mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-05 09:10:29 +00:00
4b19acf255
svn-id: r47824
691 lines
19 KiB
C++
691 lines
19 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "sci/sci.h" // for INCLUDE_OLDGFX
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#include "sci/engine/state.h"
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#include "sci/engine/selector.h"
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#include "sci/engine/vm.h"
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#include "sci/engine/script.h"
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#include "sci/engine/message.h"
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namespace Sci {
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EngineState::EngineState(ResourceManager *res, Kernel *kernel, Vocabulary *voc, SegManager *segMan, SciGui *gui, AudioPlayer *audio)
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: resMan(res), _kernel(kernel), _voc(voc), _segMan(segMan), _gui(gui), _audio(audio), _dirseeker() {
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#ifdef USE_OLD_MUSIC_FUNCTIONS
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sfx_init_flags = 0;
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#endif
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restarting_flags = 0;
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last_wait_time = 0;
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_fileHandles.resize(5);
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execution_stack_base = 0;
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_executionStackPosChanged = false;
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r_acc = NULL_REG;
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restAdjust = 0;
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r_prev = NULL_REG;
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stack_segment = 0;
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stack_base = 0;
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stack_top = 0;
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script_000 = 0;
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_activeBreakpointTypes = 0;
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sys_strings_segment = 0;
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sys_strings = 0;
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_gameObj = NULL_REG;
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gc_countdown = 0;
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successor = 0;
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_throttleCounter = 0;
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_throttleLastTime = 0;
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_throttleTrigger = false;
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_setCursorType = SCI_VERSION_NONE;
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_doSoundType = SCI_VERSION_NONE;
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_lofsType = SCI_VERSION_NONE;
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_gfxFunctionsType = SCI_VERSION_NONE;
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_moveCountType = kMoveCountUninitialized;
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#ifdef ENABLE_SCI32
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_sci21KernelType = SCI_VERSION_NONE;
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#endif
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_memorySegmentSize = 0;
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_usesCdTrack = Common::File::exists("cdaudio.map");
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_soundCmd = 0;
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}
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EngineState::~EngineState() {
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delete _msgState;
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}
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uint16 EngineState::currentRoomNumber() const {
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return script_000->_localsBlock->_locals[13].toUint16();
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}
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void EngineState::setRoomNumber(uint16 roomNumber) {
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script_000->_localsBlock->_locals[13] = make_reg(0, roomNumber);
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}
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kLanguage EngineState::charToLanguage(const char c) const {
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switch (c) {
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case 'F':
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return K_LANG_FRENCH;
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case 'S':
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return K_LANG_SPANISH;
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case 'I':
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return K_LANG_ITALIAN;
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case 'G':
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return K_LANG_GERMAN;
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case 'J':
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case 'j':
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return K_LANG_JAPANESE;
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case 'P':
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return K_LANG_PORTUGUESE;
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default:
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return K_LANG_NONE;
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}
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}
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Common::String EngineState::getLanguageString(const char *str, kLanguage lang) const {
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kLanguage secondLang = K_LANG_NONE;
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const char *seeker = str;
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while (*seeker) {
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if ((*seeker == '%') || (*seeker == '#')) {
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secondLang = charToLanguage(*(seeker + 1));
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if (secondLang != K_LANG_NONE)
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break;
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}
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seeker++;
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}
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if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) {
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// FIXME: Add Kanji support
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lang = K_LANG_ENGLISH;
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}
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if (secondLang == lang)
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return Common::String(seeker + 2);
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if (seeker)
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return Common::String(str, seeker - str);
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else
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return Common::String(str);
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}
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kLanguage EngineState::getLanguage() {
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kLanguage lang = (kLanguage)resMan->getAudioLanguage();
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if (lang != K_LANG_NONE)
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return lang;
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lang = K_LANG_ENGLISH;
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if (_kernel->_selectorCache.printLang != -1) {
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lang = (kLanguage)GET_SEL32V(_segMan, _gameObj, printLang);
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if ((getSciVersion() >= SCI_VERSION_1_1) || (lang == K_LANG_NONE)) {
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// If language is set to none, we use the language from the game detector.
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// SSCI reads this from resource.cfg (early games do not have a language
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// setting in resource.cfg, but instead have the secondary language number
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// hardcoded in the game script).
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// SCI1.1 games always use the language setting from the config file
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// (essentially disabling runtime language switching).
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// Note: only a limited number of multilanguage games have been tested
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// so far, so this information may not be 100% accurate.
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switch (((Sci::SciEngine*)g_engine)->getLanguage()) {
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case Common::FR_FRA:
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lang = K_LANG_FRENCH;
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break;
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case Common::ES_ESP:
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lang = K_LANG_SPANISH;
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break;
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case Common::IT_ITA:
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lang = K_LANG_ITALIAN;
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break;
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case Common::DE_DEU:
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lang = K_LANG_GERMAN;
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break;
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case Common::JA_JPN:
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lang = K_LANG_JAPANESE;
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break;
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case Common::PT_BRA:
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lang = K_LANG_PORTUGUESE;
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break;
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default:
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lang = K_LANG_ENGLISH;
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}
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// Store language in printLang selector
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PUT_SEL32V(_segMan, _gameObj, printLang, lang);
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}
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}
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return lang;
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}
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Common::String EngineState::strSplit(const char *str, const char *sep) {
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kLanguage lang = getLanguage();
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kLanguage subLang = K_LANG_NONE;
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if (_kernel->_selectorCache.subtitleLang != -1) {
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subLang = (kLanguage)GET_SEL32V(_segMan, _gameObj, subtitleLang);
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}
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Common::String retval = getLanguageString(str, lang);
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if ((subLang != K_LANG_NONE) && (sep != NULL)) {
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retval += sep;
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retval += getLanguageString(str, subLang);
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}
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return retval;
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}
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bool EngineState::autoDetectFeature(FeatureDetection featureDetection, int methodNum) {
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Common::String objName;
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Selector slc = 0;
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reg_t objAddr;
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bool foundTarget = false;
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// Get address of target script
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switch (featureDetection) {
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case kDetectGfxFunctions:
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objName = "Rm";
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objAddr = _segMan->findObjectByName(objName);
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slc = _kernel->_selectorCache.overlay;
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break;
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case kDetectMoveCountType:
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objName = "Motion";
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objAddr = _segMan->findObjectByName(objName);
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slc = _kernel->_selectorCache.doit;
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break;
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case kDetectSoundType:
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objName = "Sound";
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objAddr = _segMan->findObjectByName(objName);
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slc = _kernel->_selectorCache.play;
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break;
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case kDetectSetCursorType:
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objName = "Game";
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objAddr = _segMan->findObjectByName(objName);
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// KQ5CD overrides the default setCursor selector of the Game object,
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// so we need to handle this separately
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// KQ5 PC floppy is early SCI1, Amiga middle SCI1, and CD late SCI1
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if (_gameId == "kq5" && getSciVersion() == SCI_VERSION_1_LATE)
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objAddr = _gameObj;
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slc = _kernel->_selectorCache.setCursor;
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break;
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case kDetectLofsType:
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objName = "Game";
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objAddr = _segMan->findObjectByName(objName);
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break;
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#ifdef ENABLE_SCI32
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case kDetectSci21KernelTable:
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objName = "Sound";
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objAddr = _segMan->findObjectByName(objName);
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slc = _kernel->_selectorCache.play;
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break;
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#endif
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default:
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warning("autoDetectFeature: invalid featureDetection value %x", featureDetection);
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return false;
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}
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reg_t addr;
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if (objAddr.isNull()) {
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warning("autoDetectFeature: %s object couldn't be found", objName.c_str());
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return false;
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}
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if (methodNum == -1) {
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if (lookup_selector(_segMan, objAddr, slc, NULL, &addr) != kSelectorMethod) {
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warning("autoDetectFeature: target selector is not a method of object %s", objName.c_str());
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return false;
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}
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} else {
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addr = _segMan->getObject(objAddr)->getFunction(methodNum);
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}
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uint16 offset = addr.offset;
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Script *script = _segMan->getScript(addr.segment);
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uint16 intParam = 0xFFFF;
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do {
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uint16 kFuncNum;
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int opsize = script->_buf[offset++];
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uint opcode = opsize >> 1;
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int i = 0;
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byte argc;
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if (featureDetection == kDetectLofsType) {
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if (opcode == op_lofsa || opcode == op_lofss) {
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uint16 lofs;
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// Load lofs operand
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if (opsize & 1) {
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if (offset >= script->_bufSize)
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break;
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lofs = script->_buf[offset++];
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} else {
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if ((uint32)offset + 1 >= (uint32)script->_bufSize)
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break;
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lofs = READ_LE_UINT16(script->_buf + offset);
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offset += 2;
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}
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// Check for going out of bounds when interpreting as abs/rel
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if (lofs >= script->_bufSize)
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_lofsType = SCI_VERSION_0_EARLY;
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if ((signed)offset + (int16)lofs < 0)
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_lofsType = SCI_VERSION_1_MIDDLE;
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if ((signed)offset + (int16)lofs >= (signed)script->_bufSize)
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_lofsType = SCI_VERSION_1_MIDDLE;
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if (_lofsType != SCI_VERSION_NONE)
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return true;
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// If we reach here, we haven't been able to deduce the lofs parameter
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// type, but we have advanced the offset pointer already. So move on
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// to the next opcode
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continue;
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}
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}
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if (featureDetection == kDetectSoundType) {
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// The play method of the Sound object pushes the DoSound command
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// that it'll use just before it calls DoSound. We intercept that here
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// in order to check what sound semantics are used, cause the position
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// of the sound commands has changed at some point during SCI1 middle
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if (opcode == op_pushi) {
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// Load the pushi parameter
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if (opsize & 1) {
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if (offset >= script->_bufSize)
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break;
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intParam = script->_buf[offset++];
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} else {
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if ((uint32)offset + 1 >= (uint32)script->_bufSize)
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break;
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intParam = READ_LE_UINT16(script->_buf + offset);
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offset += 2;
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}
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continue;
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}
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}
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while (g_opcode_formats[opcode][i]) {
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switch (g_opcode_formats[opcode][i++]) {
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case Script_Invalid:
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break;
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case Script_SByte:
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case Script_Byte:
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offset++;
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break;
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case Script_Word:
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case Script_SWord:
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offset += 2;
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break;
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case Script_SVariable:
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case Script_Variable:
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case Script_Property:
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case Script_Global:
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case Script_Local:
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case Script_Temp:
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case Script_Param:
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if (opsize & 1)
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kFuncNum = script->_buf[offset++];
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else {
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kFuncNum = 0xffff & (script->_buf[offset] | (script->_buf[offset + 1] << 8));
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offset += 2;
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}
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if (opcode == op_callk) {
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argc = script->_buf[offset++];
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switch (featureDetection) {
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case kDetectGfxFunctions:
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if (kFuncNum == 8) { // kDrawPic (SCI0 - SCI11)
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// If kDrawPic is called with 6 parameters from the
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// overlay selector, the game is using old graphics functions.
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// Otherwise, if it's called with 8 parameters, it's using new
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// graphics functions
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_gfxFunctionsType = (argc == 8) ? SCI_VERSION_0_LATE : SCI_VERSION_0_EARLY;
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return true;
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}
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break;
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case kDetectMoveCountType:
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// Games which ignore move count call kAbs before calling kDoBresen
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if (_kernel->getKernelName(kFuncNum) == "Abs") {
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foundTarget = true;
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} else if (_kernel->getKernelName(kFuncNum) == "DoBresen") {
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_moveCountType = foundTarget ? kIgnoreMoveCount : kIncrementMoveCount;
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return true;
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}
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break;
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case kDetectSoundType:
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// Late SCI1 games call kIsObject before kDoSound
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if (kFuncNum == 6) { // kIsObject (SCI0-SCI11)
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foundTarget = true;
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} else if (kFuncNum == 45) { // kDoSound (SCI1)
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// First, check which DoSound function is called by the play method of
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// the Sound object
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switch (intParam) {
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case 1:
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_doSoundType = SCI_VERSION_0_EARLY;
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break;
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case 7:
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_doSoundType = SCI_VERSION_1_EARLY;
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break;
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case 8:
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_doSoundType = SCI_VERSION_1_LATE;
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break;
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default:
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// Unknown case... should never happen. We fall back to
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// alternative detection here, which works in general, apart from
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// some transitive games like Jones CD
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_doSoundType = foundTarget ? SCI_VERSION_1_LATE : SCI_VERSION_1_EARLY;
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break;
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}
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if (_doSoundType != SCI_VERSION_NONE)
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return true;
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}
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break;
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case kDetectSetCursorType:
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// Games with colored mouse cursors call kIsObject before kSetCursor
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if (kFuncNum == 6) { // kIsObject (SCI0-SCI11)
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foundTarget = true;
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} else if (kFuncNum == 40) { // kSetCursor (SCI0-SCI11)
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_setCursorType = foundTarget ? SCI_VERSION_1_1 : SCI_VERSION_0_EARLY;
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return true;
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}
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break;
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#ifdef ENABLE_SCI32
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case kDetectSci21KernelTable:
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if (kFuncNum == 0x40) {
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_sci21KernelType = SCI_VERSION_2;
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return true;
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} else if (kFuncNum == 0x75) {
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_sci21KernelType = SCI_VERSION_2_1;
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return true;
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}
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break;
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#endif
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default:
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break;
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}
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}
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break;
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case Script_Offset:
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case Script_SRelative:
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offset++;
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if (!opsize & 1)
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offset++;
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break;
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case Script_End:
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offset = 0; // exit loop
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break;
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default:
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warning("opcode %02x: Invalid", opcode);
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}
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}
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} while (offset > 0);
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// Some games, like KQ5CD, never actually call SetCursor inside Game::setCursor
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// but call isObject. Cover this case here, if we're actually reading the selector
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// itself, and not iterating through the Game object (i.e. when the selector
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// dictionary is missing)
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if (featureDetection == kDetectSetCursorType && methodNum == -1 && foundTarget) {
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_setCursorType = SCI_VERSION_1_1;
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return true;
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}
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return false; // not found
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}
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SciVersion EngineState::detectDoSoundType() {
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if (_doSoundType == SCI_VERSION_NONE) {
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if (getSciVersion() == SCI_VERSION_0_EARLY) {
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// This game is using early SCI0 sound code (different headers than SCI0 late)
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_doSoundType = SCI_VERSION_0_EARLY;
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} else if (_kernel->_selectorCache.nodePtr == -1) {
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// No nodePtr selector, so this game is definitely using newer
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// SCI0 sound code (i.e. SCI_VERSION_0_LATE)
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_doSoundType = SCI_VERSION_0_LATE;
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} else {
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if (getSciVersion() >= SCI_VERSION_1_LATE) {
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// All SCI1 late games use the newer doSound semantics
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_doSoundType = SCI_VERSION_1_LATE;
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} else {
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if (!autoDetectFeature(kDetectSoundType)) {
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warning("DoSound detection failed, taking an educated guess");
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if (getSciVersion() >= SCI_VERSION_1_MIDDLE)
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_doSoundType = SCI_VERSION_1_LATE;
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else if (getSciVersion() > SCI_VERSION_01)
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_doSoundType = SCI_VERSION_1_EARLY;
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}
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}
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}
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debugC(1, kDebugLevelSound, "Detected DoSound type: %s", getSciVersionDesc(_doSoundType).c_str());
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}
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return _doSoundType;
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}
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SciVersion EngineState::detectSetCursorType() {
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if (_setCursorType == SCI_VERSION_NONE) {
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if (getSciVersion() <= SCI_VERSION_01) {
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// SCI0/SCI01 games never use cursor views
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_setCursorType = SCI_VERSION_0_EARLY;
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} else if (getSciVersion() >= SCI_VERSION_1_EARLY && getSciVersion() <= SCI_VERSION_1_MIDDLE) {
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// SCI1 early/SCI1 middle games never use cursor views
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_setCursorType = SCI_VERSION_0_EARLY;
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} else if (getSciVersion() >= SCI_VERSION_1_1) {
|
|
// SCI1.1 games always use cursor views
|
|
_setCursorType = SCI_VERSION_1_1;
|
|
} else { // SCI1 late game, detect cursor semantics
|
|
bool found = false;
|
|
|
|
if (_kernel->_selectorCache.setCursor == -1) {
|
|
// Find which function of the Game object calls setCursor
|
|
|
|
Object *obj = _segMan->getObject(_gameObj);
|
|
for (uint m = 0; m < obj->getMethodCount(); m++) {
|
|
found = autoDetectFeature(kDetectSetCursorType, m);
|
|
if (found)
|
|
break;
|
|
}
|
|
} else {
|
|
found = autoDetectFeature(kDetectSetCursorType);
|
|
}
|
|
|
|
if (!found) {
|
|
// Quite normal in several demos which don't have a cursor
|
|
warning("SetCursor detection failed, taking an educated guess");
|
|
|
|
if (getSciVersion() >= SCI_VERSION_1_1)
|
|
_setCursorType = SCI_VERSION_1_1;
|
|
else
|
|
_setCursorType = SCI_VERSION_0_EARLY;
|
|
}
|
|
}
|
|
|
|
debugC(1, kDebugLevelGraphics, "Detected SetCursor type: %s", getSciVersionDesc(_setCursorType).c_str());
|
|
}
|
|
|
|
return _setCursorType;
|
|
}
|
|
|
|
SciVersion EngineState::detectLofsType() {
|
|
if (_lofsType == SCI_VERSION_NONE) {
|
|
// This detection only works (and is only needed) for SCI 1
|
|
if (getSciVersion() <= SCI_VERSION_01) {
|
|
_lofsType = SCI_VERSION_0_EARLY;
|
|
return _lofsType;
|
|
}
|
|
|
|
if (getSciVersion() >= SCI_VERSION_1_1) {
|
|
_lofsType = SCI_VERSION_1_1;
|
|
return _lofsType;
|
|
}
|
|
|
|
// Find a function of the game object which invokes lofsa/lofss
|
|
reg_t gameClass = _segMan->findObjectByName("Game");
|
|
Object *obj = _segMan->getObject(gameClass);
|
|
bool found = false;
|
|
|
|
for (uint m = 0; m < obj->getMethodCount(); m++) {
|
|
found = autoDetectFeature(kDetectLofsType, m);
|
|
|
|
if (found)
|
|
break;
|
|
}
|
|
|
|
if (!found) {
|
|
warning("Lofs detection failed, taking an educated guess");
|
|
|
|
if (getSciVersion() >= SCI_VERSION_1_MIDDLE)
|
|
_lofsType = SCI_VERSION_1_MIDDLE;
|
|
else
|
|
_lofsType = SCI_VERSION_0_EARLY;
|
|
}
|
|
|
|
debugC(1, kDebugLevelVM, "Detected Lofs type: %s", getSciVersionDesc(_lofsType).c_str());
|
|
}
|
|
|
|
return _lofsType;
|
|
}
|
|
|
|
SciVersion EngineState::detectGfxFunctionsType() {
|
|
if (_gfxFunctionsType == SCI_VERSION_NONE) {
|
|
// This detection only works (and is only needed) for SCI0 games
|
|
if (getSciVersion() >= SCI_VERSION_01) {
|
|
_gfxFunctionsType = SCI_VERSION_0_LATE;
|
|
return _gfxFunctionsType;
|
|
}
|
|
|
|
if (getSciVersion() > SCI_VERSION_0_EARLY) {
|
|
// Check if the game is using an overlay
|
|
bool found = false;
|
|
|
|
if (_kernel->_selectorCache.overlay == -1) {
|
|
// No overlay selector found, check if any method of the Rm object
|
|
// is calling kDrawPic, as the overlay selector might be missing in demos
|
|
|
|
Object *obj = _segMan->getObject(_segMan->findObjectByName("Rm"));
|
|
for (uint m = 0; m < obj->getMethodCount(); m++) {
|
|
found = autoDetectFeature(kDetectGfxFunctions, m);
|
|
if (found)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (_kernel->_selectorCache.overlay == -1 && !found) {
|
|
// No overlay selector found, therefore the game is definitely
|
|
// using old graphics functions
|
|
_gfxFunctionsType = SCI_VERSION_0_EARLY;
|
|
} else if (_kernel->_selectorCache.overlay == -1 && found) {
|
|
// Detection already done above
|
|
} else { // _kernel->_selectorCache.overlay != -1
|
|
// An in-between case: The game does not have a shiftParser
|
|
// selector, but it does have an overlay selector, so it uses an
|
|
// overlay. Therefore, check it to see how it calls kDrawPic to
|
|
// determine the graphics functions type used
|
|
|
|
if (!autoDetectFeature(kDetectGfxFunctions)) {
|
|
warning("Graphics functions detection failed, taking an educated guess");
|
|
|
|
// Try detecting the graphics function types from the existence of the motionCue
|
|
// selector (which is a bit of a hack)
|
|
if (_kernel->findSelector("motionCue") != -1)
|
|
_gfxFunctionsType = SCI_VERSION_0_LATE;
|
|
else
|
|
_gfxFunctionsType = SCI_VERSION_0_EARLY;
|
|
}
|
|
}
|
|
} else { // (getSciVersion() == SCI_VERSION_0_EARLY)
|
|
// Old SCI0 games always used old graphics functions
|
|
_gfxFunctionsType = SCI_VERSION_0_EARLY;
|
|
}
|
|
|
|
debugC(1, kDebugLevelVM, "Detected graphics functions type: %s", getSciVersionDesc(_gfxFunctionsType).c_str());
|
|
}
|
|
|
|
return _gfxFunctionsType;
|
|
}
|
|
|
|
#ifdef ENABLE_SCI32
|
|
SciVersion EngineState::detectSci21KernelType() {
|
|
if (_sci21KernelType == SCI_VERSION_NONE)
|
|
if (!autoDetectFeature(kDetectSci21KernelTable))
|
|
error("Could not detect the SCI2.1 kernel table type");
|
|
|
|
debugC(1, kDebugLevelVM, "Detected SCI2.1 kernel type: %s", getSciVersionDesc(_sci21KernelType).c_str());
|
|
|
|
return _sci21KernelType;
|
|
}
|
|
#endif
|
|
|
|
MoveCountType EngineState::detectMoveCountType() {
|
|
if (_moveCountType == kMoveCountUninitialized) {
|
|
// SCI0/SCI01 games always increment move count
|
|
if (getSciVersion() <= SCI_VERSION_01) {
|
|
_moveCountType = kIncrementMoveCount;
|
|
} else {
|
|
if (!autoDetectFeature(kDetectMoveCountType)) {
|
|
warning("Move count autodetection failed");
|
|
_moveCountType = kIncrementMoveCount; // Most games do this, so best guess
|
|
}
|
|
}
|
|
|
|
debugC(1, kDebugLevelVM, "Detected move count handling: %s", (_moveCountType == kIncrementMoveCount) ? "increment" : "ignore");
|
|
}
|
|
|
|
return _moveCountType;
|
|
}
|
|
|
|
} // End of namespace Sci
|