONT_MEDIUM, 1}
};
GAME_SOUNDINFO ITEDEMO_GameSound = {
GAME_SOUND_VOC, 0, 0, 0
};
// Inherit the Earth - win32 Wyrmkeep Linux Demo version
GAME_FILEDESC ITEWINDEMO_GameFiles[] = {
{"ITED.RSC", GAME_RESOURCEFILE},
{"SCRIPTSD.RSC", GAME_SCRIPTFILE},
{"SOUNDSD.RSC", GAME_SOUNDFILE},
{"VOICESD.RSC", GAME_VOICEFILE},
{"MUSICD.RSC", GAME_MUSICFILE}
};
// Inherit the Earth - win32 Wyrmkeep Demo version older release
GAME_FILEDESC ITEWINDEMOOld_GameFiles[] = {
{"ITED.RSC", GAME_RESOURCEFILE},
{"SCRIPTSD.RSC", GAME_SCRIPTFILE},
{"SOUNDSD.RSC", GAME_SOUNDFILE},
{"VOICESD.RSC", GAME_VOICEFILE}
};
// Inherit the Earth - Diskette version
GAME_FILEDESC ITEDISK_GameFiles[] = {
{"ITE.RSC", GAME_RESOURCEFILE},
{"SCRIPTS.RSC", GAME_SCRIPTFILE},
{"VOICES.RSC", GAME_SOUNDFILE | GAME_VOICEFILE}
};
GAME_FONTDESC ITEDISK_GameFonts[] = {
{GAME_FONT_MEDIUM, 0},
{GAME_FONT_LARGE, 1},
{GAME_FONT_SMALL, 2}
};
GAME_RESOURCEDESC ITE_Resources = {
ITE_SCENE_LUT, // Scene lookup table RN
ITE_SCRIPT_LUT, // Script lookup table RN
ITE_COMMAND_PANEL,
ITE_DIALOGUE_PANEL
};
GAME_SOUNDINFO ITE_GameSound = {
GAME_SOUND_VOC, 0, 0, 0
};
// Inherit the Earth - CD Enhanced version
GAME_FILEDESC ITECD_GameFiles[] = {
{"ITE.RSC", GAME_RESOURCEFILE},
{"SCRIPTS.RSC", GAME_SCRIPTFILE},
{"SOUNDS.RSC", GAME_SOUNDFILE},
{"VOICES.RSC", GAME_VOICEFILE}
};
GAME_FONTDESC ITECD_GameFonts[] = {
{GAME_FONT_MEDIUM, 0},
{GAME_FONT_LARGE, 1},
{GAME_FONT_SMALL, 2}
};
GAME_SOUNDINFO ITECD_GameSound = {
GAME_SOUND_PCM,
22050,
16,
0
};
// I Have No Mouth and I Must Scream - Demo version
GAME_FILEDESC IHNMDEMO_GameFiles[] = {
{"SCREAM.RES", GAME_RESOURCEFILE},
{"SCRIPTS.RES", GAME_SCRIPTFILE},
{"SFX.RES", GAME_SOUNDFILE},
{"VOICESD.RES", GAME_VOICEFILE}
};
// I Have No Mouth and I Must Scream - Retail CD version
GAME_FILEDESC IHNMCD_GameFiles[] = {
{"MUSICFM.RES", GAME_MUSICFILE_FM},
{"MUSICGM.RES", GAME_MUSICFILE_GM},
{"SCREAM.RES", GAME_RESOURCEFILE},
{"SCRIPTS.RES", GAME_SCRIPTFILE},
{"SFX.RES", GAME_SOUNDFILE},
{"VOICES1.RES", GAME_VOICEFILE},
{"VOICES2.RES", GAME_VOICEFILE},
{"VOICES3.RES", GAME_VOICEFILE},
{"VOICES4.RES", GAME_VOICEFILE},
{"VOICES5.RES", GAME_VOICEFILE},
{"VOICES6.RES", GAME_VOICEFILE},
{"VOICESS.RES", GAME_VOICEFILE}
};
GAME_FONTDESC IHNMCD_GameFonts[] = {
{GAME_FONT_MEDIUM, 2},
{GAME_FONT_LARGE, 3},
{GAME_FONT_SMALL, 4},
{GAME_FONT_SMALL2, 5},
{GAME_FONT_MEDIUM2, 6},
{GAME_FONT_LARGE2, 7},
{GAME_FONT_LARGE3, 8}
};
GAME_RESOURCEDESC IHNM_Resources = {
IHNM_SCENE_LUT, // Scene lookup table RN
IHNM_SCRIPT_LUT, // Script lookup table RN
IHNM_COMMAND_PANEL,
IHNM_DIALOGUE_PANEL
};
GAME_SOUNDINFO IHNM_GameSound = {
GAME_SOUND_WAV, 0, 0, 0
};
GAMEDESC GameDescs[] = {
// Inherit the earth - DOS Demo version
{
"ite-demo",
GID_ITE,
GAME_ITE_DEMO, // Game id
"Inherit the Earth (DOS Demo)", // Game title
320, 200, // Logical resolution
137, // Scene viewport height
ITE_DEFAULT_SCENE, // Starting scene number
&ITE_Resources,
ARRAYSIZE(ITEDEMO_GameFiles), // Game datafiles
ITEDEMO_GameFiles,
ARRAYSIZE(ITEDEMO_GameFonts),
ITEDEMO_GameFonts,
&ITEDEMO_GameSound,
0 // features
},
// Inherit the earth - Linux Demo version
// Note: it should be before win32 version
{
"ite-demo",
GID_ITE,
GAME_ITE_WINDEMO,
"Inherit the Earth (Linux Demo)",
320, 200,
137,
ITE_DEFAULT_SCENE,
&ITE_Resources,
ARRAYSIZE(ITEWINDEMO_GameFiles),
ITEWINDEMO_GameFiles,
ARRAYSIZE(ITECD_GameFonts),
ITECD_GameFonts,
&ITECD_GameSound,
GF_VOX_VOICES
},
// Inherit the earth - Win32 Demo version
{
"ite-demo",
GID_ITE,
GAME_ITE_WINDEMO,
"Inherit the Earth (Win32 Demo)",
320, 200,
137,
ITE_DEFAULT_SCENE,
&ITE_Resources,
ARRAYSIZE(ITEWINDEMOOld_GameFiles),
ITEWINDEMO_GameFiles,
ARRAYSIZE(ITECD_GameFonts),
ITECD_GameFonts,
&ITECD_GameSound,
GF_VOX_VOICES
},
// Inherit the earth - CD version
// NOTE: it should be before floppy version
{
"ite",
GID_ITE,
GAME_ITE_CD,
"Inherit the Earth (DOS CD Version)",
320, 200,
137,
ITE_DEFAULT_SCENE,
&ITE_Resources,
ARRAYSIZE(ITECD_GameFiles),
ITECD_GameFiles,
ARRAYSIZE(ITECD_GameFonts),
ITECD_GameFonts,
&ITECD_GameSound,
0
},
// Inherit the earth - Disk version
{
"ite",
GID_ITE,
GAME_ITE_DISK,
"Inherit the Earth (DOS)",
320, 200,
137,
ITE_DEFAULT_SCENE,
&ITE_Resources,
ARRAYSIZE(ITEDISK_GameFiles),
ITEDISK_GameFiles,
ARRAYSIZE(ITEDISK_GameFonts),
ITEDISK_GameFonts,
&ITE_GameSound,
0
},
// I Have No Mouth And I Must Scream - Demo version
{
"ihnm-demo",
GID_IHNM,
GAME_IHNM_DEMO,
"I Have No Mouth and I Must Scream (DOS Demo)",
640, 480,
304,
0,
&IHNM_Resources,
ARRAYSIZE(IHNMDEMO_GameFiles),
IHNMDEMO_GameFiles,
0,
NULL,
&IHNM_GameSound,
GF_DEFAULT_TO_1X_SCALER
},
// I Have No Mouth And I Must Scream - CD version
{
"ihnm",
GID_IHNM,
GAME_IHNM_CD,
"I Have No Mouth and I Must Scream (DOS)",
640, 480,
304,
152,
&IHNM_Resources,
ARRAYSIZE(IHNMCD_GameFiles),
IHNMCD_GameFiles,
ARRAYSIZE(IHNMCD_GameFonts),
IHNMCD_GameFonts,
&IHNM_GameSound,
GF_DEFAULT_TO_1X_SCALER
}
};
static GAMEMODULE GameModule;
int GAME_Register() {
return SUCCESS;
// Register "g_language" cfg cvar
strncpy(GameModule.game_language, "us", MAXPATH);
if (CVAR_Register_S(GameModule.game_language, "g_language",
NULL, CVAR_CFG, GAME_LANGSTR_LIMIT) != SUCCESS) {
return FAILURE;
}
// Register "g_skipintro" cfg cvar
if (CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, CVAR_CFG, 0, 1) != SUCCESS) {
return FAILURE;
}
return SUCCESS;
}
int GAME_Init() {
uint16 game_n;
if (DetectGame(&game_n) != SUCCESS) {
warning("No valid games were found in the specified directory.");
return FAILURE;
}
if (LoadGame(game_n) != SUCCESS) {
warning("Error loading game resource files.");
return FAILURE;
}
// Load dialogue file
LoadLanguage();
return SUCCESS;
}
int LoadLanguage() {
char lang_file[MAXPATH];
uint16 game_n;
File test_file;
game_n = GameModule.game_number;
if (GameDescs[game_n].gd_game_type == GID_ITE) {
snprintf(lang_file, MAXPATH, "%s%s.%s", GAME_ITE_LANG_PREFIX, GameModule.game_language, GAME_LANG_EXT);
if (!test_file.open(lang_file)) {
debug(0, "Couldn't open language file %s. Using default (US English)", lang_file);
return SUCCESS;
}
test_file.close();
if (_vm->_interface->registerLang() != SUCCESS) {
warning("Error registering interface language cvars");
return FAILURE;
}
if (_vm->_scene->ITEIntroRegisterLang() != SUCCESS) {
warning("Error registering intro sequence language cvars");
return FAILURE;
}
debug(0, "Using language file %s.", lang_file);
// FIXME
//CFG_Read(lang_path);
} else {
debug(0, "Language support for this game not implemented.");
}
return SUCCESS;
}
RSCFILE_CONTEXT *GAME_GetFileContext(uint16 type, int param) {
RSCFILE_CONTEXT *found_ctxt = NULL;
uint16 i;
for (i = 0; i < GameModule.gfile_n; i++) {
if (GameModule.gfile_data[i].file_types & type) {
found_ctxt = GameModule.gfile_data[i].file_ctxt;
}
}
return found_ctxt;
}
DetectedGameList GAME_ProbeGame(const FSList &fslist) {
uint16 game_count = ARRAYSIZE(GameDescs);
uint16 game_n;
DetectedGameList detectedGames;
uint16 file_count;
uint16 file_n;
File test_file;
int file_missing = 0;
int found_game = 0;
for (game_n = 0; (game_n < game_count) && !found_game; game_n++) {
file_count = GameDescs[game_n].gd_filect;
file_missing = 0;
// Try to open all files for this game
for (file_n = 0; file_n < file_count; file_n++) {
file_missing = 1;
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
const char *gameName = file->displayName().c_str();
if (0 == scumm_stricmp(GameDescs[game_n].gd_filedescs[file_n].gf_fname,
gameName)) {
file_missing = 0;
break;
}
}
if (file_missing)
break;
}
// Try the next game, couldn't find all files for the current
// game
if (file_missing) {
continue;
} else {
detectedGames.push_back(GameDescs[game_n].toGameSettings());
return detectedGames;
}
}
return detectedGames;
}
int DetectGame(uint16 *game_n_p) {
uint16 game_count = ARRAYSIZE(GameDescs);
uint16 game_n;
uint16 file_count;
uint16 file_n;
File test_file;
int file_missing = 0;
if (game_n_p == NULL) {
return FAILURE;
}
for (game_n = 0; game_n < game_count; game_n++) {
file_count = GameDescs[game_n].gd_filect;
file_missing = 0;
// Try to open all files for this game
for (file_n = 0; file_n < file_count; file_n++) {
if (!test_file.open(GameDescs[game_n].gd_filedescs[file_n].gf_fname)) {
file_missing = 1;
break;
}
test_file.close();
}
// Try the next game, couldn't find all files for the current
// game
if (file_missing) {
continue;
}
debug(0, "Found game: %s", GameDescs[game_n].gd_title);
*game_n_p = game_n;
return SUCCESS;
}
return FAILURE;
}
int LoadGame(uint16 game_n) {
RSCFILE_CONTEXT *load_ctxt;
uint16 game_count = ARRAYSIZE(GameDescs);
const char *game_fname;
uint16 game_filect;
uint16 i;
if (game_n >= game_count) {
return FAILURE;
}
game_filect = GameDescs[game_n].gd_filect;
GameModule.gfile_data = (GAME_FILEDATA *)malloc(game_filect * sizeof *GameModule.gfile_data);
if (GameModule.gfile_data == NULL) {
return MEM;
}
GameModule.gfile_n = game_filect;
// Load game resource files
for (i = 0; i < game_filect; i++) {
load_ctxt = RSC_CreateContext();
game_fname = GameDescs[game_n].gd_filedescs[i].gf_fname;
if (RSC_OpenContext(load_ctxt, game_fname) != SUCCESS) {
return FAILURE;
}
debug(0, "Opened resource file: %s", game_fname);
GameModule.gfile_data[i].file_ctxt = load_ctxt;
GameModule.gfile_data[i].file_types = GameDescs[game_n].gd_filedescs[i].gf_type;
GameModule.gfile_data[i].file_flags = 0;
}
// Load game font data
GameModule.gd_fontct = GameDescs[game_n].gd_fontct;
GameModule.gd_fontdescs = GameDescs[game_n].gd_fontdescs;
// Finish initialization
GameModule.game_number = game_n;
GameModule.gamedesc = &GameDescs[game_n];
GameModule.game_init = 1;
return SUCCESS;
}
int GAME_GetResourceInfo(GAME_RESOURCEDESC *rsc_desc) {
assert(rsc_desc != NULL);
*rsc_desc = *GameModule.gamedesc->gd_resource_desc;
return SUCCESS;
}
int GAME_GetSoundInfo(GAME_SOUNDINFO *snd_info) {
assert(snd_info != NULL);
*snd_info = *GameModule.gamedesc->gd_soundinfo;
return SUCCESS;
}
int GAME_GetDisplayInfo(GAME_DISPLAYINFO *disp_info) {
int game_n;
assert(disp_info != NULL);
if (!GameModule.game_init) {
return FAILURE;
}
game_n = GameModule.game_number;
disp_info->logical_w = GameDescs[game_n].gd_logical_w;
disp_info->logical_h = GameDescs[game_n].gd_logical_h;
disp_info->scene_h = GameDescs[game_n].gd_scene_h;
return SUCCESS;
}
int GAME_GetFontInfo(GAME_FONTDESC **gf_desc, int *font_n) {
assert((gf_desc != NULL) && (font_n != NULL));
*gf_desc = GameModule.gd_fontdescs;
*font_n = GameModule.gd_fontct;
return SUCCESS;
}
int GAME_GetSceneInfo(GAME_SCENEDESC *gs_desc) {
assert(gs_desc != NULL);
gs_desc->first_scene = GameModule.gamedesc->gd_startscene;
gs_desc->scene_lut_rn = GameModule.gamedesc->gd_resource_desc->scene_lut_rn;
return SUCCESS;
}
int GAME_GetGame() {
return GameModule.gamedesc->gd_game_id;
}
int GAME_GetGameType() {
return GameModule.gamedesc->gd_game_type;
}
uint32 GAME_GetFeatures() {
return GameModule.gamedesc->features;
}
} // End of namespace Saga
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