scummvm/engines/sci/sci.cpp
sluicebox 4b13347df8 SCI32: Add support for AIFF audio
Used by at least LSL6 Mac CD for voices
2019-10-21 11:13:24 -07:00

970 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, "Voices/AUD#"); // LSL6 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);
_features = new GameFeatures(segMan, _kernel);
_vocabulary = hasParser() ? new Vocabulary(_resMan, false) : NULL;
_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_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 || _resMan->testResource(ResourceId(kResourceTypeVocab, 184)))
_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
_gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen);
_gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts);
_gfxCursor = new GfxCursor(_resMan, _gfxPalette16, _gfxScreen, _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::hasParser() const {
// Only SCI0, SCI01 and SCI1 EGA games used a parser, along with
// multilingual LSL3 and SQ3 Amiga which are SCI_VERSION_1_MIDDLE
return getSciVersion() <= SCI_VERSION_1_EGA_ONLY ||
getGameId() == GID_LSL3 || getGameId() == GID_SQ3;
}
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::showQfgImportMessageBox() const {
showScummVMDialog(_("Characters saved inside ScummVM are shown "
"automatically. Character files saved in the original "
"interpreter need to be put inside ScummVM's saved games "
"directory and a prefix needs to be added depending on which "
"game it was saved in: 'qfg1-' for Quest for Glory 1, 'qfg2-' "
"for Quest for Glory 2. Example: 'qfg2-thief.sav'."));
}
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);
// There is no point in waiting any more if we are just waiting to quit
if (g_engine->shouldQuit()) {
return;
}
#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