scummvm/scumm/scumm.cpp
Max Horn 6aa6b49ed5 cleanup StringTab stuff
svn-id: r13448
2004-04-03 19:41:31 +00:00

3027 lines
88 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 The ScummVM project
*
* 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.
*
* $Header$
*
*/
#include "stdafx.h"
#include "backends/fs/fs.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/md5.h"
#include "gui/message.h"
#include "gui/newgui.h"
#include "scumm/actor.h"
#include "scumm/akos.h"
#include "scumm/boxes.h"
#include "scumm/charset.h"
#include "scumm/costume.h"
#include "scumm/debugger.h"
#include "scumm/dialogs.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/imuse.h"
#include "scumm/intern.h"
#include "scumm/object.h"
#include "scumm/player_v1.h"
#include "scumm/player_v2.h"
#include "scumm/player_v2a.h"
#include "scumm/player_v3a.h"
#include "scumm/resource.h"
#include "scumm/scumm.h"
#include "scumm/scumm-md5.h"
#include "scumm/sound.h"
#include "scumm/verbs.h"
#include "scumm/insane/insane.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#ifdef MACOSX
#include <sys/types.h>
#include <sys/stat.h>
#endif
#ifdef _WIN32_WCE
extern bool isSmartphone(void);
#endif
namespace Scumm {
enum MouseButtonStatus {
msDown = 1,
msClicked = 2
};
// Use g_scumm from error() ONLY
ScummEngine *g_scumm = 0;
struct ScummGameSettings {
const char *name;
const char *description;
byte id, version;
int midi; // MidiDriverType values
uint32 features;
const char *baseFilename;
GameSettings toGameSettings() const {
GameSettings dummy = { name, description, features };
return dummy;
}
};
static const ScummGameSettings scumm_settings[] = {
/* Scumm Version 1 */
/* Scumm Version 2 */
{"maniac", "Maniac Mansion", GID_MANIAC, 2, MDT_PCSPK,
GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALING, 0},
//{"maniacnes", "Maniac Mansion (NES)", GID_MANIAC, 2, MDT_NONE,
// GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALING | GF_NES},
{"zak", "Zak McKracken and the Alien Mindbenders", GID_ZAK, 2, MDT_PCSPK,
GF_SMALL_HEADER | GF_USE_KEY | GF_SMALL_NAMES | GF_16COLOR | GF_OLD_BUNDLE | GF_NO_SCALING, 0},
/* Scumm Version 3 */
{"indy3EGA", "Indiana Jones and the Last Crusade", GID_INDY3, 3, MDT_PCSPK | MDT_ADLIB,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_USE_KEY | GF_16COLOR | GF_OLD_BUNDLE, 0},
{"indy3Towns", "Indiana Jones and the Last Crusade (FM Towns)", GID_INDY3, 3, MDT_TOWNS,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FEW_LOCALS | GF_FMTOWNS | GF_AUDIOTRACKS, 0},
{"indy3", "Indiana Jones and the Last Crusade (256)", GID_INDY3, 3, MDT_PCSPK | MDT_ADLIB,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FEW_LOCALS, 0},
{"zak256", "Zak McKracken 256 (deprecated)", GID_ZAK256, 3, MDT_TOWNS,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FMTOWNS | GF_AUDIOTRACKS, 0},
{"zakTowns", "Zak McKracken and the Alien Mindbenders (FM Towns)", GID_ZAK256, 3, MDT_TOWNS,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FMTOWNS | GF_AUDIOTRACKS, 0},
{"loom", "Loom", GID_LOOM, 3, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_USE_KEY | GF_16COLOR | GF_OLD_BUNDLE, 0},
{"loomTowns", "Loom (FM Towns)", GID_LOOM, 3, MDT_TOWNS,
GF_SMALL_HEADER | GF_SMALL_NAMES | GF_NO_SCALING | GF_OLD256 | GF_FMTOWNS | GF_AUDIOTRACKS, 0},
/* Scumm Version 4 */
{"monkeyEGA", "Monkey Island 1 (EGA)", GID_MONKEY_EGA, 4, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE,
GF_SMALL_HEADER | GF_USE_KEY | GF_16COLOR, 0},
{"pass", "Passport to Adventure", GID_PASS, 4, MDT_PCSPK | MDT_ADLIB,
GF_SMALL_HEADER | GF_USE_KEY | GF_16COLOR, 0},
/* Scumm version 5 */
{"monkeyVGA", "Monkey Island 1 (256 color Floppy version)", GID_MONKEY_VGA, 4, MDT_PCSPK | MDT_ADLIB | MDT_NATIVE,
GF_SMALL_HEADER | GF_USE_KEY, 0},
{"loomcd", "Loom (256 color CD version)", GID_LOOM256, 4, MDT_NONE,
GF_SMALL_HEADER | GF_USE_KEY | GF_AUDIOTRACKS, 0},
{"monkey", "Monkey Island 1", GID_MONKEY, 5, /*MDT_PCSPK |*/ MDT_ADLIB,
GF_USE_KEY | GF_AUDIOTRACKS, 0},
{"monkey1", "Monkey Island 1 (alt)", GID_MONKEY, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY | GF_AUDIOTRACKS, 0},
{"game", "Monkey Island 1 (SegaCD version)", GID_MONKEY_SEGA, 5, MDT_NONE,
GF_USE_KEY | GF_AUDIOTRACKS, 0},
{"monkey2", "Monkey Island 2: LeChuck's revenge", GID_MONKEY2, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
{"mi2demo", "Monkey Island 2: LeChuck's revenge (Demo)", GID_MONKEY2, 5, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
{"atlantis", "Indiana Jones and the Fate of Atlantis", GID_INDY4, 5, MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
{"playfate", "Indiana Jones and the Fate of Atlantis (Demo)", GID_INDY4, 5, MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
{"fate", "Indiana Jones and the Fate of Atlantis (Demo)", GID_INDY4, 5, MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
{"indy4", "Indiana Jones and the Fate of Atlantis (FM Towns)", GID_INDY4, 5, MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
{"indydemo", "Indiana Jones and the Fate of Atlantis (FM Towns Demo)", GID_INDY4, 5, MDT_ADLIB | MDT_NATIVE,
GF_USE_KEY, 0},
/* Scumm Version 6 */
{"tentacle", "Day Of The Tentacle", GID_TENTACLE, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY, 0},
{"dottdemo", "Day Of The Tentacle (Demo)", GID_TENTACLE, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY, 0},
{"samnmax", "Sam & Max", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0},
{"samdemo", "Sam & Max (Demo)", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0},
{"snmdemo", "Sam & Max (Demo)", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0},
{"snmidemo", "Sam & Max (Interactive WIP Demo)", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_DRAWOBJ_OTHER_ORDER, 0},
// {"test", "Test demo game", GID_SAMNMAX, 6, /*MDT_PCSPK |*/ MDT_ADLIB | MDT_NATIVE, GF_NEW_OPCODES, 0},
/* Scumm Version 7 */
{"ft", "Full Throttle", GID_FT, 7, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE, 0},
{"ftdemo", "Full Throttle (Mac Demo)", GID_FT, 7, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE | GF_DEMO, 0},
{"ftpcdemo", "Full Throttle (PC Demo)", GID_FT, 7, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE | GF_DEMO, "ft"},
{"dig", "The Dig", GID_DIG, 7, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE, 0},
{"digdemo", "The Dig (Demo)", GID_DIG, 7, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE | GF_DEMO, "dig"},
#ifndef __PALM_OS__
/* Scumm Version 8 */
{"comi", "The Curse of Monkey Island", GID_CMI, 8, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE | GF_DEFAULT_TO_1X_SCALER, 0},
{"comidemo", "The Curse of Monkey Island (Demo)", GID_CMI, 8, MDT_NONE,
GF_NEW_OPCODES | GF_NEW_COSTUMES | GF_NEW_CAMERA | GF_DIGI_IMUSE | GF_DEFAULT_TO_1X_SCALER | GF_DEMO, "comi"},
#endif
// Humongous Entertainment Scumm Version 6
{"puttputt", "Putt-Putt Joins The Parade", GID_PUTTPUTT, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"puttdemo", "Putt-Putt Joins The Parade (Demo)", GID_PUTTDEMO, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS, 0},
{"moondemo", "Putt-Putt Goes To The Moon (Demo)", GID_PUTTMOON, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"puttmoon", "Putt-Putt Goes To The Moon", GID_PUTTMOON, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"funpack", "Putt-Putt's Fun Pack", GID_PUTTMOON, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"fbpack", "Fatty Bear's Fun Pack", GID_FBPACK, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"fbear", "Fatty Bear's Birthday Surprise", GID_FBEAR, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"fbdemo", "Fatty Bear's Birthday Surprise (Demo)", GID_FBEAR, 6, MDT_ADLIB | MDT_NATIVE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
#ifdef HEGAMES
/* Note that both full versions of Humongous games and demos were often released for
* several interpreter versions... */
// Humongous Entertainment Scumm Version 7
{"catalog", "Humongous Interactive Catalog", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"farm", "Let's Explore the Farm with Buzzy", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"farmdemo", "Let's Explore the Farm with Buzzy (Demo)", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"airport", "Let's Explore the Airport with Buzzy", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"airdemo", "Let's Explore the Airport with Buzzy (Demo)", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"jungle", "Let's Explore the Jungle with Buzzy", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"puttzoo", "Putt-Putt Saves the Zoo", GID_PUTTPUTT, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"freddi", "Freddi Fish 1: The Case of the Missing Kelp Seeds", GID_FREDDI, 6, MDT_NONE,
GF_NEW_OPCODES | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
// Humongous Entertainment Scumm Version 8.0 ? Scummsrc.80
{"zoodemo", "Putt-Putt Saves the Zoo (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"freddemo", "Freddi Fish 1: The Case of the Missing Kelp Seeds (Demo)", GID_FREDDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"ff2-demo", "Freddi Fish 2: The Case of the Haunted Schoolhouse (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"freddi2", "Freddi Fish 2: The Case of the Haunted Schoolhouse", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"maze", "Freddi Fish and Luther's Maze Madness", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"water", "Freddi Fish and Luther's Water Worries", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"pjs-demo", "Pajama Sam 1: No Need to Hide When It's Dark Outside (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
{"socks", "Pajama Sam's Sock Works", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
//Not checked
{"ffhsdemo", "Freddi Fish 2: The Case of the Haunted Schoolhouse (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
// Resource changed
{"pajama", "Pajama Sam 1: No Need to Hide When It's Dark Outside", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES | GF_DEFAULT_TO_1X_SCALER, 0},
// Humongous Entertainment Scumm Version 9.0 ? Scummsys.90
{"kinddemo", "Big Thinkers Kindergarten (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"1grademo", "Big Thinkers First Grade (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"f3-mdemo", "Freddi Fish 3: The Case of the Stolen Conch Shell (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"timedemo", "Putt-Putt Travels Through Time (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"spyfox", "Spyfox 1: Dry Cereal", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"foxdemo", "Spyfox 1: Dry Cereal (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"spydemo", "Spyfox 1: Dry Cereal (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
// Humongous Entertainment Scumm Version 9.5 ? Scummsys.95
{"pj2demo", "Pajama Sam 2: Thunder and Lightning Aren't so Frightening (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"pajama2", "Pajama Sam 2: Thunder and Lightning Aren't so Frightening", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"chase", "Spy Fox in Cheese Chase Game", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
// Humongous Entertainment Scumm Version 9.8 ? Scummsys.98
// these and later games can easily be identified by the .(a) file instead of a .he1
{"freddi4", "Freddi Fish 4: The Case of the Hogfish Rustlers of Briny Gulch", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"f4-demo", "Freddi Fish 4: The Case of the Hogfish Rustlers of Briny Gulch (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"lost", "Pajama Sam's Lost & Found", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"racedemo", "Putt-Putt Enters the Race (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"puttrace", "Putt-Putt Enters the Race", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
// Humongous Entertainment Scumm Version 9.9 ? Scummsys.99
{"sf2-demo", "Spyfox 2: Some Assembly Required (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"spyfox2", "Spyfox 2: Some Assembly Required", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"mustard", "Spy Fox in Hold the Mustard", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
// Humongous Entertainment Scumm Version ? engine moved to c++
{"ff5demo", "Freddi Fish 5: The Case of the Creature of Coral Cave (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"freddicove", "Freddi Fish 5: The Case of the Creature of Coral Cave", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"pj3-demo", "Pajama Sam 3: You Are What You Eat From Your Head to Your Feet (Demo)", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"pajama3", "Pajama Sam 3: You Are What You Eat From Your Head to Your Feet", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"dog", "Putt-Putt and Pep's Dog on a Stick", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"PuttsFunShop", "Putt-Putt's One-Stop Fun Shop", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"putttime", "Putt-Putt Travels Through Time", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
{"spyozon", "Spyfox 3: Operation Ozone", GID_PJSDEMO, 6, MDT_NONE,
GF_NEW_OPCODES | GF_AFTER_HEV7 | GF_USE_KEY | GF_HUMONGOUS | GF_NEW_COSTUMES, 0},
#endif
{NULL, NULL, 0, 0, MDT_NONE, 0, 0}
};
static int compareMD5Table(const void *a, const void *b) {
const char *key = (const char *)a;
const MD5Table *elem = (const MD5Table *)b;
return strcmp(key, elem->md5);
}
ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs)
: Engine(syst),
_gameId(gs.id),
_version(gs.version),
_features(gs.features),
gdi(this), _pauseDialog(0), _optionsDialog(0), _mainMenuDialog(0),
_targetName(detector->_targetName) {
// Init all vars - maybe now we can get rid of our custom new/delete operators?
_imuse = NULL;
_imuseDigital = NULL;
_musicEngine = NULL;
_verbs = NULL;
_objs = NULL;
_debugger = NULL;
_debugFlags = 0;
_sound = NULL;
memset(&res, 0, sizeof(res));
memset(&vm, 0, sizeof(vm));
_smushFrameRate = 0;
_videoFinished = false;
_smushPaused = false;
_quit = false;
_pauseDialog = NULL;
_optionsDialog = NULL;
_mainMenuDialog = NULL;
_fastMode = 0;
_actors = NULL;
_inventory = NULL;
_newNames = NULL;
_scummVars = NULL;
_varwatch = 0;
_bitVars = NULL;
_numVariables = 0;
_numBitVariables = 0;
_numLocalObjects = 0;
_numGlobalObjects = 0;
_numArray = 0;
_numVerbs = 0;
_numFlObject = 0;
_numInventory = 0;
_numRooms = 0;
_numScripts = 0;
_numSounds = 0;
_numCharsets = 0;
_numNewNames = 0;
_numGlobalScripts = 0;
_numActors = 0;
_numCostumes = 0;
_audioNames = NULL;
_numAudioNames = 0;
_curActor = 0;
_curVerb = 0;
_curVerbSlot = 0;
_curPalIndex = 0;
_currentRoom = 0;
_egoPositioned = false;
_keyPressed = 0;
_lastKeyHit = 0;
_mouseButStat = 0;
_leftBtnPressed = 0;
_rightBtnPressed = 0;
_bootParam = 0;
_dumpScripts = false;
_debugMode = 0;
_objectOwnerTable = NULL;
_objectRoomTable = NULL;
_objectStateTable = NULL;
_numObjectsInRoom = 0;
_userPut = 0;
_userState = 0;
_resourceHeaderSize = 0;
_saveLoadFlag = 0;
_saveLoadSlot = 0;
_lastSaveTime = 0;
_saveTemporaryState = false;
memset(_saveLoadName, 0, sizeof(_saveLoadName));
_maxHeapThreshold = 0;
_minHeapThreshold = 0;
memset(_localScriptList, 0, sizeof(_localScriptList));
_scriptPointer = NULL;
_scriptOrgPointer = NULL;
_opcode = 0;
vm.numNestedScripts = 0;
_currentScript = 0;
_curExecScript = 0;
_lastCodePtr = NULL;
_resultVarNumber = 0;
_scummStackPos = 0;
memset(_vmStack, 0, sizeof(_vmStack));
_keyScriptKey = 0;
_keyScriptNo = 0;
_fileOffset = 0;
_dynamicRoomOffsets = false;
memset(_resourceMapper, 0, sizeof(_resourceMapper));
_allocatedSize = 0;
_expire_counter = 0;
_lastLoadedRoom = 0;
_roomResource = 0;
OF_OWNER_ROOM = 0;
_verbMouseOver = 0;
_inventoryOffset = 0;
_classData = NULL;
_actorToPrintStrFor = 0;
_sentenceNum = 0;
memset(_sentence, 0, sizeof(_sentence));
memset(_string, 0, sizeof(_string));
_screenB = 0;
_screenH = 0;
_roomHeight = 0;
_roomWidth = 0;
_screenHeight = 0;
_screenWidth = 0;
memset(virtscr, 0, sizeof(virtscr));
memset(&camera, 0, sizeof(CameraData));
memset(_colorCycle, 0, sizeof(_colorCycle));
_ENCD_offs = 0;
_EXCD_offs = 0;
_CLUT_offs = 0;
_IM00_offs = 0;
_PALS_offs = 0;
_fullRedraw = false;
_BgNeedsRedraw = false;
_verbRedraw = false;
_screenEffectFlag = false;
_completeScreenRedraw = false;
memset(&_cursor, 0, sizeof(_cursor));
memset(_grabbedCursor, 0, sizeof(_grabbedCursor));
_currentCursor = 0;
_newEffect = 0;
_switchRoomEffect2 = 0;
_switchRoomEffect = 0;
_doEffect = false;
memset(&_flashlight, 0, sizeof(_flashlight));
_roomStrips = 0;
_bompActorPalettePtr = NULL;
_shakeEnabled= false;
_shakeFrame = 0;
_screenStartStrip = 0;
_screenEndStrip = 0;
_screenLeft = 0;
_screenTop = 0;
_blastObjectQueuePos = 0;
memset(_blastObjectQueue, 0, sizeof(_blastObjectQueue));
_blastTextQueuePos = 0;
memset(_blastTextQueue, 0, sizeof(_blastTextQueue));
_drawObjectQueNr = 0;
memset(_drawObjectQue, 0, sizeof(_drawObjectQue));
_palManipStart = 0;
_palManipEnd = 0;
_palManipCounter = 0;
_palManipPalette = NULL;
_palManipIntermediatePal = NULL;
memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
_shadowPalette = NULL;
_shadowPaletteSize = 0;
memset(_currentPalette, 0, sizeof(_currentPalette));
memset(_proc_special_palette, 0, sizeof(_proc_special_palette));
_palDirtyMin = 0;
_palDirtyMax = 0;
_haveMsg = 0;
_useTalkAnims = false;
_defaultTalkDelay = 0;
_midiDriver = MD_NULL;
tempMusic = 0;
_saveSound = 0;
memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
memset(_scaleSlots, 0, sizeof(_scaleSlots));
_charset = NULL;
_charsetColor = 0;
memset(_charsetColorMap, 0, sizeof(_charsetColorMap));
memset(_charsetData, 0, sizeof(_charsetData));
_charsetBufPos = 0;
memset(_charsetBuffer, 0, sizeof(_charsetBuffer));
_copyProtection = false;
_demoMode = false;
_confirmExit = false;
_talkDelay = 0;
_keepText = false;
_existLanguageFile = false;
_languageBuffer = NULL;
_languageIndex = NULL;
_costumeRenderer = NULL;
_2byteFontPtr = 0;
_V1_talkingActor = 0;
//
// Init all VARS to 0xFF
//
VAR_LANGUAGE = 0xFF;
VAR_KEYPRESS = 0xFF;
VAR_SYNC = 0xFF;
VAR_EGO = 0xFF;
VAR_CAMERA_POS_X = 0xFF;
VAR_HAVE_MSG = 0xFF;
VAR_ROOM = 0xFF;
VAR_OVERRIDE = 0xFF;
VAR_MACHINE_SPEED = 0xFF;
VAR_ME = 0xFF;
VAR_NUM_ACTOR = 0xFF;
VAR_CURRENT_LIGHTS = 0xFF;
VAR_CURRENTDRIVE = 0xFF; // How about merging this with VAR_CURRENTDISK?
VAR_CURRENTDISK = 0xFF;
VAR_TMR_1 = 0xFF;
VAR_TMR_2 = 0xFF;
VAR_TMR_3 = 0xFF;
VAR_MUSIC_TIMER = 0xFF;
VAR_ACTOR_RANGE_MIN = 0xFF;
VAR_ACTOR_RANGE_MAX = 0xFF;
VAR_CAMERA_MIN_X = 0xFF;
VAR_CAMERA_MAX_X = 0xFF;
VAR_TIMER_NEXT = 0xFF;
VAR_VIRT_MOUSE_X = 0xFF;
VAR_VIRT_MOUSE_Y = 0xFF;
VAR_ROOM_RESOURCE = 0xFF;
VAR_LAST_SOUND = 0xFF;
VAR_CUTSCENEEXIT_KEY = 0xFF;
VAR_OPTIONS_KEY = 0xFF;
VAR_TALK_ACTOR = 0xFF;
VAR_CAMERA_FAST_X = 0xFF;
VAR_SCROLL_SCRIPT = 0xFF;
VAR_ENTRY_SCRIPT = 0xFF;
VAR_ENTRY_SCRIPT2 = 0xFF;
VAR_EXIT_SCRIPT = 0xFF;
VAR_EXIT_SCRIPT2 = 0xFF;
VAR_VERB_SCRIPT = 0xFF;
VAR_SENTENCE_SCRIPT = 0xFF;
VAR_INVENTORY_SCRIPT = 0xFF;
VAR_CUTSCENE_START_SCRIPT = 0xFF;
VAR_CUTSCENE_END_SCRIPT = 0xFF;
VAR_CHARINC = 0xFF;
VAR_CHARCOUNT = 0xFF;
VAR_WALKTO_OBJ = 0xFF;
VAR_DEBUGMODE = 0xFF;
VAR_HEAPSPACE = 0xFF;
VAR_RESTART_KEY = 0xFF;
VAR_PAUSE_KEY = 0xFF;
VAR_MOUSE_X = 0xFF;
VAR_MOUSE_Y = 0xFF;
VAR_TIMER = 0xFF;
VAR_TMR_4 = 0xFF;
VAR_SOUNDCARD = 0xFF;
VAR_VIDEOMODE = 0xFF;
VAR_MAINMENU_KEY = 0xFF;
VAR_FIXEDDISK = 0xFF;
VAR_CURSORSTATE = 0xFF;
VAR_USERPUT = 0xFF;
VAR_SOUNDRESULT = 0xFF;
VAR_TALKSTOP_KEY = 0xFF;
VAR_NOSUBTITLES = 0xFF;
VAR_SOUNDPARAM = 0xFF;
VAR_SOUNDPARAM2 = 0xFF;
VAR_SOUNDPARAM3 = 0xFF;
VAR_MOUSEPRESENT = 0xFF;
VAR_PERFORMANCE_1 = 0xFF;
VAR_PERFORMANCE_2 = 0xFF;
VAR_ROOM_FLAG = 0xFF;
VAR_GAME_LOADED = 0xFF;
VAR_NEW_ROOM = 0xFF;
VAR_VERSION = 0xFF;
VAR_V5_TALK_STRING_Y = 0xFF;
VAR_V6_SCREEN_WIDTH = 0xFF;
VAR_V6_SCREEN_HEIGHT = 0xFF;
VAR_V6_EMSSPACE = 0xFF;
VAR_CAMERA_POS_Y = 0xFF;
VAR_CAMERA_MIN_Y = 0xFF;
VAR_CAMERA_MAX_Y = 0xFF;
VAR_CAMERA_THRESHOLD_X = 0xFF;
VAR_CAMERA_THRESHOLD_Y = 0xFF;
VAR_CAMERA_SPEED_X = 0xFF;
VAR_CAMERA_SPEED_Y = 0xFF;
VAR_CAMERA_ACCEL_X = 0xFF;
VAR_CAMERA_ACCEL_Y = 0xFF;
VAR_CAMERA_DEST_X = 0xFF;
VAR_CAMERA_DEST_Y = 0xFF;
VAR_CAMERA_FOLLOWED_ACTOR = 0xFF;
VAR_LEFTBTN_DOWN = 0xFF;
VAR_RIGHTBTN_DOWN = 0xFF;
VAR_LEFTBTN_HOLD = 0xFF;
VAR_RIGHTBTN_HOLD = 0xFF;
VAR_MOUSE_BUTTONS = 0xFF;
VAR_MOUSE_HOLD = 0xFF;
VAR_SAVELOAD_SCRIPT = 0xFF;
VAR_SAVELOAD_SCRIPT2 = 0xFF;
VAR_DEFAULT_TALK_DELAY = 0xFF;
VAR_CHARSET_MASK = 0xFF;
VAR_CUSTOMSCALETABLE = 0xFF;
VAR_V6_SOUNDMODE = 0xFF;
VAR_ACTIVE_VERB = 0xFF;
VAR_ACTIVE_OBJECT1 = 0xFF;
VAR_ACTIVE_OBJECT2 = 0xFF;
VAR_VERB_ALLOWED = 0xFF;
VAR_CLICK_AREA = 0xFF;
VAR_BLAST_ABOVE_TEXT = 0xFF;
VAR_VOICE_MODE = 0xFF;
// Use g_scumm from error() ONLY
g_scumm = this;
// Read settings from the detector & config manager
_debugMode = ConfMan.hasKey("debuglevel");
_dumpScripts = detector->_dumpScripts;
_bootParam = ConfMan.getInt("boot_param");
// Allow the user to override the game name with a custom string.
// This allows some game versions to work which use filenames
// differing from the regular version(s) of that game.
_gameName = ConfMan.hasKey("basename") ? ConfMan.get("basename") : gs.baseFilename ? gs.baseFilename : gs.name;
_midiDriver = GameDetector::detectMusicDriver(gs.midi);
_copyProtection = ConfMan.getBool("copy_protection");
_demoMode = ConfMan.getBool("demo_mode");
if (ConfMan.hasKey("nosubtitles")) {
warning("Configuration key 'nosubtitles' is deprecated. Use 'subtitles' instead");
if (!ConfMan.hasKey("subtitles"))
ConfMan.set("subtitles", !ConfMan.getBool("nosubtitles"));
}
_confirmExit = ConfMan.getBool("confirm_exit");
_native_mt32 = ConfMan.getBool("native_mt32");
// TODO: We shouldn't rely on the global Language values matching those COMI etc. expect.
// Rather we should explicitly translate them.
_language = Common::parseLanguage(ConfMan.get("language"));
memset(&res, 0, sizeof(res));
_hexdumpScripts = false;
_showStack = false;
if (_features & GF_FMTOWNS) { // FMTowns V3 games use 320x240
_screenWidth = 320;
_screenHeight = 240;
} else if (_features & GF_DEFAULT_TO_1X_SCALER) {
_screenWidth = 640;
_screenHeight = 480;
} else if (_features & GF_NES) {
_screenWidth = 256;
_screenHeight = 240;
} else {
_screenWidth = 320;
_screenHeight = 200;
}
// Initialize backend
syst->initSize(_screenWidth, _screenHeight);
int cd_num = ConfMan.getInt("cdrom");
if (cd_num >= 0 && (_features & GF_AUDIOTRACKS))
syst->openCD(cd_num);
// Setup GDI object
gdi._numStrips = _screenWidth / 8;
_sound = new Sound(this);
#ifndef __GP32__ //ph0x FIXME, "quick dirty hack"
/* Bind the mixer to the system => mixer will be invoked
* automatically when samples need to be generated */
if (!_mixer->isReady()) {
warning("Sound mixer initialization failed");
if (_midiDriver == MD_ADLIB ||
_midiDriver == MD_PCSPK ||
_midiDriver == MD_PCJR) {
_midiDriver = MD_NULL;
warning("MIDI driver depends on sound mixer, switching to null MIDI driver");
}
}
_mixer->setVolume(ConfMan.getInt("sfx_volume") * ConfMan.getInt("master_volume") / 255);
_mixer->setMusicVolume(ConfMan.getInt("music_volume"));
// Init iMuse
if (_features & GF_DIGI_IMUSE) {
_musicEngine = _imuseDigital = new IMuseDigital(this);
} else if ((_features & GF_AMIGA) && (_version == 2)) {
_musicEngine = new Player_V2A(this);
} else if ((_features & GF_AMIGA) && (_version == 3)) {
_musicEngine = new Player_V3A(this);
} else if ((_features & GF_AMIGA) && (_version < 5)) {
_musicEngine = NULL;
} else if (((_midiDriver == MD_PCJR) || (_midiDriver == MD_PCSPK)) && ((_version > 2) && (_version < 5))) {
_musicEngine = new Player_V2(this, _midiDriver != MD_PCSPK);
} else if (_version > 2) {
MidiDriver *driver = GameDetector::createMidi(_midiDriver);
if (driver && _native_mt32)
driver->property (MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
_musicEngine = _imuse = IMuse::create(syst, _mixer, driver);
if (_imuse) {
if (ConfMan.hasKey("tempo"))
_imuse->property(IMuse::PROP_TEMPO_BASE, ConfMan.getInt("tempo"));
_imuse->property(IMuse::PROP_OLD_ADLIB_INSTRUMENTS, (_features & GF_SMALL_HEADER) ? 1 : 0);
_imuse->property(IMuse::PROP_MULTI_MIDI, ConfMan.getBool("multi_midi") &&
_midiDriver != MD_NULL && (gs.midi & MDT_ADLIB));
_imuse->property(IMuse::PROP_NATIVE_MT32, _native_mt32);
if (_features & GF_HUMONGOUS || gs.midi == MDT_TOWNS) {
_imuse->property(IMuse::PROP_LIMIT_PLAYERS, 1);
_imuse->property(IMuse::PROP_RECYCLE_PLAYERS, 1);
}
if (gs.midi == MDT_TOWNS)
_imuse->property(IMuse::PROP_DIRECT_PASSTHROUGH, 1);
_imuse->set_music_volume(ConfMan.getInt("music_volume"));
}
}
#endif // ph0x-hack
// Load game from specified slot, if any
if (ConfMan.hasKey("save_slot")) {
requestLoad(ConfMan.getInt("save_slot"));
}
loadLanguageBundle();
// Load CJK font
_CJKMode = false;
if ((_gameId == GID_DIG || _gameId == GID_CMI) && (_language == Common::KO_KOR || _language == Common::JA_JPN || _language == Common::ZH_TWN)) {
File fp;
const char *fontFile = NULL;
switch(_language) {
case Common::KO_KOR:
fontFile = "korean.fnt";
break;
case Common::JA_JPN:
fontFile = (_gameId == GID_DIG) ? "kanji16.fnt" : "japanese.fnt";
break;
case Common::ZH_TWN:
if (_gameId == GID_CMI) {
fontFile = "chinese.fnt";
}
break;
default:
break;
}
if (fontFile && fp.open(fontFile, getGameDataPath())) {
debug(2, "Loading CJK Font");
_CJKMode = true;
fp.seek(2, SEEK_CUR);
_2byteWidth = fp.readByte();
_2byteHeight = fp.readByte();
int numChar = 0;
switch(_language) {
case Common::KO_KOR:
numChar = 2350;
break;
case Common::JA_JPN:
numChar = (_gameId == GID_DIG) ? 1024 : 2048; //FIXME
break;
case Common::ZH_TWN:
numChar = 1; //FIXME
break;
default:
break;
}
_2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar];
fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar);
fp.close();
}
} else if (_language == Common::JA_JPN && _version == 5) { //FM Towns Kanji
File fp;
int numChar = 256 * 32;
_2byteWidth = 16;
_2byteHeight = 16;
//use FM Towns font rom, since game files don't have kanji font resources
if (fp.open("fmt_fnt.rom", getGameDataPath()) || fp.open("fmt_fnt.rom", "./")) {
_CJKMode = true;
debug(2, "Loading FM Towns Kanji rom");
_2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar];
fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar);
fp.close();
}
}
// Create the charset renderer
if (_version <= 2)
_charset = new CharsetRendererV2(this, _language);
else if (_version == 3)
_charset = new CharsetRendererV3(this);
else if (_version == 8)
_charset = new CharsetRendererNut(this);
else
_charset = new CharsetRendererClassic(this);
// Create the costume renderer
if (_features & GF_NEW_COSTUMES)
_costumeRenderer = new AkosRenderer(this);
else
_costumeRenderer = new CostumeRenderer(this);
// Create FT INSANE object
if (_gameId == GID_FT)
_insane = new Insane((ScummEngine_v6 *)this);
else
_insane = 0;
}
ScummEngine::~ScummEngine() {
if (_musicEngine) {
_musicEngine->terminate();
delete _musicEngine;
}
_mixer->stopAll();
delete [] _actors;
delete _2byteFontPtr;
delete _charset;
delete _pauseDialog;
delete _optionsDialog;
delete _mainMenuDialog;
delete _sound;
free(_languageBuffer);
free(_audioNames);
delete _costumeRenderer;
free(_shadowPalette);
freeResources();
free(_objectStateTable);
free(_objectRoomTable);
free(_objectOwnerTable);
free(_inventory);
free(_verbs);
free(_objs);
free(_scummVars);
free(_bitVars);
free(_newNames);
free(_classData);
free(_roomStrips);
free(_languageIndex);
delete _debugger;
}
void ScummEngine::go() {
launch();
mainRun();
}
#pragma mark -
#pragma mark --- Initialization ---
#pragma mark -
void ScummEngine::launch() {
#ifdef __PALM_OS__
if (_features & GF_NEW_COSTUMES)
_maxHeapThreshold = gVars->memory[kMemScummNewCostGames];
else
_maxHeapThreshold = gVars->memory[kMemScummOldCostGames];
#else
// Since the new costumes are very big, we increase the heap limit, to avoid having
// to constantly reload stuff from the data files.
if (_features & GF_NEW_COSTUMES)
_maxHeapThreshold = 2500000;
else
_maxHeapThreshold = 550000;
#endif
_minHeapThreshold = 400000;
_verbRedraw = false;
allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0);
setupScummVars();
setupOpcodes();
if (_version == 8)
_numActors = 80;
else if ((_version == 7) || (_gameId == GID_SAMNMAX))
_numActors = 30;
else if (_gameId == GID_MANIAC)
_numActors = 25;
else
_numActors = 13;
if (_version >= 7)
OF_OWNER_ROOM = 0xFF;
else
OF_OWNER_ROOM = 0x0F;
// if (_gameId==GID_MONKEY2 && _bootParam == 0)
// _bootParam = 10001;
if (_gameId == GID_INDY4 && _bootParam == 0) {
_bootParam = -7873;
}
if (_features & GF_OLD_BUNDLE)
_resourceHeaderSize = 4; // FIXME - to be rechecked
else if (_features & GF_SMALL_HEADER)
_resourceHeaderSize = 6;
else
_resourceHeaderSize = 8;
readIndexFile();
scummInit();
if (_version > 2) {
if (_version < 7)
VAR(VAR_VERSION) = 21;
if (!((_features & GF_MACINTOSH) && (_version == 3))) {
// This is NOT for the Mac version of Indy3/Loom
VAR(VAR_DEBUGMODE) = _debugMode;
}
}
if (_gameId == GID_MONKEY || _gameId == GID_MONKEY_SEGA)
_scummVars[74] = 1225;
if (_imuse) {
_imuse->setBase(res.address[rtSound]);
_imuse->setMasterVolume(ConfMan.getInt("master_volume"));
_imuse->set_music_volume(ConfMan.getInt("music_volume"));
}
_sound->setupSound();
// Create debugger
if (!_debugger)
_debugger = new ScummDebugger(this);
// If requested, load a save game instead of running the boot script
if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveTemporaryState)) {
int args[16];
memset(args, 0, sizeof(args));
args[0] = _bootParam;
_saveLoadFlag = 0;
if (_gameId == GID_MANIAC && _demoMode)
runScript(9, 0, 0, args);
else
runScript(1, 0, 0, args);
} else {
_saveLoadFlag = 0;
}
}
void ScummEngine::scummInit() {
int i;
tempMusic = 0;
debug(9, "scummInit");
if ((_gameId == GID_MANIAC) && (_version == 1)) {
initScreens(16, 152);
} else if (_version >= 7) {
initScreens(0, _screenHeight);
} else {
initScreens(16, 144);
}
for (i = 0; i < 256; i++)
_roomPalette[i] = i;
if (_version == 1) {
// Use 17 color table for v1 games to allow
// correct color for inventory and sentence
// line
// Original games used some kind of dynamic
// color table remapping between rooms
if (_gameId == GID_MANIAC)
setupV1ManiacPalette();
else
setupV1ZakPalette();
} else if (_features & GF_16COLOR) {
for (i = 0; i < 16; i++)
_shadowPalette[i] = i;
if ((_features & GF_AMIGA) || (_features & GF_ATARI_ST))
setupAmigaPalette();
else
setupEGAPalette();
}
if (_version <= 2) {
initV2MouseOver();
// Seems in V2 there was only a single room effect (iris),
// so we set that here.
_switchRoomEffect2 = 1;
_switchRoomEffect = 5;
}
if (_version > 3 && _version < 8)
loadCharset(1);
if (_features & GF_OLD_BUNDLE)
loadCharset(0); // FIXME - HACK ?
setShake(0);
setupCursor();
// Allocate and Initialize actors
Actor::initActorClass(this);
_actors = new Actor[_numActors];
for (i = 0; i < _numActors; i++) {
_actors[i].number = i;
_actors[i].initActor(1);
// this is from IDB
if ((_version == 1) || (_gameId == GID_MANIAC && _demoMode))
_actors[i].setActorCostume(i);
}
// HACK Some palette changes needed for demo script
// in Maniac Mansion (Enchanced)
if (_gameId == GID_MANIAC && _version == 2 && _demoMode) {
_actors[3].setPalette(3, 1);
_actors[9].talkColor = 15;
_actors[10].talkColor = 7;
_actors[11].talkColor = 2;
_actors[13].talkColor = 5;
_actors[23].talkColor = 14;
}
vm.numNestedScripts = 0;
vm.cutSceneStackPointer = 0;
memset(vm.cutScenePtr, 0, sizeof(vm.cutScenePtr));
memset(vm.cutSceneData, 0, sizeof(vm.cutSceneData));
for (i = 0; i < _numVerbs; i++) {
_verbs[i].verbid = 0;
_verbs[i].curRect.right = _screenWidth - 1;
_verbs[i].oldRect.left = -1;
_verbs[i].type = 0;
_verbs[i].color = 2;
_verbs[i].hicolor = 0;
_verbs[i].charset_nr = 1;
_verbs[i].curmode = 0;
_verbs[i].saveid = 0;
_verbs[i].center = 0;
_verbs[i].key = 0;
}
if (!(_features & GF_NEW_CAMERA)) {
camera._leftTrigger = 10;
camera._rightTrigger = 30;
camera._mode = 0;
}
camera._follows = 0;
virtscr[0].xstart = 0;
if (VAR_CURRENT_LIGHTS != 0xFF) {
// Setup light
_flashlight.xStrips = 7;
_flashlight.yStrips = 7;
_flashlight.buffer = NULL;
}
_mouse.x = 104;
_mouse.y = 56;
_ENCD_offs = 0;
_EXCD_offs = 0;
_currentScript = 0xFF;
_sentenceNum = 0;
_currentRoom = 0;
_numObjectsInRoom = 0;
_actorToPrintStrFor = 0;
_charsetBufPos = 0;
_haveMsg = 0;
_varwatch = -1;
_screenStartStrip = 0;
_defaultTalkDelay = 3;
_talkDelay = 0;
_keepText = false;
_currentCursor = 0;
_cursor.state = 0;
_userPut = 0;
_newEffect = 129;
_fullRedraw = true;
clearDrawObjectQueue();
for (i = 0; i < 6; i++) {
if (_version == 3) { // FIXME - what is this?
_string[i].backup.xpos = 0;
_string[i].backup.ypos = 0;
} else {
_string[i].backup.xpos = 2;
_string[i].backup.ypos = 5;
}
_string[i].backup.right = _screenWidth - 1;
_string[i].backup.color = 0xF;
_string[i].backup.center = 0;
_string[i].backup.charset = 0;
}
// all keys are released
for (i = 0; i < 512; i++)
_keyDownMap[i] = false;
initScummVars();
_lastSaveTime = _system->get_msecs();
}
void ScummEngine::initScummVars() {
// FIXME
if (_version <= 2) {
// This needs to be at least greater than 40 to get the more
// elaborate version of the EGA Zak into. I don't know where
// else it makes any difference.
VAR(VAR_MACHINE_SPEED) = 0x7FFF;
return;
}
if (_version < 6)
VAR(VAR_V5_TALK_STRING_Y) = -0x50;
if (_version == 8) { // Fixme: How do we deal with non-cd installs?
VAR(VAR_CURRENTDISK) = 1;
VAR(VAR_LANGUAGE) = _language;
} else if (_version >= 7) {
VAR(VAR_V6_EMSSPACE) = 10000;
} else if (_features & GF_AFTER_HEV7) {
VAR(VAR_SOUNDPARAM) = 1; // soundblaster for music
VAR(VAR_SOUNDPARAM2) = 1; // soundblaster for sfx
} else {
VAR(VAR_CURRENTDRIVE) = 0;
VAR(VAR_FIXEDDISK) = true;
switch (_midiDriver) {
case MD_NULL: VAR(VAR_SOUNDCARD) = 0; break;
case MD_ADLIB: VAR(VAR_SOUNDCARD) = 3; break;
case MD_PCSPK:
case MD_PCJR: VAR(VAR_SOUNDCARD) = 1; break;
default:
if ((_gameId == GID_MONKEY_EGA || _gameId == GID_MONKEY_VGA || _gameId == GID_LOOM)
&& (_features & GF_PC)) {
if (_gameId == GID_LOOM) {
char buf[50];
uint i = 82;
File f;
while (i < 85) {
sprintf(buf, "%d.LFL", i);
f.open(buf, _gameDataPath);
if (f.isOpen() == false)
error("Native MIDI support requires Roland patch from LucasArts");
f.close();
i++;
}
} else if (_gameId == GID_MONKEY_EGA) {
File f;
f.open("DISK09.LEC", _gameDataPath);
if (f.isOpen() == false)
error("Native MIDI support requires Roland patch from LucasArts");
}
VAR(VAR_SOUNDCARD) = 4;
} else
VAR(VAR_SOUNDCARD) = 3;
}
VAR(VAR_VIDEOMODE) = 0x13;
VAR(VAR_HEAPSPACE) = 1400;
VAR(VAR_MOUSEPRESENT) = true; // FIXME - used to be 0, but that seems odd?!?
if (_features & GF_HUMONGOUS) {
VAR(VAR_SOUNDPARAM) = 1; // soundblaster for music
VAR(VAR_SOUNDPARAM2) = 1; // soundblaster for sfx
} else {
VAR(VAR_SOUNDPARAM) = 0;
VAR(VAR_SOUNDPARAM2) = 0;
}
VAR(VAR_SOUNDPARAM3) = 0;
if (_version >= 6 && VAR_V6_EMSSPACE != 0xFF)
VAR(VAR_V6_EMSSPACE) = 10000;
// Sets fade delay
// byte VAR_FADE_DELAY = (_version == 7) ? 117 : 59;
// VAR(VAR_FADE_DELAY) = 3;
}
if ((_features & GF_MACINTOSH) && (_version == 3)) {
// This is the for the Mac version of Indy3/Loom
VAR(39) = 320;
}
if (VAR_CURRENT_LIGHTS != 0xFF) {
// Setup light
VAR(VAR_CURRENT_LIGHTS) = LIGHTMODE_actor_base | LIGHTMODE_actor_color | LIGHTMODE_screen;
}
if (_gameId == GID_MONKEY || _gameId == GID_MONKEY_SEGA)
_scummVars[74] = 1225;
if (_version == 7)
VAR(VAR_VOICE_MODE) = ConfMan.getBool("subtitles");
VAR(VAR_CHARINC) = 4;
setTalkingActor(0);
}
#pragma mark -
#pragma mark --- Main loop ---
#pragma mark -
void ScummEngine::mainRun() {
int delta = 0;
int diff = _system->get_msecs();
while (!_quit) {
updatePalette();
_system->updateScreen();
diff -= _system->get_msecs();
waitForTimer(delta * 15 + diff);
diff = _system->get_msecs();
delta = scummLoop(delta);
if (delta < 1) // Ensure we don't get into a loop
delta = 1; // by not decreasing sleepers.
if (_quit) {
// TODO: Maybe perform an autosave on exit?
// TODO: Also, we could optionally show a "Do you really want to quit?" dialog here
}
}
}
void ScummEngine::waitForTimer(int msec_delay) {
uint32 start_time;
if (_fastMode & 2)
msec_delay = 0;
else if (_fastMode & 1)
msec_delay = 10;
start_time = _system->get_msecs();
while (!_quit) {
parseEvents();
_sound->updateCD(); // Loop CD Audio if needed
if (_system->get_msecs() >= start_time + msec_delay)
break;
_system->delay_msecs(10);
}
}
int ScummEngine::scummLoop(int delta) {
if (_debugger->isAttached())
_debugger->onFrame();
// Randomize the PRNG by calling it at regular intervals. This ensures
// that it will be in a different state each time you run the program.
_rnd.getRandomNumber(2);
if (_version > 2) {
VAR(VAR_TMR_1) += delta;
VAR(VAR_TMR_2) += delta;
VAR(VAR_TMR_3) += delta;
}
if (VAR_TMR_4 != 0xFF)
VAR(VAR_TMR_4) += delta;
if (delta > 15)
delta = 15;
decreaseScriptDelay(delta);
// If _talkDelay is -1, that means the text should never time out.
// This is used for drawing verb texts, e.g. the Full Throttle
// dialogue choices.
if (_talkDelay != -1) {
_talkDelay -= delta;
if (_talkDelay < 0)
_talkDelay = 0;
}
// Record the current ego actor before any scripts (including input scripts)
// get a chance to run.
int oldEgo = 0;
if (VAR_EGO != 0xFF)
oldEgo = VAR(VAR_EGO);
// In V1-V3 games, CHARSET_1 is called much earlier than in newer games.
// See also bug #770042 for a case were this makes a difference.
// FIXME: Actually I am only sure that this is correct for V1-V2 and Loom.
// We should also check Indy3 & Zak256.
if (_version <= 3)
CHARSET_1();
processKbd(false);
if (_features & GF_NEW_CAMERA) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
} else if (_version <= 2) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x / 8;
} else {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
}
VAR(VAR_HAVE_MSG) = (_haveMsg == 0xFE) ? 0xFF : _haveMsg;
if (_version <= 2) {
VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x / 8;
VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y / 2;
} else {
VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x;
VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y;
VAR(VAR_MOUSE_X) = _mouse.x;
VAR(VAR_MOUSE_Y) = _mouse.y;
if (!((_features & GF_MACINTOSH) && (_version == 3))) {
// This is NOT for the Mac version of Indy3/Loom
VAR(VAR_DEBUGMODE) = _debugMode;
}
}
if (_features & GF_AUDIOTRACKS) {
// Covered automatically by the Sound class
} else if (_musicEngine && VAR_MUSIC_TIMER != 0xFF) {
// The music engine generates the timer data for us.
VAR(VAR_MUSIC_TIMER) = _musicEngine->getMusicTimer();
} else if (_features & GF_SMALL_HEADER) {
// Used for Money Island 1 (Amiga)
// TODO: The music delay (given in milliseconds) might have to be tuned a little
// to get it correct for all games. Without the ability to watch/listen to the
// original games, I can't do that myself.
const int MUSIC_DELAY = 350;
tempMusic += delta * 15; // Convert delta to milliseconds
if (tempMusic >= MUSIC_DELAY) {
tempMusic -= MUSIC_DELAY;
VAR(VAR_MUSIC_TIMER) += 1;
}
}
// Trigger autosave all 5 minutes.
if (!_saveLoadFlag && _system->get_msecs() > _lastSaveTime + 5 * 60 * 1000) {
_saveLoadSlot = 0;
sprintf(_saveLoadName, "Autosave %d", _saveLoadSlot);
_saveLoadFlag = 1;
_saveTemporaryState = false;
}
if (VAR_GAME_LOADED != 0xFF)
VAR(VAR_GAME_LOADED) = 0;
if (_saveLoadFlag) {
load_game:
bool success;
const char *errMsg = 0;
char filename[256];
if (_saveLoadFlag == 1) {
success = saveState(_saveLoadSlot, _saveTemporaryState);
if (!success)
errMsg = "Failed to save game state to file:\n\n%s";
// Ender: Disabled for small_header games, as can overwrite game
// variables (eg, Zak256 cashcard values). Temp disabled for V8
// because of odd timing issue with scripts and the variable reset
if (success && _saveTemporaryState && !(_features & GF_SMALL_HEADER) && _version < 8)
VAR(VAR_GAME_LOADED) = 201;
} else {
success = loadState(_saveLoadSlot, _saveTemporaryState);
if (!success)
errMsg = "Failed to load game state from file:\n\n%s";
// Ender: Disabled for small_header games, as can overwrite game
// variables (eg, Zak256 cashcard values).
if (success && _saveTemporaryState && !(_features & GF_SMALL_HEADER))
VAR(VAR_GAME_LOADED) = 203;
}
makeSavegameName(filename, _saveLoadSlot, _saveTemporaryState);
if (!success) {
displayMessage(0, errMsg, filename);
} else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveTemporaryState) {
// Display "Save successful" message, except for auto saves
#ifdef __PALM_OS__
char buf[256]; // 1024 is too big overflow the stack
#else
char buf[1024];
#endif
sprintf(buf, "Successfully saved game state in file:\n\n%s", filename);
GUI::TimedMessageDialog dialog(buf, 1500);
runDialog(dialog);
}
if (success && _saveLoadFlag != 1)
clearClickedStatus();
_saveLoadFlag = 0;
_lastSaveTime = _system->get_msecs();
}
if (_completeScreenRedraw) {
_completeScreenRedraw = false;
_charset->clearCharsetMask();
_charset->_hasMask = false;
// HACK as in game save stuff isn't supported currently
if (_gameId == GID_LOOM || _gameId == GID_LOOM256) {
int args[16];
uint value;
memset(args, 0, sizeof(args));
args[0] = 2;
if (_features & GF_MACINTOSH)
value = 105;
else
value = (_gameId == GID_LOOM256) ? 150 : 100;
byte restoreScript = (_features & GF_FMTOWNS) ? 17 : 18;
// if verbs should be shown restore them
if (VAR(value) == 2)
runScript(restoreScript, 0, 0, args);
} else if (_version > 3) {
for (int i = 0; i < _numVerbs; i++)
drawVerb(i, 0);
} else {
redrawVerbs();
}
verbMouseOver(0);
if (_version <= 2) {
redrawV2Inventory();
checkV2MouseOver(_mouse);
}
_verbRedraw = false;
_fullRedraw = true;
}
runAllScripts();
checkExecVerbs();
checkAndRunSentenceScript();
if (_quit)
return 0;
// HACK: If a load was requested, immediately perform it. This avoids
// drawing the current room right after the load is request but before
// it is performed. That was annoying esp. if you loaded while a SMUSH
// cutscene was playing.
if (_saveLoadFlag && _saveLoadFlag != 1) {
goto load_game;
}
if (_currentRoom == 0) {
if (_version > 3)
CHARSET_1();
drawDirtyScreenParts();
} else {
walkActors();
moveCamera();
fixObjectFlags();
if (_version > 3)
CHARSET_1();
if (camera._cur.x != camera._last.x || _BgNeedsRedraw || _fullRedraw
|| ((_features & GF_NEW_CAMERA) && camera._cur.y != camera._last.y)) {
redrawBGAreas();
}
processDrawQue();
if (_verbRedraw) {
redrawVerbs();
}
setActorRedrawFlags();
resetActorBgs();
if (VAR_CURRENT_LIGHTS != 0xFF &&
!(VAR(VAR_CURRENT_LIGHTS) & LIGHTMODE_screen) &&
VAR(VAR_CURRENT_LIGHTS) & LIGHTMODE_flashlight) {
drawFlashlight();
setActorRedrawFlags();
}
processActors();
_fullRedraw = false;
cyclePalette();
palManipulate();
if (_doEffect) {
_doEffect = false;
fadeIn(_newEffect);
clearClickedStatus();
}
if (!_verbRedraw && _cursor.state > 0) {
verbMouseOver(checkMouseOver(_mouse.x, _mouse.y));
}
_verbRedraw = false;
if (_version <= 2) {
if (oldEgo != VAR(VAR_EGO)) {
// FIXME/TODO: Reset and redraw the sentence line
oldEgo = VAR(VAR_EGO);
_inventoryOffset = 0;
redrawV2Inventory();
}
checkV2MouseOver(_mouse);
}
// For the Full Throttle credits to work properly, the blast
// texts have to be drawn before the blast objects. Unless
// someone can think of a better way to achieve this effect.
if (_version >= 7 && VAR(VAR_BLAST_ABOVE_TEXT) == 1) {
drawBlastTexts();
drawBlastObjects();
} else {
drawBlastObjects();
drawBlastTexts();
}
if (_version == 8)
processUpperActors();
drawDirtyScreenParts();
removeBlastTexts();
removeBlastObjects();
if (_version <= 5)
playActorSounds();
}
_sound->processSoundQues();
if ((_imuseDigital) && (_gameId != GID_FT))
_imuseDigital->refreshScripts();
camera._last = camera._cur;
if (!(++_expire_counter)) {
increaseResourceCounter();
}
animateCursor();
/* show or hide mouse */
_system->showMouse(_cursor.state > 0);
if (VAR_TIMER != 0xFF)
VAR(VAR_TIMER) = 0;
return VAR(VAR_TIMER_NEXT);
}
#pragma mark -
#pragma mark --- Events / Input ---
#pragma mark -
void ScummEngine::parseEvents() {
OSystem::Event event;
while (_system->poll_event(&event)) {
switch(event.event_code) {
case OSystem::EVENT_KEYDOWN:
if (event.kbd.keycode >= '0' && event.kbd.keycode <= '9'
&& (event.kbd.flags == OSystem::KBD_ALT ||
event.kbd.flags == OSystem::KBD_CTRL)) {
_saveLoadSlot = event.kbd.keycode - '0';
// don't overwrite autosave (slot 0)
if (_saveLoadSlot == 0)
_saveLoadSlot = 10;
sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
_saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2;
_saveTemporaryState = false;
} else if (event.kbd.flags == OSystem::KBD_CTRL) {
if (event.kbd.keycode == 'f')
_fastMode ^= 1;
else if (event.kbd.keycode == 'g')
_fastMode ^= 2;
else if (event.kbd.keycode == 'd')
_debugger->attach();
else if (event.kbd.keycode == 's')
resourceStats();
else
_keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
} else if (event.kbd.flags & OSystem::KBD_ALT) {
// The result must be 273 for Alt-W
// because that's what MI2 looks for in
// its "instant win" cheat.
_keyPressed = event.kbd.keycode + 154;
} else if (event.kbd.ascii == 315 && (_gameId == GID_CMI && !(_features & GF_DEMO))) {
// FIXME: support in-game menu screen. For now, this remaps F1 to F5 in COMI
_keyPressed = 319;
} else if (_gameId == GID_INDY4 && event.kbd.ascii >= '0' && event.kbd.ascii <= '9') {
// To support keyboard fighting in FOA, we need to remap the number keys.
// FOA apparently expects PC scancode values (see script 46 if you want
// to know where I got these numbers from).
static const int numpad[10] = {
'0',
335, 336, 337,
331, 332, 333,
327, 328, 329
};
_keyPressed = numpad[event.kbd.ascii - '0'];
} else if (event.kbd.ascii < 273 || event.kbd.ascii > 276 || _gameId == GID_FT) {
// don't let game have arrow keys as we currently steal them
// for keyboard cursor control
// this fixes bug with up arrow (273) corresponding to
// "instant win" cheat in MI2 mentioned above
//
// This is not applicable to Full Throttle as it processes keyboard
// cursor control by itself. Also it fixes derby scene
_keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
}
if (_keyPressed >= 512)
debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed);
else
_keyDownMap[_keyPressed] = true;
break;
case OSystem::EVENT_KEYUP:
// FIXME: for some reason OSystem::KBD_ALT is set sometimes
// possible to a bug in sdl-common.cpp
if (event.kbd.ascii >= 512)
debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii);
else
_keyDownMap[event.kbd.ascii] = false;
break;
case OSystem::EVENT_MOUSEMOVE:
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
break;
case OSystem::EVENT_LBUTTONDOWN:
_leftBtnPressed |= msClicked|msDown;
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
_rightBtnPressed |= msClicked|msDown;
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
#endif
break;
case OSystem::EVENT_LBUTTONUP:
_leftBtnPressed &= ~msDown;
break;
case OSystem::EVENT_RBUTTONUP:
_rightBtnPressed &= ~msDown;
break;
case OSystem::EVENT_QUIT:
if (_confirmExit)
confirmexitDialog();
else
_quit = true;
break;
default:
break;
}
}
}
void ScummEngine::clearClickedStatus() {
_keyPressed = 0;
_mouseButStat = 0;
_leftBtnPressed &= ~msClicked;
_rightBtnPressed &= ~msClicked;
}
void ScummEngine::processKbd(bool smushMode) {
int saveloadkey;
_lastKeyHit = _keyPressed;
_keyPressed = 0;
if (((_version <= 2) || (_features & GF_FMTOWNS)) && 315 <= _lastKeyHit && _lastKeyHit < 315+12) {
// Convert F-Keys for V1/V2 games (they start at 1 instead of at 315)
_lastKeyHit -= 314;
}
//
// Clip the mouse coordinates, and compute _virtualMouse.x (and clip it, too)
//
if (_mouse.x < 0)
_mouse.x = 0;
if (_mouse.x > _screenWidth-1)
_mouse.x = _screenWidth-1;
if (_mouse.y < 0)
_mouse.y = 0;
if (_mouse.y > _screenHeight-1)
_mouse.y = _screenHeight-1;
_virtualMouse.x = _mouse.x + virtscr[0].xstart;
_virtualMouse.y = _mouse.y - virtscr[0].topline;
if (_features & GF_NEW_CAMERA)
_virtualMouse.y += _screenTop;
if (_virtualMouse.y < 0)
_virtualMouse.y = -1;
if (_virtualMouse.y >= virtscr[0].height)
_virtualMouse.y = -1;
//
// Determine the mouse button state.
//
_mouseButStat = 0;
// Interpret 'return' as left click and 'tab' as right click
if (_lastKeyHit && _cursor.state > 0) {
if (_lastKeyHit == 9) {
_mouseButStat = MBS_RIGHT_CLICK;
_lastKeyHit = 0;
} else if (_lastKeyHit == 13) {
_mouseButStat = MBS_LEFT_CLICK;
_lastKeyHit = 0;
}
}
if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _version > 3) {
// Pressing both mouse buttons is treated as if you pressed
// the cutscene exit key (i.e. ESC in most games). That mimicks
// the behaviour of the original engine where pressing both
// mouse buttons also skips the current cutscene.
_mouseButStat = 0;
_lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
} else if (_rightBtnPressed & msClicked && (_version < 4 && _gameId != GID_LOOM)) {
// Pressing right mouse button is treated as if you pressed
// the cutscene exit key (i.e. ESC in most games). That mimicks
// the behaviour of the original engine where pressing right
// mouse button also skips the current cutscene.
_mouseButStat = 0;
_lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
} else if (_leftBtnPressed & msClicked) {
_mouseButStat = MBS_LEFT_CLICK;
} else if (_rightBtnPressed & msClicked) {
_mouseButStat = MBS_RIGHT_CLICK;
}
if (_version == 8) {
VAR(VAR_MOUSE_BUTTONS) = 0;
VAR(VAR_MOUSE_HOLD) = 0;
VAR(VAR_RIGHTBTN_HOLD) = 0;
if (_leftBtnPressed & msClicked)
VAR(VAR_MOUSE_BUTTONS) += 1;
if (_rightBtnPressed & msClicked)
VAR(VAR_MOUSE_BUTTONS) += 2;
if (_leftBtnPressed & msDown)
VAR(VAR_MOUSE_HOLD) += 1;
if (_rightBtnPressed & msDown) {
VAR(VAR_RIGHTBTN_HOLD) = 1;
VAR(VAR_MOUSE_HOLD) += 2;
}
} else if (_version == 7) {
VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
}
_leftBtnPressed &= ~msClicked;
_rightBtnPressed &= ~msClicked;
if (!_lastKeyHit)
return;
// If a key script was specified (a V8 feature), and it's trigger
// key was pressed, run it.
if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) {
runScript(_keyScriptNo, 0, 0, 0);
return;
}
#ifdef _WIN32_WCE
if (_lastKeyHit == KEY_SET_OPTIONS) {
//_newgui->optionsDialog();
return;
}
if (_lastKeyHit == KEY_ALL_SKIP) {
// Skip cutscene
if (smushMode) {
// Eek this is literally shouting for trouble...
// Probably should set _lastKey to VAR_CUTSCENEEXIT_KEY instead!
_videoFinished = true;
return;
}
else
if (vm.cutScenePtr[vm.cutSceneStackPointer])
_lastKeyHit = (uint16)VAR(VAR_CUTSCENEEXIT_KEY);
else
// Skip talk
if (_talkDelay > 0)
_lastKeyHit = (uint16)VAR(VAR_TALKSTOP_KEY);
else
// Escape
_lastKeyHit = 27;
}
#endif
if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY) ||
(((_version <= 2) || (_features & GF_FMTOWNS)) && _lastKeyHit == 8)) {
confirmrestartDialog();
return;
}
if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) ||
(VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) {
pauseGame();
return;
}
if ((_version <= 2) || (_features & GF_FMTOWNS))
saveloadkey = 5; // F5
else if ((_version <= 3) || (_gameId == GID_SAMNMAX) || (_gameId == GID_CMI))
saveloadkey = 319; // F5
else
saveloadkey = VAR(VAR_MAINMENU_KEY);
if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) ||
(VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) {
// Skip cutscene (or active SMUSH video). For the V2 games, which
// normally use F4 for this, we add in a hack that makes escape work,
// too (just for convenience).
if (smushMode) {
if (_gameId == GID_FT)
_insane->escapeKeyHandler();
else
_videoFinished = true;
}
if (!smushMode || _videoFinished)
abortCutscene();
if (_version <= 2) {
// Ensure that the input script also sees the key press.
// This is necessary so you can abort the airplane travel
// in Zak.
VAR(VAR_KEYPRESS) = VAR(VAR_CUTSCENEEXIT_KEY);
}
} else if (_lastKeyHit == saveloadkey) {
if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0);
mainMenuDialog(); // Display NewGui
if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0);
return;
} else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(VAR_TALKSTOP_KEY)) {
// Some text never times out, and should never be skipped. The
// Full Throttle conversation menus is the main - perhaps the
// only - example of this.
if (_talkDelay != -1) {
_talkDelay = 0;
if (_sound->_sfxMode & 2)
stopTalk();
}
return;
} else if (_lastKeyHit == '[') { // [ Music volume down
int vol = ConfMan.getInt("music_volume");
if (!(vol & 0xF) && vol)
vol -= 16;
vol = vol & 0xF0;
ConfMan.set("music_volume", vol);
if (_imuse)
_imuse->set_music_volume (vol);
} else if (_lastKeyHit == ']') { // ] Music volume up
int vol = ConfMan.getInt("music_volume");
vol = (vol + 16) & 0xFF0;
if (vol > 255) vol = 255;
ConfMan.set("music_volume", vol);
if (_imuse)
_imuse->set_music_volume (vol);
} else if (_lastKeyHit == '-') { // - text speed down
if (_defaultTalkDelay < 9)
_defaultTalkDelay++;
if (VAR_CHARINC != 0xFF)
VAR(VAR_CHARINC) = _defaultTalkDelay;
} else if (_lastKeyHit == '+') { // + text speed up
if (_defaultTalkDelay > 0)
_defaultTalkDelay--;
if (VAR_CHARINC != 0xFF)
VAR(VAR_CHARINC) = _defaultTalkDelay;
} else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console
_debugger->attach();
} else if (_version <= 2) {
// Store the input type. So far we can't distinguish
// between 1, 3 and 5.
// 1) Verb 2) Scene 3) Inv. 4) Key
// 5) Sentence Bar
if (_lastKeyHit) { // Key Input
VAR(VAR_KEYPRESS) = _lastKeyHit;
}
}
_mouseButStat = _lastKeyHit;
}
#pragma mark -
#pragma mark --- SCUMM ---
#pragma mark -
/**
* Start a 'scene' by loading the specified room with the given main actor.
* The actor is placed next to the object indicated by objectNr.
*/
void ScummEngine::startScene(int room, Actor *a, int objectNr) {
int i, where;
CHECK_HEAP;
debugC(DEBUG_GENERAL, "Loading room %d", room);
stopTalk();
fadeOut(_switchRoomEffect2);
_newEffect = _switchRoomEffect;
ScriptSlot *ss = &vm.slot[_currentScript];
if (_currentScript != 0xFF) {
if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) {
if (ss->cutsceneOverride != 0)
error("Object %d stopped with active cutscene/override in exit", ss->number);
_currentScript = 0xFF;
} else if (ss->where == WIO_LOCAL) {
if (ss->cutsceneOverride != 0) {
// Earlier games only checked global scripts at this point
if (_version >= 5)
error("Script %d stopped with active cutscene/override in exit", ss->number);
}
_currentScript = 0xFF;
}
}
if (!(_features & GF_SMALL_HEADER) && VAR_NEW_ROOM != 0xFF) // Disable for SH games. Overwrites
VAR(VAR_NEW_ROOM) = room; // gamevars, eg Zak cashcards
runExitScript();
killScriptsAndResources();
clearEnqueue();
stopCycle(0);
_sound->processSoundQues();
for (i = 1; i < _numActors; i++) {
_actors[i].hideActor();
}
if (_version < 7) {
for (i = 0; i < 256; i++) {
_roomPalette[i] = i;
_shadowPalette[i] = i;
}
if (_features & GF_SMALL_HEADER)
setDirtyColors(0, 255);
}
clearDrawObjectQueue();
VAR(VAR_ROOM) = room;
_fullRedraw = true;
increaseResourceCounter();
_currentRoom = room;
VAR(VAR_ROOM) = room;
if (room >= 0x80 && _version < 7)
_roomResource = _resourceMapper[room & 0x7F];
else
_roomResource = room;
if (VAR_ROOM_RESOURCE != 0xFF)
VAR(VAR_ROOM_RESOURCE) = _roomResource;
if (room != 0)
ensureResourceLoaded(rtRoom, room);
clearRoomObjects();
if (_currentRoom == 0) {
_ENCD_offs = _EXCD_offs = 0;
_numObjectsInRoom = 0;
return;
}
initRoomSubBlocks();
if (_features & GF_OLD_BUNDLE)
loadRoomObjectsOldBundle();
else if (_features & GF_SMALL_HEADER)
loadRoomObjectsSmall();
else
loadRoomObjects();
if (VAR_V6_SCREEN_WIDTH != 0xFF && VAR_V6_SCREEN_HEIGHT != 0xFF) {
VAR(VAR_V6_SCREEN_WIDTH) = _roomWidth;
VAR(VAR_V6_SCREEN_HEIGHT) = _roomHeight;
}
VAR(VAR_CAMERA_MIN_X) = _screenWidth / 2;
VAR(VAR_CAMERA_MAX_X) = _roomWidth - (_screenWidth / 2);
if (_features & GF_NEW_CAMERA) {
VAR(VAR_CAMERA_MIN_Y) = _screenHeight / 2;
VAR(VAR_CAMERA_MAX_Y) = _roomHeight - (_screenHeight / 2);
setCameraAt(_screenWidth / 2, _screenHeight / 2);
} else {
camera._mode = kNormalCameraMode;
if (_version > 2)
camera._cur.x = camera._dest.x = _screenWidth / 2;
camera._cur.y = camera._dest.y = _screenHeight / 2;
}
if (_roomResource == 0)
return;
memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
if (a) {
where = whereIsObject(objectNr);
if (where != WIO_ROOM && where != WIO_FLOBJECT)
error("startScene: Object %d is not in room %d", objectNr,
_currentRoom);
int x, y, dir;
getObjectXYPos(objectNr, x, y, dir);
a->putActor(x, y, _currentRoom);
a->setDirection(dir + 180);
a->moving = 0;
}
showActors();
_egoPositioned = false;
runEntryScript();
if (_version <= 2)
runScript(5, 0, 0, 0);
else if (_version >= 5 && _version <= 6) {
if (a && !_egoPositioned) {
int x, y;
getObjectXYPos(objectNr, x, y);
a->putActor(x, y, _currentRoom);
a->moving = 0;
}
} else if (_version >= 7) {
if ((_gameId == GID_DIG) && a) {
// FIXME: This hack mostly is there to fix the tomb/statue room
// in The Dig. What happens there is that when you enter, you are
// placed at object 399, coords (307,141), which is in box 25.
// But then the entry script locks that and other boxes. Hence
// after the entry script runs, you basically can only do one thing
// in that room, and that is to leave it - which means the game
// is unfinishable.
// By calling adjustActorPos, we can solve the problem in this case:
// there is a very close box (box 12) which contains point (307,144).
// If we call adjustActorPos, Commander Low is moved into that box,
// and we can go on. But aqudran looked this up in his IMB DB for
// The DIG; and nothing like this is done there. Also I am pretty
// sure this used to work in 0.3.1. So apparently something broke
// down here, and I have no clue what that might be :-/
a->adjustActorPos();
}
if (camera._follows) {
a = derefActor(camera._follows, "startScene: follows");
setCameraAt(a->_pos.x, a->_pos.y);
}
}
_doEffect = true;
CHECK_HEAP;
}
void ScummEngine::initRoomSubBlocks() {
int i;
const byte *ptr;
byte *roomptr, *searchptr, *roomResPtr;
const RoomHeader *rmhd;
_ENCD_offs = 0;
_EXCD_offs = 0;
_CLUT_offs = 0;
_PALS_offs = 0;
nukeResource(rtMatrix, 1);
nukeResource(rtMatrix, 2);
for (i = 1; i < res.num[rtScaleTable]; i++)
nukeResource(rtScaleTable, i);
memset(_localScriptList, 0, sizeof(_localScriptList));
memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
// Determine the room and room script base address
roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource);
if (_version == 8)
roomResPtr = getResourceAddress(rtRoomScripts, _roomResource);
if (!roomptr || !roomResPtr)
error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__);
// Reset room color for V1 zak
if (_version == 1)
_roomPalette[0] = 0;
//
// Determine the room dimensions (width/height)
//
if (_features & GF_OLD_BUNDLE)
rmhd = (const RoomHeader *)(roomptr + 4);
else
rmhd = (const RoomHeader *)findResourceData(MKID('RMHD'), roomptr);
if (_version == 1) {
_roomWidth = roomptr[4] * 8;
_roomHeight = roomptr[5] * 8;
} else if (_version == 8) {
_roomWidth = READ_LE_UINT32(&(rmhd->v8.width));
_roomHeight = READ_LE_UINT32(&(rmhd->v8.height));
} else if (_version == 7) {
_roomWidth = READ_LE_UINT16(&(rmhd->v7.width));
_roomHeight = READ_LE_UINT16(&(rmhd->v7.height));
} else {
_roomWidth = READ_LE_UINT16(&(rmhd->old.width));
_roomHeight = READ_LE_UINT16(&(rmhd->old.height));
}
//
// Find the room image data
//
if (_version == 1) {
_IM00_offs = 0;
for (i = 0; i < 4; i++){
gdi._C64Colors[i] = roomptr[6 + i];
}
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 10), gdi._C64CharMap, 2048);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 12), gdi._C64PicMap, roomptr[4] * roomptr[5]);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 14), gdi._C64ColorMap, roomptr[4] * roomptr[5]);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 16), gdi._C64MaskMap, roomptr[4] * roomptr[5]);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18) + 2, gdi._C64MaskChar, READ_LE_UINT16(roomptr + READ_LE_UINT16(roomptr + 18)));
gdi._C64ObjectMode = true;
} else if (_features & GF_OLD_BUNDLE) {
_IM00_offs = READ_LE_UINT16(roomptr + 0x0A);
if (_version == 2)
_roomStrips = gdi.generateStripTable(roomptr + _IM00_offs, _roomWidth, _roomHeight, _roomStrips);
} else if (_version == 8) {
_IM00_offs = getObjectImage(roomptr, 1) - roomptr;
} else if (_features & GF_SMALL_HEADER) {
_IM00_offs = findResourceData(MKID('IM00'), roomptr) - roomptr;
} else {
_IM00_offs = findResource(MKID('IM00'), findResource(MKID('RMIM'), roomptr)) - roomptr;
}
//
// Look for an exit script
//
int EXCD_len = -1;
if (_version <= 2) {
_EXCD_offs = READ_LE_UINT16(roomptr + 0x18);
EXCD_len = READ_LE_UINT16(roomptr + 0x1A) - _EXCD_offs + _resourceHeaderSize; // HACK
} else if (_features & GF_OLD_BUNDLE) {
_EXCD_offs = READ_LE_UINT16(roomptr + 0x19);
EXCD_len = READ_LE_UINT16(roomptr + 0x1B) - _EXCD_offs + _resourceHeaderSize; // HACK
} else {
ptr = findResourceData(MKID('EXCD'), roomResPtr);
if (ptr)
_EXCD_offs = ptr - roomResPtr;
}
if (_dumpScripts && _EXCD_offs)
dumpResource("exit-", _roomResource, roomResPtr + _EXCD_offs - _resourceHeaderSize, EXCD_len);
//
// Look for an entry script
//
int ENCD_len = -1;
if (_version <= 2) {
_ENCD_offs = READ_LE_UINT16(roomptr + 0x1A);
ENCD_len = READ_LE_UINT16(roomptr) - _ENCD_offs + _resourceHeaderSize; // HACK
} else if (_features & GF_OLD_BUNDLE) {
_ENCD_offs = READ_LE_UINT16(roomptr + 0x1B);
// FIXME - the following is a hack which assumes that immediately after
// the entry script the first local script follows.
int num_objects = *(roomResPtr + 20);
int num_sounds = *(roomResPtr + 23);
int num_scripts = *(roomResPtr + 24);
ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts;
ENCD_len = READ_LE_UINT16(ptr + 1) - _ENCD_offs + _resourceHeaderSize; // HACK
} else {
ptr = findResourceData(MKID('ENCD'), roomResPtr);
if (ptr)
_ENCD_offs = ptr - roomResPtr;
}
if (_dumpScripts && _ENCD_offs)
dumpResource("entry-", _roomResource, roomResPtr + _ENCD_offs - _resourceHeaderSize, ENCD_len);
//
// Load box data
//
if (_features & GF_SMALL_HEADER) {
if (_version <= 2)
ptr = roomptr + *(roomptr + 0x15);
else if (_features & GF_OLD_BUNDLE)
ptr = roomptr + READ_LE_UINT16(roomptr + 0x15);
else
ptr = findResourceData(MKID('BOXD'), roomptr);
if (ptr) {
byte numOfBoxes = *ptr;
int size;
if (_version <= 2)
size = numOfBoxes * SIZEOF_BOX_V2 + 1;
else if (_version == 3)
size = numOfBoxes * SIZEOF_BOX_V3 + 1;
else
size = numOfBoxes * SIZEOF_BOX + 1;
createResource(rtMatrix, 2, size);
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
ptr += size;
if (_version <= 2) {
size = numOfBoxes * (numOfBoxes + 1);
} else if (_features & GF_OLD_BUNDLE)
// FIXME. This is an evil HACK!!!
size = (READ_LE_UINT16(roomptr + 0x0A) - READ_LE_UINT16(roomptr + 0x15)) - size;
else
size = getResourceDataSize(ptr - size - 6) - size;
if (size > 0) { // do this :)
createResource(rtMatrix, 1, size);
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
}
}
} else {
ptr = findResourceData(MKID('BOXD'), roomptr);
if (ptr) {
int size = getResourceDataSize(ptr);
createResource(rtMatrix, 2, size);
roomptr = getResourceAddress(rtRoom, _roomResource);
ptr = findResourceData(MKID('BOXD'), roomptr);
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
}
ptr = findResourceData(MKID('BOXM'), roomptr);
if (ptr) {
int size = getResourceDataSize(ptr);
createResource(rtMatrix, 1, size);
roomptr = getResourceAddress(rtRoom, _roomResource);
ptr = findResourceData(MKID('BOXM'), roomptr);
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
}
}
//
// Load scale data
//
if (_features & GF_OLD_BUNDLE)
ptr = 0;
else
ptr = findResourceData(MKID('SCAL'), roomptr);
if (ptr) {
int s1, s2, y1, y2;
if (_version == 8) {
for (i = 1; i < res.num[rtScaleTable]; i++, ptr += 16) {
s1 = READ_LE_UINT32(ptr);
y1 = READ_LE_UINT32(ptr + 4);
s2 = READ_LE_UINT32(ptr + 8);
y2 = READ_LE_UINT32(ptr + 12);
setScaleSlot(i, 0, y1, s1, 0, y2, s2);
}
} else {
for (i = 1; i < res.num[rtScaleTable]; i++, ptr += 8) {
s1 = READ_LE_UINT16(ptr);
y1 = READ_LE_UINT16(ptr + 2);
s2 = READ_LE_UINT16(ptr + 4);
y2 = READ_LE_UINT16(ptr + 6);
if (s1 || y1 || s2 || y2) {
setScaleSlot(i, 0, y1, s1, 0, y2, s2);
}
}
}
}
//
// Setup local scripts
//
// Determine the room script base address
roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource);
if (_version == 8)
roomResPtr = getResourceAddress(rtRoomScripts, _roomResource);
searchptr = roomResPtr;
if (_features & GF_OLD_BUNDLE) {
int num_objects = *(roomResPtr + 20);
int num_sounds;
int num_scripts;
if (_version <= 2) {
num_sounds = *(roomResPtr + 22);
num_scripts = *(roomResPtr + 23);
ptr = roomptr + 28 + num_objects * 4;
while (num_sounds--)
loadResource(rtSound, *ptr++);
while (num_scripts--)
loadResource(rtScript, *ptr++);
} else if (_version == 3) {
num_sounds = *(roomResPtr + 23);
num_scripts = *(roomResPtr + 24);
ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts;
while (*ptr) {
int id = *ptr;
_localScriptList[id - _numGlobalScripts] = READ_LE_UINT16(ptr + 1);
ptr += 3;
if (_dumpScripts) {
char buf[32];
sprintf(buf, "room-%d-", _roomResource);
// HACK: to determine the sizes of the local scripts, we assume that
// a) their order in the data file is the same as in the index
// b) the last script at the same time is the last item in the room "header"
int len = - (int)_localScriptList[id - _numGlobalScripts] + _resourceHeaderSize;
if (*ptr)
len += READ_LE_UINT16(ptr + 1);
else
len += READ_LE_UINT16(roomResPtr);
dumpResource(buf, id, roomResPtr + _localScriptList[id - _numGlobalScripts] - _resourceHeaderSize, len);
}
}
}
} else if (_features & GF_SMALL_HEADER) {
ResourceIterator localScriptIterator(searchptr, true);
while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != NULL) {
int id = 0;
ptr += _resourceHeaderSize; /* skip tag & size */
id = ptr[0];
if (_dumpScripts) {
char buf[32];
sprintf(buf, "room-%d-", _roomResource);
dumpResource(buf, id, ptr - _resourceHeaderSize);
}
_localScriptList[id - _numGlobalScripts] = ptr + 1 - roomptr;
}
} else {
ResourceIterator localScriptIterator(searchptr, false);
while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != NULL) {
int id = 0;
ptr += _resourceHeaderSize; /* skip tag & size */
if (_version == 8) {
id = READ_LE_UINT32(ptr);
checkRange(NUM_LOCALSCRIPT + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d");
_localScriptList[id - _numGlobalScripts] = ptr + 4 - roomResPtr;
} else if (_version == 7) {
id = READ_LE_UINT16(ptr);
checkRange(NUM_LOCALSCRIPT + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d");
_localScriptList[id - _numGlobalScripts] = ptr + 2 - roomResPtr;
} else {
id = ptr[0];
_localScriptList[id - _numGlobalScripts] = ptr + 1 - roomResPtr;
}
if (_dumpScripts) {
char buf[32];
sprintf(buf, "room-%d-", _roomResource);
dumpResource(buf, id, ptr - _resourceHeaderSize);
}
}
}
if (_features & GF_OLD_BUNDLE)
ptr = 0; // TODO ? do 16 bit games use a palette?!?
else if (_features & GF_SMALL_HEADER)
ptr = findResourceSmall(MKID('CLUT'), roomptr);
else
ptr = findResourceData(MKID('CLUT'), roomptr);
if (ptr) {
_CLUT_offs = ptr - roomptr;
setPaletteFromRes();
}
if (_version >= 6) {
ptr = findResource(MKID('PALS'), roomptr);
if (ptr) {
_PALS_offs = ptr - roomptr;
setPalette(0);
}
}
// Color cycling
if (_version >= 4) {
if (_features & GF_SMALL_HEADER)
ptr = findResourceSmall (MKID('CYCL'), roomptr);
else
ptr = findResourceData(MKID('CYCL'), roomptr);
if (ptr) {
initCycl(ptr);
}
}
// Transparent color
if (_features & GF_OLD_BUNDLE)
gdi._transparentColor = 255; // TODO - FIXME
else {
ptr = findResourceData(MKID('TRNS'), roomptr);
if (ptr)
gdi._transparentColor = ptr[0];
else if (_version == 8)
gdi._transparentColor = 5; // FIXME
else
gdi._transparentColor = 255;
}
initBGBuffers(_roomHeight);
}
void ScummEngine::pauseGame() {
pauseDialog();
}
void ScummEngine::shutDown() {
_quit = true;
}
void ScummEngine::restart() {
// TODO: Check this function - we should probably be reinitting a lot more stuff, and I suspect
// this leaks memory like a sieve
int i;
// Reset some stuff
_currentRoom = 0;
_currentScript = 0xFF;
killAllScriptsExceptCurrent();
setShake(0);
_sound->stopAllSounds();
// Clear the script variables
for (i = 0; i < 255; i++)
_scummVars[i] = 0;
// Empty inventory
for (i = 0; i < _numGlobalObjects; i++)
clearOwnerOf(i);
// Reinit things
allocateArrays(); // Reallocate arrays
readIndexFile(); // Reread index (reset objectstate etc)
scummInit(); // Reinit scumm variables
if (_imuse) {
_imuse->setBase(res.address[rtSound]);
}
_sound->setupSound(); // Reinit sound engine
// Re-run bootscript
int args[16];
memset(args, 0, sizeof(args));
args[0] = _bootParam;
if (_gameId == GID_MANIAC && _demoMode)
runScript(9, 0, 0, args);
else
runScript(1, 0, 0, args);
}
void ScummEngine::startManiac() {
warning("stub startManiac()");
displayMessage(0, "Usually, Maniac Mansion would start now. But ScummVM doesn't do that yet. To play it, go to 'Add Game' in the ScummVM start menu and select the 'Maniac' directory inside the Tentacle game directory.");
}
#pragma mark -
#pragma mark --- GUI ---
#pragma mark -
int ScummEngine::runDialog(Dialog &dialog) {
// Pause sound & video
bool old_soundsPaused = _sound->_soundsPaused;
_sound->pauseSounds(true);
bool oldSmushPaused = _smushPaused;
_smushPaused = true;
// Open & run the dialog
int result = dialog.runModal();
// Restore old cursor
updateCursor();
// Resume sound & video
_sound->pauseSounds(old_soundsPaused);
_smushPaused = oldSmushPaused;
// Return the result
return result;
}
void ScummEngine::pauseDialog() {
if (!_pauseDialog)
_pauseDialog = new PauseDialog(this);
runDialog(*_pauseDialog);
}
void ScummEngine::mainMenuDialog() {
if (!_mainMenuDialog)
_mainMenuDialog = new MainMenuDialog(this);
runDialog(*_mainMenuDialog);
}
void ScummEngine::optionsDialog() {
if (!_optionsDialog)
_optionsDialog = new ConfigDialog(this);
runDialog(*_optionsDialog);
}
void ScummEngine::confirmexitDialog() {
ConfirmDialog confirmExitDialog(this, "Do you really want to quit (y/n)?");
if (runDialog(confirmExitDialog)) {
_quit = true;
}
}
void ScummEngine::confirmrestartDialog() {
ConfirmDialog confirmRestartDialog(this, "Do you really want to restart (y/n)?");
if (runDialog(confirmRestartDialog)) {
restart();
}
}
char ScummEngine::displayMessage(const char *altButton, const char *message, ...) {
#ifdef __PALM_OS__
char buf[256]; // 1024 is too big overflow the stack
#else
char buf[1024];
#endif
va_list va;
va_start(va, message);
vsprintf(buf, message, va);
va_end(va);
GUI::MessageDialog dialog(buf, "OK", altButton);
return runDialog(dialog);
}
#pragma mark -
#pragma mark --- Miscellaneous ---
#pragma mark -
int SJIStoFMTChunk(int f, int s) //convert sjis code to fmt font offset
{
enum {
KANA = 0,
KANJI = 1,
EKANJI = 2
};
int base = s - (s % 32) - 1;
int c = 0, p = 0, chunk_f = 0, chunk = 0, cr, kanjiType = KANA;
if (f >= 0x81 && f <= 0x84) kanjiType = KANA;
if (f >= 0x88 && f <= 0x9f) kanjiType = KANJI;
if (f >= 0xe0 && f <= 0xea) kanjiType = EKANJI;
if ((f > 0xe8 || (f == 0xe8 && base >= 0x9f)) || (f > 0x90 || (f == 0x90 && base >= 0x9f))) {
c = 48; //correction
p = -8; //correction
}
if (kanjiType == KANA) {//Kana
chunk_f = (f - 0x81) * 2;
} else if (kanjiType == KANJI) {//Standard Kanji
p += f - 0x88;
chunk_f = c + 2 * p;
} else if (kanjiType == EKANJI) {//Enhanced Kanji
p += f - 0xe0;
chunk_f = c + 2 * p;
}
if (base == 0x7f && s == 0x7f)
base -= 0x20; //correction
if ((base == 0x7f && s == 0x9e) || (base == 0x9f && s == 0xbe) || (base == 0xbf && s == 0xde))
base += 0x20; //correction
switch(base) {
case 0x3f:
cr = 0; //3f
if (kanjiType == KANA) chunk = 1;
else if (kanjiType == KANJI) chunk = 31;
else if (kanjiType == EKANJI) chunk = 111;
break;
case 0x5f:
cr = 0; //5f
if (kanjiType == KANA) chunk = 17;
else if (kanjiType == KANJI) chunk = 47;
else if (kanjiType == EKANJI) chunk = 127;
break;
case 0x7f:
cr = -1; //80
if (kanjiType == KANA) chunk = 9;
else if (kanjiType == KANJI) chunk = 63;
else if (kanjiType == EKANJI) chunk = 143;
break;
case 0x9f:
cr = 1; //9e
if (kanjiType == KANA) chunk = 2;
else if (kanjiType == KANJI) chunk = 32;
else if (kanjiType == EKANJI) chunk = 112;
break;
case 0xbf:
cr = 1; //be
if (kanjiType == KANA) chunk = 18;
else if (kanjiType == KANJI) chunk = 48;
else if (kanjiType == EKANJI) chunk = 128;
break;
case 0xdf:
cr = 1; //de
if (kanjiType == KANA) chunk = 10;
else if (kanjiType == KANJI) chunk = 64;
else if (kanjiType == EKANJI) chunk = 144;
break;
default:
return 0;
}
return ((chunk_f + chunk) * 32 + (s - base)) + cr;
}
byte *ScummEngine::get2byteCharPtr(int idx) {
switch(_language) {
case Common::KO_KOR:
idx = ((idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1;
break;
case Common::JA_JPN:
idx = SJIStoFMTChunk((idx % 256), (idx / 256));
break;
case Common::ZH_TWN:
default:
idx = 0;
}
return _2byteFontPtr + ((_2byteWidth + 7) / 8) * _2byteHeight * idx;
}
const char *ScummEngine::getGameDataPath() const {
#ifdef MACOSX
if (_version == 8 && !memcmp(_gameDataPath.c_str(), "/Volumes/MONKEY3_", 17)) {
// Special case for COMI on Mac OS X. The mount points on OS X depend
// on the volume name. Hence if playing from CD, we'd get a problem.
// So if loading of a resource file fails, we fall back to the (fixed)
// CD mount points (/Volumes/MONKEY3_1 and /Volumes/MONKEY3_2).
//
// The check for whether we play from CD or not is very hackish, though.
static char buf[256];
struct stat st;
int disk = (_scummVars && _scummVars[VAR_CURRENTDISK] == 2) ? 2 : 1;
sprintf(buf, "/Volumes/MONKEY3_%d", disk);
if (!stat(buf, &st)) {
return buf;
}
// Apparently that disk is not inserted. However since many data files
// (fonts, comi.la0) are on both disks, we also try the other CD.
disk = (disk == 1) ? 2 : 1;
sprintf(buf, "/Volumes/MONKEY3_%d", disk);
return buf;
}
#endif
return _gameDataPath.c_str();
}
void ScummEngine::errorString(const char *buf1, char *buf2) {
if (_currentScript != 0xFF) {
ScriptSlot *ss = &vm.slot[_currentScript];
sprintf(buf2, "(%d:%d:0x%X): %s", _roomResource,
ss->number, _scriptPointer - _scriptOrgPointer, buf1);
} else {
strcpy(buf2, buf1);
}
#ifdef _WIN32_WCE
if (isSmartphone())
return;
#endif
// Unless an error -originated- within the debugger, spawn the debugger. Otherwise
// exit out normally.
if (_debugger && !_debugger->isAttached()) {
printf("%s\n", buf2); // (Print it again in case debugger segfaults)
_debugger->attach(buf2);
_debugger->onFrame();
}
}
#pragma mark -
#pragma mark --- Utilities ---
#pragma mark -
void checkRange(int max, int min, int no, const char *str) {
if (no < min || no > max) {
#ifdef __PALM_OS__
char buf[256]; // 1024 is too big overflow the stack
#else
char buf[1024];
#endif
sprintf(buf, str, no);
error("Value %d is out of bounds (%d,%d) (%s)", no, min, max, buf);
}
}
/**
* Convert an old style direction to a new style one (angle),
*/
int newDirToOldDir(int dir) {
if (dir >= 71 && dir <= 109)
return 1;
if (dir >= 109 && dir <= 251)
return 2;
if (dir >= 251 && dir <= 289)
return 0;
return 3;
}
/**
* Convert an new style (angle) direction to an old style one.
*/
int oldDirToNewDir(int dir) {
assert(0 <= dir && dir <= 3);
const int new_dir_table[4] = { 270, 90, 180, 0 };
return new_dir_table[dir];
}
/**
* Convert an angle to a simple direction.
*/
int toSimpleDir(int dirType, int dir) {
if (dirType) {
const int16 directions[] = { 22, 72, 107, 157, 202, 252, 287, 337 };
for (int i = 0; i < 7; i++)
if (dir >= directions[i] && dir <= directions[i+1])
return i+1;
} else {
const int16 directions[] = { 71, 109, 251, 289 };
for (int i = 0; i < 3; i++)
if (dir >= directions[i] && dir <= directions[i+1])
return i+1;
}
return 0;
}
/**
* Convert a simple direction to an angle.
*/
int fromSimpleDir(int dirType, int dir) {
if (dirType)
return dir * 45;
else
return dir * 90;
}
/**
* Normalize the given angle - that means, ensure it is positive, and
* change it to the closest multiple of 45 degree by abusing toSimpleDir.
*/
int normalizeAngle(int angle) {
int temp;
temp = (angle + 360) % 360;
return toSimpleDir(1, temp) * 45;
}
const char *tag2str(uint32 tag) {
static char str[5];
str[0] = (char)(tag >> 24);
str[1] = (char)(tag >> 16);
str[2] = (char)(tag >> 8);
str[3] = (char)tag;
str[4] = '\0';
return str;
}
} // End of namespace Scumm
using namespace Scumm;
GameList Engine_SCUMM_gameList() {
const ScummGameSettings *g = scumm_settings;
GameList games;
while (g->name) {
games.push_back(g->toGameSettings());
g++;
}
return games;
}
DetectedGameList Engine_SCUMM_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const ScummGameSettings *g;
char detectName[128];
char detectName2[128];
typedef Common::Map<Common::String, bool> StringSet;
StringSet fileSet;
for (g = scumm_settings; g->name; ++g) {
// Determine the 'detectname' for this game, that is, the name of a
// file that *must* be presented if the directory contains the data
// for this game. For example, FOA requires atlantis.000
if (g->version <= 3) {
strcpy(detectName, "00.LFL");
detectName2[0] = '\0';
} else if (g->version == 4) {
strcpy(detectName, "000.LFL");
detectName2[0] = '\0';
} else {
const char *base = g->baseFilename ? g->baseFilename : g->name;
strcpy(detectName, base);
strcat(detectName, ".000");
strcpy(detectName2, base);
if (g->features & GF_HUMONGOUS) {
strcat(detectName2, ".he0");
} else if (g->version >= 7) {
strcat(detectName2, ".la0");
} else
strcat(detectName2, ".sm0");
}
// Iterate over all files in the given directory
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
const char *name = file->displayName().c_str();
if ((0 == scumm_stricmp(detectName, name)) ||
(0 == scumm_stricmp(detectName2, name))) {
// Match found, add to list of candidates, then abort inner loop.
detectedGames.push_back(g->toGameSettings());
fileSet.addKey(file->path());
break;
}
}
}
// Now, we check the MD5 sums of the 'candidate' files. If we have an exact match,
// only return that.
bool exactMatch = false;
for (StringSet::const_iterator iter = fileSet.begin(); iter != fileSet.end(); ++iter) {
uint8 md5sum[16];
const char *name = iter->_key.c_str();
if (md5_file(name, md5sum)) {
char md5str[32+1];
for (int j = 0; j < 16; j++) {
sprintf(md5str + j*2, "%02x", (int)md5sum[j]);
}
const MD5Table *elem;
elem = (const MD5Table *)bsearch(md5str, md5table, ARRAYSIZE(md5table)-1, sizeof(MD5Table), compareMD5Table);
if (elem) {
if (!exactMatch)
detectedGames.clear(); // Clear all the non-exact candidates
// Find the GameSettings for that target
for (g = scumm_settings; g->name; ++g) {
if (0 == scumm_stricmp(g->name, elem->target))
break;
}
assert(g->name);
// Insert the 'enhanced' game data into the candidate list
detectedGames.push_back(DetectedGame(g->toGameSettings(), elem->language, elem->platform));
exactMatch = true;
}
}
}
return detectedGames;
}
Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst) {
Engine *engine;
const ScummGameSettings *g = scumm_settings;
while (g->name) {
if (!scumm_stricmp(detector->_game.name, g->name))
break;
g++;
}
if (!g->name)
error("Invalid game '%s'\n", detector->_game.name);
ScummGameSettings game = *g;
if (ConfMan.hasKey("amiga")) {
warning("Configuration key 'amiga' is deprecated. Use 'platform=amiga' instead");
if (ConfMan.getBool("amiga"))
game.features |= GF_AMIGA;
}
switch (Common::parsePlatform(ConfMan.get("platform"))) {
case Common::kPlatformAmiga:
game.features |= GF_AMIGA;
break;
case Common::kPlatformAtariST:
game.features |= GF_ATARI_ST;
break;
case Common::kPlatformMacintosh:
game.features |= GF_MACINTOSH;
break;
case Common::kPlatformWindows:
game.features |= GF_WINDOWS;
break;
case Common::kPlatformFMTowns:
if (game.version == 3) {
// The V5 FM-TOWNS games are mostly identical to the PC versions, it seems?
game.features |= GF_FMTOWNS;
game.midi = MDT_TOWNS;
}
break;
default:
if (!(game.features & GF_FMTOWNS))
game.features |= GF_PC;
break;
}
switch (game.version) {
case 1:
case 2:
engine = new ScummEngine_v2(detector, syst, game);
break;
case 3:
engine = new ScummEngine_v3(detector, syst, game);
break;
case 4:
engine = new ScummEngine_v4(detector, syst, game);
break;
case 5:
engine = new ScummEngine_v5(detector, syst, game);
break;
case 6:
if (game.features & GF_HUMONGOUS) {
// TODO: probably use another variable with version number
#ifndef __PALM_OS__
if (game.features & GF_AFTER_HEV7)
engine = new ScummEngine_v7he(detector, syst, game);
else
#endif
engine = new ScummEngine_v6he(detector, syst, game);
} else {
engine = new ScummEngine_v6(detector, syst, game);
}
break;
case 7:
engine = new ScummEngine_v7(detector, syst, game);
break;
#ifndef __PALM_OS__
case 8:
engine = new ScummEngine_v8(detector, syst, game);
break;
#endif
default:
error("Engine_SCUMM_create(): Unknown version of game engine");
}
return engine;
}
REGISTER_PLUGIN("Scumm Engine", Engine_SCUMM_gameList, Engine_SCUMM_create, Engine_SCUMM_detectGames)