scummvm/engines/sci/sci.cpp
Colin Snover 9a8070da3c SCI: Do some clean-up of event handling system
Convert macros and vars to enums, rename keyboard events in
preparation for adding key up events, clean up unnecessary nested
conditionals, add TODOs for potential future work.
2017-09-27 20:27:33 -05:00

973 lines
33 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "sci/sci.h"
#include "sci/debug.h"
#include "sci/console.h"
#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/message.h"
#include "sci/engine/object.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h" // for script_adjust_opcode_formats
#include "sci/engine/script_patches.h"
#include "sci/engine/selector.h" // for SELECTOR
#include "sci/engine/scriptdebug.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#include "sci/sound/sync.h"
#include "sci/sound/soundcmd.h"
#include "sci/graphics/animate.h"
#include "sci/graphics/cache.h"
#include "sci/graphics/compare.h"
#include "sci/graphics/controls16.h"
#include "sci/graphics/coordadjuster.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/maciconbar.h"
#include "sci/graphics/menu.h"
#include "sci/graphics/paint16.h"
#include "sci/graphics/paint32.h"
#include "sci/graphics/picture.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/remap.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/text16.h"
#include "sci/graphics/transitions.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/controls32.h"
#include "sci/graphics/cursor32.h"
#include "sci/graphics/frameout.h"
#include "sci/graphics/palette32.h"
#include "sci/graphics/remap32.h"
#include "sci/graphics/text32.h"
#include "sci/graphics/transitions32.h"
#include "sci/graphics/video32.h"
#include "sci/sound/audio32.h"
#endif
namespace Sci {
SciEngine *g_sci = 0;
SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId)
: Engine(syst), _gameDescription(desc), _gameId(gameId), _rng("sci") {
assert(g_sci == 0);
g_sci = this;
_gfxMacIconBar = 0;
_audio = 0;
_sync = nullptr;
#ifdef ENABLE_SCI32
_audio32 = nullptr;
_video32 = nullptr;
_gfxCursor32 = nullptr;
#endif
_guestAdditions = nullptr;
_features = 0;
_resMan = 0;
_gamestate = 0;
_kernel = 0;
_vocabulary = 0;
_vocabularyLanguage = 1; // we load english vocabulary on startup
_eventMan = 0;
_console = 0;
_opcode_formats = 0;
_forceHiresGraphics = false;
// Set up the engine specific debug levels
DebugMan.addDebugChannel(kDebugLevelError, "Error", "Script error debugging");
DebugMan.addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging");
DebugMan.addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging");
DebugMan.addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging");
DebugMan.addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging");
DebugMan.addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging");
DebugMan.addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging");
DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
DebugMan.addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging");
DebugMan.addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging");
DebugMan.addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging");
DebugMan.addDebugChannel(kDebugLevelFile, "File", "File I/O debugging");
DebugMan.addDebugChannel(kDebugLevelTime, "Time", "Time debugging");
DebugMan.addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging");
DebugMan.addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging");
DebugMan.addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging");
DebugMan.addDebugChannel(kDebugLevelVM, "VM", "VM debugging");
DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded");
DebugMan.addDebugChannel(kDebugLevelScriptPatcher, "ScriptPatcher", "Notifies when scripts are patched");
DebugMan.addDebugChannel(kDebugLevelWorkarounds, "Workarounds", "Notifies when workarounds are triggered");
DebugMan.addDebugChannel(kDebugLevelVideo, "Video", "Video (SEQ, VMD, RBT) debugging");
DebugMan.addDebugChannel(kDebugLevelGame, "Game", "Debug calls from game scripts");
DebugMan.addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging");
DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging");
DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game");
DebugMan.addDebugChannel(kDebugLevelDebugMode, "DebugMode", "Enable game debug mode at start of game");
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "actors"); // KQ6 hi-res portraits
SearchMan.addSubDirectoryMatching(gameDataDir, "aud"); // resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "audio");// resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "audiosfx");// resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "wav"); // speech files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); // music/sound files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "avi"); // AVI movie files for Windows versions
SearchMan.addSubDirectoryMatching(gameDataDir, "seq"); // SEQ movie files for DOS versions
SearchMan.addSubDirectoryMatching(gameDataDir, "robot"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "robots"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movie"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "music"); // LSL7 music files (GOG version)
SearchMan.addSubDirectoryMatching(gameDataDir, "music/22s16"); // LSL7 music files
SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "duk"); // Duck movie files in Phantasmagoria 2
SearchMan.addSubDirectoryMatching(gameDataDir, "Robot Folder"); // Mac robot files
SearchMan.addSubDirectoryMatching(gameDataDir, "Sound Folder"); // Mac audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices Folder", 0, 2, true); // Mac audio36 files (recursive for Torin)
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices"); // Mac audio36 files
SearchMan.addSubDirectoryMatching(gameDataDir, "VMD Folder"); // Mac VMD files
// Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD
// (e.g. KQ Collection 1997) is for the demo of Phantasmagoria, included in the disk
if (_gameId != GID_KQ6) {
// Patch files in the root directory of Phantasmagoria 2 are higher
// priority than patch files in the patches directory (the SSCI
// installer copies these patches to HDD and gives the HDD directory
// top priority)
const int priority = _gameId == GID_PHANTASMAGORIA2 ? -1 : 0;
SearchMan.addSubDirectoryMatching(gameDataDir, "patches", priority); // resource patches
}
// Some releases (e.g. Pointsoft Torin) use a different patch directory name
SearchMan.addSubDirectoryMatching(gameDataDir, "patch"); // resource patches
switch (desc->language) {
case Common::DE_DEU:
SearchMan.addSubDirectoryMatching(gameDataDir, "german/msg");
break;
case Common::EN_ANY:
case Common::EN_GRB:
case Common::EN_USA:
SearchMan.addSubDirectoryMatching(gameDataDir, "english/msg");
break;
case Common::ES_ESP:
SearchMan.addSubDirectoryMatching(gameDataDir, "spanish/msg");
break;
case Common::FR_FRA:
SearchMan.addSubDirectoryMatching(gameDataDir, "french/msg");
break;
case Common::IT_ITA:
SearchMan.addSubDirectoryMatching(gameDataDir, "italian/msg");
break;
default:
break;
}
}
SciEngine::~SciEngine() {
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
#ifdef ENABLE_SCI32
delete _gfxControls32;
delete _gfxPaint32;
delete _gfxText32;
// GfxFrameout and GfxPalette32 must be deleted after Video32 since
// destruction of screen items in the Video32 destructor relies on these
// components
delete _video32;
delete _gfxCursor32;
delete _gfxPalette32;
delete _gfxTransitions32;
delete _gfxFrameout;
delete _gfxRemap32;
delete _audio32;
#endif
delete _gfxMenu;
delete _gfxControls16;
delete _gfxText16;
delete _gfxAnimate;
delete _gfxPaint16;
delete _gfxTransitions;
delete _gfxCompare;
delete _gfxCoordAdjuster;
delete _gfxPorts;
delete _gfxCache;
delete _gfxPalette16;
delete _gfxRemap16;
delete _gfxCursor;
delete _gfxScreen;
delete _audio;
delete _sync;
delete _soundCmd;
delete _kernel;
delete _vocabulary;
delete _console;
delete _guestAdditions;
delete _features;
delete _gfxMacIconBar;
delete _eventMan;
delete _gamestate->_segMan;
delete _gamestate;
delete[] _opcode_formats;
delete _scriptPatcher;
delete _resMan; // should be deleted last
g_sci = 0;
}
extern void showScummVMDialog(const Common::String &message);
Common::Error SciEngine::run() {
_resMan = new ResourceManager();
assert(_resMan);
_resMan->addAppropriateSources();
_resMan->init();
// TODO: Add error handling. Check return values of addAppropriateSources
// and init. We first have to *add* sensible return values, though ;).
/*
if (!_resMan) {
warning("No resources found, aborting");
return Common::kNoGameDataFoundError;
}
*/
// Reset, so that error()s before SoundCommandParser is initialized wont cause a crash
_soundCmd = NULL;
// Add the after market GM patches for the specified game, if they exist
_resMan->addNewGMPatch(_gameId);
_gameObjectAddress = _resMan->findGameObject(true, isBE());
_scriptPatcher = new ScriptPatcher();
SegManager *segMan = new SegManager(_resMan, _scriptPatcher);
// Read user option for forcing hires graphics
// Only show/selectable for:
// - King's Quest 6 CD
// - King's Quest 6 CD demo
// - Gabriel Knight 1 CD
// - Police Quest 4 CD
// TODO: Check, if Gabriel Knight 1 floppy supports high resolution
//
// Gabriel Knight 1 on Mac is hi-res only, so it should NOT get this option.
// Confirmed by [md5] and originally by clone2727.
if (Common::checkGameGUIOption(GAMEOPTION_HIGH_RESOLUTION_GRAPHICS, ConfMan.get("guioptions"))) {
// GAMEOPTION_HIGH_RESOLUTION_GRAPHICS is available for the currently detected game,
// so read the user option now.
// We need to do this, because the option's default is "true", but we don't want "true"
// for any game that does not have this option.
_forceHiresGraphics = ConfMan.getBool("enable_high_resolution_graphics");
}
if (getSciVersion() < SCI_VERSION_2) {
// Initialize the game screen
_gfxScreen = new GfxScreen(_resMan);
_gfxScreen->enableUndithering(ConfMan.getBool("disable_dithering"));
} else {
_gfxScreen = nullptr;
}
_kernel = new Kernel(_resMan, segMan);
_kernel->init();
_features = new GameFeatures(segMan, _kernel);
// Only SCI0, SCI01 and SCI1 EGA games used a parser
_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA_ONLY) ? new Vocabulary(_resMan, false) : NULL;
// Also, XMAS1990 apparently had a parser too. Refer to http://forums.scummvm.org/viewtopic.php?t=9135
if (getGameId() == GID_CHRISTMAS1990)
_vocabulary = new Vocabulary(_resMan, false);
_gamestate = new EngineState(segMan);
_guestAdditions = new GuestAdditions(_gamestate, _features, _kernel);
_eventMan = new EventManager(_resMan->detectFontExtended());
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_audio32 = new Audio32(_resMan);
} else
#endif
_audio = new AudioPlayer(_resMan);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_video32 = new Video32(segMan, _eventMan);
}
#endif
_sync = new Sync(_resMan, segMan);
// Create debugger console. It requires GFX and _gamestate to be initialized
_console = new Console(this);
// The game needs to be initialized before the graphics system is initialized, as
// the graphics code checks parts of the seg manager upon initialization (e.g. for
// the presence of the fastCast object)
if (!initGame()) { /* Initialize */
warning("Game initialization failed: Aborting...");
// TODO: Add an "init failed" error?
return Common::kUnknownError;
}
// we try to find the super class address of the game object, we can't do that earlier
const Object *gameObject = segMan->getObject(_gameObjectAddress);
if (!gameObject) {
warning("Could not get game object, aborting...");
return Common::kUnknownError;
}
script_adjust_opcode_formats();
// Must be called after game_init(), as they use _features
_kernel->loadKernelNames(_features);
// Load our Mac executable here for icon bar palettes and high-res fonts
loadMacExecutable();
// Initialize all graphics related subsystems
initGraphics();
// Sound must be initialized after graphics because SysEx transfers at the
// start of the game must pump the event loop to avoid making the OS think
// that ScummVM is hanged, and pumping the event loop requires GfxCursor to
// be initialized
_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType());
syncSoundSettings();
_guestAdditions->syncAudioOptionsFromScummVM();
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
// Check whether loading a savestate was requested
int directSaveSlotLoading = ConfMan.getInt("save_slot");
if (directSaveSlotLoading >= 0) {
_gamestate->_delayedRestoreGameId = directSaveSlotLoading;
// Jones only initializes its menus when restarting/restoring, thus set
// the gameIsRestarting flag here before initializing. Fixes bug #6536.
if (g_sci->getGameId() == GID_JONES)
_gamestate->gameIsRestarting = GAMEISRESTARTING_RESTORE;
}
// Show any special warnings for buggy scripts with severe game bugs,
// which have been patched by Sierra
if (getGameId() == GID_LONGBOW) {
// Longbow 1.0 has a buggy script which prevents the game
// from progressing during the Green Man riddle sequence.
// A patch for this buggy script has been released by Sierra,
// and is necessary to complete the game without issues.
// The patched script is included in Longbow 1.1.
// Refer to bug #3036609.
Resource *buggyScript = _resMan->findResource(ResourceId(kResourceTypeScript, 180), 0);
if (buggyScript && (buggyScript->size() == 12354 || buggyScript->size() == 12362)) {
showScummVMDialog(_("A known buggy game script has been detected, which could "
"prevent you from progressing later on in the game, during "
"the sequence with the Green Man's riddles. Please, apply "
"the latest patch for this game by Sierra to avoid possible "
"problems."));
}
}
if (getGameId() == GID_KQ7 && ConfMan.getBool("subtitles")) {
showScummVMDialog(_("Subtitles are enabled, but subtitling in King's"
" Quest 7 was unfinished and disabled in the release"
" version of the game. ScummVM allows the subtitles"
" to be re-enabled, but because they were removed from"
" the original game, they do not always render"
" properly or reflect the actual game speech."
" This is not a ScummVM bug -- it is a problem with"
" the game's assets."));
}
// Show a warning if the user has selected a General MIDI device, no GM patch exists
// (i.e. patch 4) and the game is one of the known 8 SCI1 games that Sierra has provided
// after market patches for in their "General MIDI Utility".
if (_soundCmd->getMusicType() == MT_GM && !ConfMan.getBool("native_mt32")) {
if (!_resMan->findResource(ResourceId(kResourceTypePatch, 4), 0)) {
switch (getGameId()) {
case GID_ECOQUEST:
case GID_HOYLE3:
case GID_LSL1:
case GID_LSL5:
case GID_LONGBOW:
case GID_SQ1:
case GID_SQ4:
case GID_FAIRYTALES:
showScummVMDialog(_("You have selected General MIDI as a sound device. Sierra "
"has provided after-market support for General MIDI for this "
"game in their \"General MIDI Utility\". Please, apply this "
"patch in order to enjoy MIDI music with this game. Once you "
"have obtained it, you can unpack all of the included *.PAT "
"files in your ScummVM extras folder and ScummVM will add the "
"appropriate patch automatically. Alternatively, you can follow "
"the instructions in the READ.ME file included in the patch and "
"rename the associated *.PAT file to 4.PAT and place it in the "
"game folder. Without this patch, General MIDI music for this "
"game will sound badly distorted."));
break;
default:
break;
}
}
}
if (gameHasFanMadePatch()) {
showScummVMDialog(_("Your game is patched with a fan made script patch. Such patches have "
"been reported to cause issues, as they modify game scripts extensively. "
"The issues that these patches fix do not occur in ScummVM, so you are "
"advised to remove this patch from your game folder in order to avoid "
"having unexpected errors and/or issues later on."));
}
runGame();
ConfMan.flushToDisk();
return Common::kNoError;
}
bool SciEngine::gameHasFanMadePatch() {
struct FanMadePatchInfo {
SciGameId gameID;
uint16 targetScript;
uint16 targetSize;
uint16 patchedByteOffset;
byte patchedByte;
};
const FanMadePatchInfo patchInfo[] = {
// game script size offset byte
// ** NRS Patches **************************
{ GID_HOYLE3, 994, 2580, 656, 0x78 },
{ GID_KQ1, 85, 5156, 631, 0x02 },
{ GID_LAURABOW2, 994, 4382, 0, 0x00 },
{ GID_LONGBOW, 994, 4950, 1455, 0x78 }, // English
{ GID_LONGBOW, 994, 5020, 1469, 0x78 }, // German
{ GID_LSL1, 803, 592, 342, 0x01 },
{ GID_LSL3, 380, 6148, 195, 0x35 },
{ GID_LSL5, 994, 4810, 1342, 0x78 }, // English
{ GID_LSL5, 994, 4942, 1392, 0x76 }, // German
{ GID_PQ1, 994, 4332, 1473, 0x78 },
{ GID_PQ2, 200, 10614, 0, 0x00 },
{ GID_PQ3, 994, 4686, 1291, 0x78 }, // English
{ GID_PQ3, 994, 4734, 1283, 0x78 }, // German
{ GID_QFG1VGA, 994, 4388, 0, 0x00 },
{ GID_QFG3, 994, 4714, 2, 0x48 },
// TODO: Disabled, as it fixes a whole lot of bugs which can't be tested till SCI2.1 support is finished
//{ GID_QFG4, 710, 11477, 0, 0x00 },
{ GID_SQ1, 994, 4740, 0, 0x00 },
{ GID_SQ5, 994, 4142, 1496, 0x78 }, // English/German/French
// TODO: Disabled, till we can test the Italian version
//{ GID_SQ5, 994, 4148, 0, 0x00 }, // Italian - patched file is the same size as the original
// TODO: The bugs in SQ6 can't be tested till SCI2.1 support is finished
//{ GID_SQ6, 380, 16308, 15042, 0x0C }, // English
//{ GID_SQ6, 380, 11652, 0, 0x00 }, // German - patched file is the same size as the original
// ** End marker ***************************
{ GID_FANMADE, 0, 0, 0, 0x00 }
};
int curEntry = 0;
while (true) {
if (patchInfo[curEntry].targetSize == 0)
break;
if (patchInfo[curEntry].gameID == getGameId()) {
Resource *targetScript = _resMan->findResource(ResourceId(kResourceTypeScript, patchInfo[curEntry].targetScript), 0);
if (targetScript && targetScript->size() + 2 == patchInfo[curEntry].targetSize) {
if (patchInfo[curEntry].patchedByteOffset == 0)
return true;
else if (targetScript->getUint8At(patchInfo[curEntry].patchedByteOffset - 2) == patchInfo[curEntry].patchedByte)
return true;
}
}
curEntry++;
}
return false;
}
bool SciEngine::initGame() {
// Script 0 needs to be allocated here before anything else!
int script0Segment = _gamestate->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
DataStack *stack = _gamestate->_segMan->allocateStack(VM_STACK_SIZE, NULL);
_gamestate->_msgState = new MessageState(_gamestate->_segMan);
_gamestate->gcCountDown = GC_INTERVAL - 1;
// Script 0 should always be at segment 1
if (script0Segment != 1) {
debug(2, "Failed to instantiate script 0");
return false;
}
_gamestate->initGlobals();
_gamestate->_segMan->initSysStrings();
_gamestate->r_acc = _gamestate->r_prev = NULL_REG;
_gamestate->_executionStack.clear(); // Start without any execution stack
_gamestate->executionStackBase = -1; // No vm is running yet
_gamestate->_executionStackPosChanged = false;
_gamestate->abortScriptProcessing = kAbortNone;
_gamestate->gameIsRestarting = GAMEISRESTARTING_NONE;
_gamestate->stack_base = stack->_entries;
_gamestate->stack_top = stack->_entries + stack->_capacity;
if (!_gamestate->_segMan->instantiateScript(0)) {
error("initGame(): Could not instantiate script 0");
return false;
}
// Reset parser
if (_vocabulary)
_vocabulary->reset();
_gamestate->lastWaitTime = _gamestate->_screenUpdateTime = g_system->getMillis();
// Load game language into printLang property of game object
setSciLanguage();
#ifdef ENABLE_SCI32
_guestAdditions->sciEngineInitGameHook();
#endif
return true;
}
void SciEngine::initGraphics() {
// Reset all graphics objects
_gfxAnimate = 0;
_gfxCache = 0;
_gfxCompare = 0;
_gfxControls16 = 0;
_gfxCoordAdjuster = 0;
_gfxCursor = 0;
_gfxMacIconBar = 0;
_gfxMenu = 0;
_gfxPaint16 = 0;
_gfxPalette16 = 0;
_gfxRemap16 = 0;
_gfxPorts = 0;
_gfxText16 = 0;
_gfxTransitions = 0;
#ifdef ENABLE_SCI32
_gfxControls32 = 0;
_gfxText32 = 0;
_gfxFrameout = 0;
_gfxPaint32 = 0;
_gfxPalette32 = 0;
_gfxRemap32 = 0;
_gfxTransitions32 = 0;
_gfxCursor32 = 0;
#endif
if (hasMacIconBar())
_gfxMacIconBar = new GfxMacIconBar();
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_gfxPalette32 = new GfxPalette32(_resMan);
_gfxRemap32 = new GfxRemap32();
} else {
#endif
_gfxPalette16 = new GfxPalette(_resMan, _gfxScreen);
if (getGameId() == GID_QFG4DEMO)
_gfxRemap16 = new GfxRemap(_gfxPalette16);
#ifdef ENABLE_SCI32
}
#endif
_gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette16);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
// SCI32 graphic objects creation
_gfxCursor32 = new GfxCursor32();
_gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, nullptr, _gfxCoordAdjuster);
_gfxPaint32 = new GfxPaint32(_gamestate->_segMan);
_gfxTransitions32 = new GfxTransitions32(_gamestate->_segMan);
_gfxFrameout = new GfxFrameout(_gamestate->_segMan, _gfxPalette32, _gfxTransitions32, _gfxCursor32);
_gfxCursor32->init(_gfxFrameout->getCurrentBuffer());
_gfxText32 = new GfxText32(_gamestate->_segMan, _gfxCache);
_gfxControls32 = new GfxControls32(_gamestate->_segMan, _gfxCache, _gfxText32);
_gfxFrameout->run();
} else {
#endif
// SCI0-SCI1.1 graphic objects creation
_gfxCursor = new GfxCursor(_resMan, _gfxPalette16, _gfxScreen);
_gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen);
_gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts);
_gfxCursor->init(_gfxCoordAdjuster, _eventMan);
_gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, _gfxScreen, _gfxCoordAdjuster);
_gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette16);
_gfxPaint16 = new GfxPaint16(_resMan, _gamestate->_segMan, _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette16, _gfxTransitions, _audio);
_gfxAnimate = new GfxAnimate(_gamestate, _scriptPatcher, _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette16, _gfxCursor, _gfxTransitions);
_gfxText16 = new GfxText16(_gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen);
_gfxControls16 = new GfxControls16(_gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen);
_gfxMenu = new GfxMenu(_eventMan, _gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor);
_gfxMenu->reset();
_gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16);
_gfxPaint16->init(_gfxAnimate, _gfxText16);
#ifdef ENABLE_SCI32
}
#endif
if (getSciVersion() < SCI_VERSION_2) {
// Set default (EGA, amiga or resource 999) palette
_gfxPalette16->setDefault();
}
}
void SciEngine::initStackBaseWithSelector(Selector selector) {
_gamestate->stack_base[0] = make_reg(0, (uint16)selector);
_gamestate->stack_base[1] = NULL_REG;
// Register the first element on the execution stack
if (!send_selector(_gamestate, _gameObjectAddress, _gameObjectAddress, _gamestate->stack_base, 2, _gamestate->stack_base)) {
printObject(_gameObjectAddress);
error("initStackBaseWithSelector: error while registering the first selector in the call stack");
}
}
void SciEngine::runGame() {
setTotalPlayTime(17);
initStackBaseWithSelector(SELECTOR(play)); // Call the play selector
// Attach the debug console on game startup, if requested
if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
_console->attach();
_guestAdditions->reset();
do {
_gamestate->_executionStackPosChanged = false;
run_vm(_gamestate);
exitGame();
_guestAdditions->sciEngineRunGameHook();
if (_gamestate->abortScriptProcessing == kAbortRestartGame) {
_gamestate->_segMan->resetSegMan();
initGame();
initStackBaseWithSelector(SELECTOR(play));
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
_gamestate->gameIsRestarting = GAMEISRESTARTING_RESTART;
_gamestate->_throttleLastTime = 0;
if (_gfxMenu)
_gfxMenu->reset();
_gamestate->abortScriptProcessing = kAbortNone;
_guestAdditions->reset();
} else if (_gamestate->abortScriptProcessing == kAbortLoadGame) {
_gamestate->abortScriptProcessing = kAbortNone;
_gamestate->_executionStack.clear();
initStackBaseWithSelector(SELECTOR(replay));
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
_gamestate->shrinkStackToBase();
_gamestate->abortScriptProcessing = kAbortNone;
syncSoundSettings();
_guestAdditions->syncAudioOptionsFromScummVM();
} else {
break; // exit loop
}
} while (true);
}
void SciEngine::exitGame() {
if (_gamestate->abortScriptProcessing != kAbortLoadGame) {
_gamestate->_executionStack.clear();
if (_audio) {
_audio->stopAllAudio();
}
_sync->stop();
_soundCmd->clearPlayList();
}
// TODO Free parser segment here
// TODO Free scripts here
// Close all opened file handles
_gamestate->_fileHandles.clear();
_gamestate->_fileHandles.resize(5);
}
// Invoked by error() when a severe error occurs
GUI::Debugger *SciEngine::getDebugger() {
if (_gamestate) {
ExecStack *xs = &(_gamestate->_executionStack.back());
if (xs) {
xs->addr.pc.setOffset(_debugState.old_pc_offset);
xs->sp = _debugState.old_sp;
}
}
_debugState.runningStep = 0; // Stop multiple execution
_debugState.seeking = kDebugSeekNothing; // Stop special seeks
return _console;
}
// Used to obtain the engine's console in order to print messages to it
Console *SciEngine::getSciDebugger() {
return _console;
}
const char *SciEngine::getGameIdStr() const {
return _gameDescription->gameId;
}
Common::Language SciEngine::getLanguage() const {
return _gameDescription->language;
}
Common::Platform SciEngine::getPlatform() const {
return _gameDescription->platform;
}
bool SciEngine::isDemo() const {
return _gameDescription->flags & ADGF_DEMO;
}
bool SciEngine::isCD() const {
return _gameDescription->flags & ADGF_CD;
}
bool SciEngine::forceHiresGraphics() const {
return _forceHiresGraphics;
}
bool SciEngine::isBE() const{
switch(_gameDescription->platform) {
case Common::kPlatformAmiga:
case Common::kPlatformMacintosh:
return true;
default:
return false;
}
}
bool SciEngine::hasMacIconBar() const {
return _resMan->isSci11Mac() && getSciVersion() == SCI_VERSION_1_1 &&
(getGameId() == GID_KQ6 || getGameId() == GID_FREDDYPHARKAS);
}
Common::String SciEngine::getSavegameName(int nr) const {
return _targetName + Common::String::format(".%03d", nr);
}
Common::String SciEngine::getSavegamePattern() const {
return _targetName + ".###";
}
Common::String SciEngine::getFilePrefix() const {
return _targetName;
}
Common::String SciEngine::wrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return name;
else
return prefix + name;
}
Common::String SciEngine::unwrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return Common::String(name.c_str() + prefix.size());
else
return name;
}
const char *SciEngine::getGameObjectName() {
return _gamestate->_segMan->getObjectName(_gameObjectAddress);
}
int SciEngine::inQfGImportRoom() const {
if (_gameId == GID_QFG2 && _gamestate->currentRoomNumber() == 805) {
// QFG2 character import screen
return 2;
} else if (_gameId == GID_QFG3 && _gamestate->currentRoomNumber() == 54) {
// QFG3 character import screen
return 3;
} else if (_gameId == GID_QFG4 && _gamestate->currentRoomNumber() == 54) {
return 4;
}
return 0;
}
void SciEngine::sleep(uint32 msecs) {
if (!msecs) {
return;
}
uint32 time;
const uint32 wakeUpTime = g_system->getMillis() + msecs;
for (;;) {
// let backend process events and update the screen
_eventMan->getSciEvent(kSciEventPeek);
#ifdef ENABLE_SCI32
// If a game is in a wait loop, kFrameOut is not called, but mouse
// movement is still occurring and the screen needs to be updated to
// reflect it
if (getSciVersion() >= SCI_VERSION_2) {
g_sci->_gfxFrameout->updateScreen();
}
#endif
time = g_system->getMillis();
if (time + 10 < wakeUpTime) {
g_system->delayMillis(10);
} else {
if (time < wakeUpTime)
g_system->delayMillis(wakeUpTime - time);
break;
}
}
}
void SciEngine::setLauncherLanguage() {
if (_gameDescription->flags & ADGF_ADDENGLISH) {
// If game is multilingual
Common::Language chosenLanguage = Common::parseLanguage(ConfMan.get("language"));
uint16 languageToSet = 0;
switch (chosenLanguage) {
case Common::EN_ANY:
// and English was selected as language
languageToSet = K_LANG_ENGLISH;
break;
case Common::JA_JPN: {
// Set Japanese for FM-Towns games
// KQ5 on FM-Towns has no initial language set
if (g_sci->getPlatform() == Common::kPlatformFMTowns) {
languageToSet = K_LANG_JAPANESE;
}
}
default:
break;
}
if (languageToSet) {
if (SELECTOR(printLang) != -1) // set text language
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), languageToSet);
if (SELECTOR(parseLang) != -1) // and set parser language as well
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang), languageToSet);
}
}
}
void SciEngine::pauseEngineIntern(bool pause) {
_mixer->pauseAll(pause);
if (_soundCmd)
_soundCmd->pauseAll(pause);
}
void SciEngine::syncSoundSettings() {
updateSoundMixerVolumes();
_guestAdditions->syncSoundSettingsFromScummVM();
}
void SciEngine::updateSoundMixerVolumes() {
Engine::syncSoundSettings();
// ScummVM adjusts the software mixer volume in Engine::syncSoundSettings,
// but MIDI either does not run through the ScummVM mixer (e.g. hardware
// synth) or it uses a kPlainSoundType channel type, so the master MIDI
// volume must be adjusted here for MIDI playback volume to be correct
if (_soundCmd) {
const int16 musicVolume = (ConfMan.getInt("music_volume") + 1) * MUSIC_MASTERVOLUME_MAX / Audio::Mixer::kMaxMixerVolume;
_soundCmd->setMasterVolume(ConfMan.getBool("mute") ? 0 : musicVolume);
}
}
void SciEngine::loadMacExecutable() {
if (getPlatform() != Common::kPlatformMacintosh || getSciVersion() < SCI_VERSION_1_EARLY || getSciVersion() > SCI_VERSION_1_1)
return;
Common::String filename;
switch (getGameId()) {
case GID_KQ6:
filename = "King's Quest VI";
break;
case GID_FREDDYPHARKAS:
filename = "Freddy Pharkas";
break;
default:
break;
}
if (filename.empty())
return;
if (!_macExecutable.open(filename) || !_macExecutable.hasResFork()) {
// KQ6/Freddy require the executable to load their icon bar palettes
if (hasMacIconBar())
error("Could not load Mac resource fork '%s'", filename.c_str());
// TODO: Show some sort of warning dialog saying they can't get any
// high-res Mac fonts, when we get to that point ;)
}
}
uint32 SciEngine::getTickCount() {
return g_engine->getTotalPlayTime() * 60 / 1000;
}
void SciEngine::setTickCount(const uint32 ticks) {
return g_engine->setTotalPlayTime(ticks * 1000 / 60);
}
} // End of namespace Sci