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54cec2e011
Windows and Linux versions. (TODO: Handle game detection.) Added preliminary support for the P2_A.aif file that the Linux version uses, where the Windows version uses p2_a.voc. Someone will have to verify the actual format of it, and we have a silly bug in playVoice() which will have to be fixed before things work properly. svn-id: r15365
575 lines
13 KiB
C++
575 lines
13 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Game detection, general game parameters
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#include "saga/saga.h"
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#include "common/file.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "backends/fs/fs.h"
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#include "saga/rscfile_mod.h"
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#include "saga/cvar_mod.h"
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#include "saga/interface.h"
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#include "saga/scene.h"
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#include "saga/game_mod.h"
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#include "saga/game.h"
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namespace Saga {
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// Inherit the Earth - DOS Demo version
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R_GAME_FILEDESC ITEDEMO_GameFiles[] = {
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{"ITE.RSC", R_GAME_RESOURCEFILE},
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{"ITE.DMO", R_GAME_DEMOFILE},
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{"SCRIPTS.RSC", R_GAME_SCRIPTFILE},
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{"VOICES.RSC", R_GAME_SOUNDFILE | R_GAME_VOICEFILE}
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};
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R_GAME_FONTDESC ITEDEMO_GameFonts[] = {
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{R_GAME_FONT_SMALL, 0},
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{R_GAME_FONT_MEDIUM, 1}
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};
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R_GAME_SOUNDINFO ITEDEMO_GameSound = {
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R_GAME_SOUND_VOC, 0, 0, 0
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};
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// Inherit the Earth - win32 Wyrmkeep Demo version
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R_GAME_FILEDESC ITEWINDEMO_GameFiles[] = {
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{"ITED.RSC", R_GAME_RESOURCEFILE},
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{"SCRIPTSD.RSC", R_GAME_SCRIPTFILE},
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{"SOUNDSD.RSC", R_GAME_SOUNDFILE},
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{"VOICESD.RSC", R_GAME_VOICEFILE}
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};
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// Inherit the Earth - Diskette version
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R_GAME_FILEDESC ITEDISK_GameFiles[] = {
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{"ITE.RSC", R_GAME_RESOURCEFILE} ,
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{"SCRIPTS.RSC", R_GAME_SCRIPTFILE} ,
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{"VOICES.RSC", R_GAME_SOUNDFILE | R_GAME_VOICEFILE}
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};
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R_GAME_FONTDESC ITEDISK_GameFonts[] = {
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{R_GAME_FONT_MEDIUM, 0} ,
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{R_GAME_FONT_LARGE, 1} ,
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{R_GAME_FONT_SMALL, 2}
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};
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R_GAME_RESOURCEDESC ITE_Resources = {
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ITE_SCENE_LUT, // Scene lookup table RN
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ITE_SCRIPT_LUT, // Script lookup table RN
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ITE_COMMAND_PANEL,
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ITE_DIALOGUE_PANEL
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};
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R_GAME_SOUNDINFO ITE_GameSound = {
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R_GAME_SOUND_VOC, 0, 0, 0
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};
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// Inherit the Earth - CD Enhanced version
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R_GAME_FILEDESC ITECD_GameFiles[] = {
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{"ITE.RSC", R_GAME_RESOURCEFILE},
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{"SCRIPTS.RSC", R_GAME_SCRIPTFILE},
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{"SOUNDS.RSC", R_GAME_SOUNDFILE},
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{"VOICES.RSC", R_GAME_VOICEFILE}
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};
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R_GAME_FONTDESC ITECD_GameFonts[] = {
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{R_GAME_FONT_MEDIUM, 0},
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{R_GAME_FONT_LARGE, 1},
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{R_GAME_FONT_SMALL, 2}
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};
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R_GAME_SOUNDINFO ITECD_GameSound = {
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R_GAME_SOUND_PCM,
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22050,
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16,
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0
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};
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// I Have No Mouth and I Must Scream - Demo version
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R_GAME_FILEDESC IHNMDEMO_GameFiles[] = {
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{"SCREAM.RES", R_GAME_RESOURCEFILE},
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{"SCRIPTS.RES", R_GAME_SCRIPTFILE},
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{"SFX.RES", R_GAME_SOUNDFILE},
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{"VOICESD.RES", R_GAME_VOICEFILE}
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};
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// I Have No Mouth and I Must Scream - Retail CD version
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R_GAME_FILEDESC IHNMCD_GameFiles[] = {
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{"MUSICFM.RES", R_GAME_MUSICFILE},
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{"MUSICGM.RES", R_GAME_MUSICFILE},
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{"SCREAM.RES", R_GAME_RESOURCEFILE},
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{"SCRIPTS.RES", R_GAME_SCRIPTFILE},
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{"SFX.RES", R_GAME_SOUNDFILE},
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{"VOICES1.RES", R_GAME_VOICEFILE},
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{"VOICES2.RES", R_GAME_VOICEFILE},
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{"VOICES3.RES", R_GAME_VOICEFILE},
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{"VOICES4.RES", R_GAME_VOICEFILE},
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{"VOICES5.RES", R_GAME_VOICEFILE},
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{"VOICES6.RES", R_GAME_VOICEFILE},
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{"VOICESS.RES", R_GAME_VOICEFILE}
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};
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R_GAME_FONTDESC IHNMCD_GameFonts[] = {
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{R_GAME_FONT_MEDIUM, 2},
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{R_GAME_FONT_LARGE, 3},
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{R_GAME_FONT_SMALL, 4},
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{R_GAME_FONT_SMALL2, 5},
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{R_GAME_FONT_MEDIUM2, 6},
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{R_GAME_FONT_LARGE2, 7},
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{R_GAME_FONT_LARGE3, 8}
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};
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R_GAME_RESOURCEDESC IHNM_Resources = {
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IHNM_SCENE_LUT, // Scene lookup table RN
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IHNM_SCRIPT_LUT, // Script lookup table RN
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IHNM_COMMAND_PANEL,
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IHNM_DIALOGUE_PANEL
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};
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R_GAME_SOUNDINFO IHNM_GameSound = {
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R_GAME_SOUND_WAV, 0, 0, 0
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};
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R_GAMEDESC GameDescs[] = {
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// Inherit the earth - DOS Demo version
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{
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"ite-demo",
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GID_ITE,
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R_GAME_ITE_DEMO, // Game id
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"Inherit the Earth (DOS Demo)", // Game title
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320, 200, // Logical resolution
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137, // Scene viewport height
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ITE_DEFAULT_SCENE, // Starting scene number
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&ITE_Resources,
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ARRAYSIZE(ITEDEMO_GameFiles), // Game datafiles
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ITEDEMO_GameFiles,
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ARRAYSIZE(ITEDEMO_GameFonts),
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ITEDEMO_GameFonts,
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&ITEDEMO_GameSound,
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0 // features
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},
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// Inherit the earth - win32 Wyrmkeep Demo version
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{
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"ite-demo-win",
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GID_ITE,
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R_GAME_ITE_WINDEMO,
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"Inherit the Earth (Win32 Demo)",
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320, 200,
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137,
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ITE_DEFAULT_SCENE,
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&ITE_Resources,
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ARRAYSIZE(ITEWINDEMO_GameFiles),
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ITEWINDEMO_GameFiles,
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ARRAYSIZE(ITECD_GameFonts),
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ITECD_GameFonts,
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&ITECD_GameSound,
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0
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},
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// Inherit the earth - CD version
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// NOTE: it should be before floppy version
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{
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"itecd",
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GID_ITE,
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R_GAME_ITE_CD,
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"Inherit the Earth (DOS CD Version)",
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320, 200,
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137,
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ITE_DEFAULT_SCENE,
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&ITE_Resources,
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ARRAYSIZE(ITECD_GameFiles),
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ITECD_GameFiles,
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ARRAYSIZE(ITECD_GameFonts),
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ITECD_GameFonts,
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&ITECD_GameSound,
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0
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},
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// Inherit the earth - Disk version
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{
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"ite",
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GID_ITE,
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R_GAME_ITE_DISK,
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"Inherit the Earth (DOS)",
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320, 200,
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137,
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ITE_DEFAULT_SCENE,
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&ITE_Resources,
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ARRAYSIZE(ITEDISK_GameFiles),
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ITEDISK_GameFiles,
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ARRAYSIZE(ITEDISK_GameFonts),
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ITEDISK_GameFonts,
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&ITE_GameSound,
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0
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},
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// I Have No Mouth And I Must Scream - Demo version
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{
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"ihnm-demo",
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GID_IHNM,
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R_GAME_IHNM_DEMO,
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"I Have No Mouth and I Must Scream (DOS Demo)",
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640, 480,
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304,
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0,
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&IHNM_Resources,
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ARRAYSIZE(IHNMDEMO_GameFiles),
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IHNMDEMO_GameFiles,
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0,
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NULL,
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&IHNM_GameSound,
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GF_DEFAULT_TO_1X_SCALER
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},
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// I Have No Mouth And I Must Scream - CD version
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{
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"ihnm",
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GID_IHNM,
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R_GAME_IHNM_CD,
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"I Have No Mouth and I Must Scream (DOS)",
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640, 480,
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304,
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1,
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&IHNM_Resources,
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ARRAYSIZE(IHNMCD_GameFiles),
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IHNMCD_GameFiles,
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ARRAYSIZE(IHNMCD_GameFonts),
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IHNMCD_GameFonts,
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&IHNM_GameSound,
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GF_DEFAULT_TO_1X_SCALER
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}
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};
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static R_GAMEMODULE GameModule;
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int GAME_Register() {
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return R_SUCCESS;
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// Register "g_language" cfg cvar
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strncpy(GameModule.game_language, "us", R_MAXPATH);
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if (CVAR_Register_S(GameModule.game_language, "g_language",
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NULL, R_CVAR_CFG, R_GAME_LANGSTR_LIMIT) != R_SUCCESS) {
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return R_FAILURE;
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}
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// Register "g_skipintro" cfg cvar
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if (CVAR_Register_I(&GameModule.g_skipintro, "g_skipintro", NULL, R_CVAR_CFG, 0, 1) != R_SUCCESS) {
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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int GAME_Init() {
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uint16 game_n;
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if (DetectGame(&game_n) != R_SUCCESS) {
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warning("No valid games were found in the specified directory.");
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return R_FAILURE;
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}
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if (LoadGame(game_n) != R_SUCCESS) {
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warning("Error loading game resource files.");
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return R_FAILURE;
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}
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// Load dialogue file
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LoadLanguage();
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return R_SUCCESS;
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}
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int LoadLanguage() {
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char lang_file[R_MAXPATH];
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uint16 game_n;
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File test_file;
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game_n = GameModule.game_number;
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if (GameDescs[game_n].gd_game_type == GID_ITE) {
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snprintf(lang_file, R_MAXPATH, "%s%s.%s", R_GAME_ITE_LANG_PREFIX, GameModule.game_language, R_GAME_LANG_EXT);
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if (!test_file.open(lang_file)) {
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debug(0, "Couldn't open language file %s. Using default (US English)", lang_file);
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return R_SUCCESS;
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}
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test_file.close();
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if (_vm->_interface->registerLang() != R_SUCCESS) {
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warning("Error registering interface language cvars");
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return R_FAILURE;
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}
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if (_vm->_scene->ITEIntroRegisterLang() != R_SUCCESS) {
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warning("Error registering intro sequence language cvars");
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return R_FAILURE;
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}
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debug(0, "Using language file %s.", lang_file);
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// FIXME
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//CFG_Read(lang_path);
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} else {
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debug(0, "Language support for this game not implemented.");
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}
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return R_SUCCESS;
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}
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int GAME_GetFileContext(R_RSCFILE_CONTEXT ** ctxt_p, uint16 r_type, int param) {
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R_RSCFILE_CONTEXT *found_ctxt = NULL;
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uint16 i;
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if (ctxt_p == NULL) {
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return R_FAILURE;
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}
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for (i = 0; i < GameModule.gfile_n; i++) {
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if (GameModule.gfile_data[i].file_types & r_type) {
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found_ctxt = GameModule.gfile_data[i].file_ctxt;
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}
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}
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if (found_ctxt != NULL) {
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*ctxt_p = found_ctxt;
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} else {
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*ctxt_p = NULL;
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}
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return R_SUCCESS;
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}
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DetectedGameList GAME_ProbeGame(const FSList &fslist) {
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uint16 game_count = ARRAYSIZE(GameDescs);
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uint16 game_n;
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DetectedGameList detectedGames;
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uint16 file_count;
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uint16 file_n;
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File test_file;
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int file_missing = 0;
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int found_game = 0;
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for (game_n = 0; (game_n < game_count) && !found_game; game_n++) {
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file_count = GameDescs[game_n].gd_filect;
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file_missing = 0;
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// Try to open all files for this game
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for (file_n = 0; file_n < file_count; file_n++) {
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file_missing = 1;
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// Iterate over all files in the given directory
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for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if (0 == scumm_stricmp(GameDescs[game_n].gd_filedescs[file_n].gf_fname,
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gameName)) {
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file_missing = 0;
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break;
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}
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}
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if (file_missing)
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break;
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}
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// Try the next game, couldn't find all files for the current
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// game
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if (file_missing) {
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continue;
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} else {
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detectedGames.push_back(GameDescs[game_n].toGameSettings());
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return detectedGames;
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}
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}
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return detectedGames;
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}
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int DetectGame(uint16 *game_n_p) {
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uint16 game_count = ARRAYSIZE(GameDescs);
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uint16 game_n;
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uint16 file_count;
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uint16 file_n;
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File test_file;
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int file_missing = 0;
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if (game_n_p == NULL) {
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return R_FAILURE;
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}
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for (game_n = 0; game_n < game_count; game_n++) {
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file_count = GameDescs[game_n].gd_filect;
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file_missing = 0;
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// Try to open all files for this game
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for (file_n = 0; file_n < file_count; file_n++) {
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if (!test_file.open(GameDescs[game_n].gd_filedescs[file_n].gf_fname)) {
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file_missing = 1;
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break;
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}
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test_file.close();
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}
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// Try the next game, couldn't find all files for the current
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// game
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if (file_missing) {
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continue;
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}
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debug(0, "Found game: %s", GameDescs[game_n].gd_title);
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*game_n_p = game_n;
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return R_SUCCESS;
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}
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return R_FAILURE;
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}
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int LoadGame(uint16 game_n) {
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R_RSCFILE_CONTEXT *load_ctxt;
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uint16 game_count = ARRAYSIZE(GameDescs);
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const char *game_fname;
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uint16 game_filect;
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uint16 i;
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if (game_n >= game_count) {
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return R_FAILURE;
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}
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game_filect = GameDescs[game_n].gd_filect;
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GameModule.gfile_data = (R_GAME_FILEDATA *)malloc(game_filect * sizeof *GameModule.gfile_data);
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if (GameModule.gfile_data == NULL) {
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return R_MEM;
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}
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GameModule.gfile_n = game_filect;
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// Load game resource files
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for (i = 0; i < game_filect; i++) {
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load_ctxt = RSC_CreateContext();
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game_fname = GameDescs[game_n].gd_filedescs[i].gf_fname;
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if (RSC_OpenContext(load_ctxt, game_fname) != R_SUCCESS) {
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return R_FAILURE;
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}
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debug(0, "Opened resource file: %s", game_fname);
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GameModule.gfile_data[i].file_ctxt = load_ctxt;
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GameModule.gfile_data[i].file_types = GameDescs[game_n].gd_filedescs[i].gf_type;
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GameModule.gfile_data[i].file_flags = 0;
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}
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// Load game font data
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GameModule.gd_fontct = GameDescs[game_n].gd_fontct;
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GameModule.gd_fontdescs = GameDescs[game_n].gd_fontdescs;
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// Finish initialization
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GameModule.game_number = game_n;
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GameModule.gamedesc = &GameDescs[game_n];
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GameModule.game_init = 1;
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return R_SUCCESS;
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}
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int GAME_GetResourceInfo(R_GAME_RESOURCEDESC *rsc_desc) {
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assert(rsc_desc != NULL);
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*rsc_desc = *GameModule.gamedesc->gd_resource_desc;
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return R_SUCCESS;
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}
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|
int GAME_GetSoundInfo(R_GAME_SOUNDINFO *snd_info) {
|
|
assert(snd_info != NULL);
|
|
|
|
*snd_info = *GameModule.gamedesc->gd_soundinfo;
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
int GAME_GetDisplayInfo(R_GAME_DISPLAYINFO *disp_info) {
|
|
int game_n;
|
|
|
|
assert(disp_info != NULL);
|
|
|
|
if (!GameModule.game_init) {
|
|
return R_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 R_SUCCESS;
|
|
}
|
|
|
|
int GAME_GetFontInfo(R_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 R_SUCCESS;
|
|
}
|
|
|
|
int GAME_GetSceneInfo(R_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 R_SUCCESS;
|
|
}
|
|
|
|
int GAME_GetGame() {
|
|
return GameModule.gamedesc->gd_game_id;
|
|
}
|
|
|
|
int GAME_GetGameType() {
|
|
return GameModule.gamedesc->gd_game_type;
|
|
}
|
|
|
|
GameList GAME_GameList() {
|
|
int gNum = ARRAYSIZE(GameDescs);
|
|
int i;
|
|
GameList games;
|
|
|
|
for (i = 0; i < gNum; i++)
|
|
games.push_back(GameDescs[i].toGameSettings());
|
|
|
|
return games;
|
|
}
|
|
|
|
} // End of namespace Saga
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