scummvm/engines/gob/gob.cpp
2006-03-02 22:29:01 +00:00

395 lines
11 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "backends/fs/fs.h"
#include "common/config-manager.h"
#include "common/md5.h"
#include "gob/gob.h"
#include "gob/global.h"
#include "gob/game.h"
#include "gob/sound.h"
#include "gob/init.h"
#include "gob/inter.h"
#include "gob/draw.h"
#include "gob/anim.h"
#include "gob/cdrom.h"
#include "gob/goblin.h"
#include "gob/map.h"
#include "gob/mult.h"
#include "gob/pack.h"
#include "gob/palanim.h"
#include "gob/parse.h"
#include "gob/scenery.h"
#include "gob/timer.h"
#include "gob/util.h"
#include "gob/music.h"
namespace Gob {
enum {
// We only compute MD5 of the first megabyte of our data files.
kMD5FileSizeLimit = 1024 * 1024
};
struct GobGameSettings {
const char *gameid;
const char *description;
uint32 features;
const char *md5sum;
GameSettings toGameSettings() const {
GameSettings dummy = { gameid, description };
return dummy;
}
};
static const GobGameSettings gob_games[] = {
// Supplied by Florian Zeitz on scummvm-devel
{"gob1", "Gobliiins (DOS EGA)", GF_GOB1, "82aea70ef26f41fa963dfae270993e49"},
{"gob1", "Gobliiins (DOS EGA)", GF_GOB1, "1f499458837008058b8ba6ae07057214"},
{"gob1", "Gobliiins (Windows)", GF_GOB1, "8a5e850c49d7cacdba5f5eb1fcc77b89"},
// Supplied by Theruler76 in bug report #1201233
{"gob1", "Gobliiins (DOS VGA)", GF_GOB1, "a5e232fcd02733c7dffff107d22d36eb"},
// CD 1.000 version. Multilingual
{"gob1", "Gobliiins (CD)", GF_GOB1 | GF_CD, "037db48ebce94bdfe42e2c9510da9211"},
// CD 1.02 version. Multilingual
{"gob1", "Gobliiins (CD)", GF_GOB1 | GF_CD, "45f9c1162dd7040fd05fd013ccc176e2"},
{"gob1", "Gobliiins (Amiga)", GF_GOB1, "d9f8736b7dc0ea891cd06592a72e8a72"},
{"gob1", "Gobliiins (Amiga)", GF_GOB1, "69f9ae85252271e7dfa62883e581e5e9"},
{"gob1", "Gobliiins (Amiga)", GF_GOB1, "26de406cb09228d902274446a6a2eceb"},
{"gob1", "Gobliiins (Amiga)", GF_GOB1, "baf88a95928edb3f51067983f2dffa93"},
{"gob1", "Gobliiins (Interactive Demo)", GF_GOB1, "4f5bf4b9e4c39ebb93579747fc678e97"},
{"gob1", "Gobliiins (Mac)", GF_GOB1 | GF_MAC, "4c0e8ce4a2f66ee8226952ad3c6c1155"},
{"gob2", "Gobliins 2 (DOS)", GF_GOB2, "abb5f762f9979d4253002de20f6e7b56"},
{"gob2", "Gobliins 2 (DOS)", GF_GOB2, "9b6de65d811c08eebf50391b84fcba92"},
{"gob2", "Gobliins 2 (DOS)", GF_GOB2, "54d59c200e3823ad0af11a605a6fd06a"},
{"gob2", "Gobliins 2 (DOS Ru)", GF_GOB2, "b6d47494bf88398ae59c1b5656cafce4"},
// CD 1.000.
{"gob2", "Gobliins 2 (CD)", GF_GOB2, "02bf538fd8003b8da23a3546299c3df4"},
// CD 1.01
{"gob2", "Gobliins 2 (CD)", GF_GOB2, "410e632682ab11969bc3b3b588066d95"},
{"gob2", "Gobliins 2 (Demo)", GF_GOB2, "be8b111191f965ac9b28fe530580d14e"},
#if 0
{"gob3", "Goblins Quest 3", GF_GOB3, "36d9b4032b39a794c8640e500e98893a"},
{"gob3", "Goblins Quest 3", GF_GOB3, "d129f639f6ca8d6b5f0f4e15edb91058"},
{"gob3", "Goblins Quest 3", GF_GOB3, "8d17b0abc514b1512fdedc6072acd48b"},
// CD 1.000
{"gob3", "Goblins Quest 3 (CD)", GF_GOB3, "8d17b0abc514b1512fdedc6072acd48b"},
// CD 1.02. Spanish "Computer Gaming World"* distribution in Spain
{"gob3", "Goblins Quest 3 (CD)", GF_GOB3, "7d7ab9a987be7208b9b685846fbd3e82"},
{"gob3", "Goblins Quest 3 (Interactive Demo)", GF_GOB3, "4986b44cec309589508d7904f924c217"},
{"gob3", "Goblins Quest 3 (Demo)", GF_GOB3, "5024e7de8d6377fbbeabbaa92e0452bc"},
{"gob3", "Goblins Quest 3 (Interactive Demo)", GF_GOB3, "59ab69dab5fddbbf698c77a84297a5a2"},
// CD 1.0
{"woodruff", "The Bizarre Adventures of Woodruff and the Schnibble", GF_WOODRUFF, "c27402cee260d2ff1c4cecb2006a630a"},
// CD 1.00, German release (INTRO.STRK seems to be multilingual, though?)
{"woodruff", "The Bizarre Adventures of Woodruff and the Schnibble", GF_WOODRUFF, "751ba028d215e0db1e0254853de6a7e4"},
#endif
{0, 0, 0, 0}
};
// Keep list of different supported games
static const GameSettings gob_list[] = {
{"gob1", "Gobliiins"},
{"gob2", "Gobliins 2"},
{0, 0}
};
#define MAX_TIME_DELTA 100
GobEngine::GobEngine(GameDetector *detector, OSystem * syst, uint32 features)
: Engine(syst) {
// Setup mixer
if (!_mixer->isReady()) {
warning("Sound initialization failed.");
}
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
_features = features;
_copyProtection = ConfMan.getBool("copy_protection");
Common::addSpecialDebugLevel(DEBUG_FUNCOP, "FuncOpcodes", "Script FuncOpcodes debug level");
Common::addSpecialDebugLevel(DEBUG_DRAWOP, "DrawOpcodes", "Script DrawOpcodes debug level");
Common::addSpecialDebugLevel(DEBUG_GOBOP, "GoblinOpcodes", "Script GoblinOpcodes debug level");
Common::addSpecialDebugLevel(DEBUG_MUSIC, "Music", "CD and adlib music debug level");
Common::addSpecialDebugLevel(DEBUG_PARSER, "Parser", "Parser debug level");
Common::addSpecialDebugLevel(DEBUG_GAMEFLOW, "Gameflow", "Gameflow debug level");
Common::addSpecialDebugLevel(DEBUG_FILEIO, "FileIO", "File Input/Output debug level");
Common::addSpecialDebugLevel(DEBUG_GRAPHICS, "Graphics", "Graphics debug level");
Common::addSpecialDebugLevel(DEBUG_COLLISIONS, "Collisions", "Collisions debug level");
}
GobEngine::~GobEngine() {
delete _game;
delete _snd;
delete _video;
delete _global;
delete _draw;
delete _anim;
delete _cdrom;
delete _dataio;
delete _goblin;
delete _init;
delete _inter;
delete _map;
delete _mult;
delete _pack;
delete _palanim;
delete _parse;
delete _scenery;
delete _gtimer;
delete _util;
delete _inter;
delete _music;
}
void GobEngine::errorString(const char *buf1, char *buf2) {
strcpy(buf2, buf1);
}
int GobEngine::go() {
_init->initGame(0);
return 0;
}
void GobEngine::shutdown() {
_system->quit();
}
int GobEngine::init(GameDetector &detector) {
_game = new Game(this);
_snd = new Snd(this);
_video = new Video(this);
_global = new Global(this);
_draw = new Draw(this);
_anim = new Anim();
_cdrom = new CDROM(this);
_dataio = new DataIO(this);
_goblin = new Goblin(this);
_init = new Init(this);
_map = new Map(this);
_pack = new Pack();
_palanim = new PalAnim(this);
_scenery = new Scenery(this);
_gtimer = new GTimer();
_util = new Util(this);
if (_features & Gob::GF_GOB1) {
_inter = new Inter_v1(this);
_parse = new Parse_v1(this);
_mult = new Mult_v1(this);
}
else if (_features & Gob::GF_GOB2) {
_inter = new Inter_v2(this);
_parse = new Parse_v2(this);
_mult = new Mult_v2(this);
}
else
error("GobEngine::init(): Unknown version of game engine");
if ((_features & Gob::GF_MAC) || (_features & Gob::GF_GOB1))
_music = new Music(this);
_system->beginGFXTransaction();
initCommonGFX(detector, false);
_system->initSize(320, 200);
_system->endGFXTransaction();
// On some systems it's not safe to run CD audio games from the CD.
if (_features & GF_CD)
checkCD();
int cd_num = ConfMan.getInt("cdrom");
if (cd_num >= 0)
_system->openCD(cd_num);
_global->_debugFlag = 1;
_global->_doRangeClamp = 1;
_global->_videoMode = 0x13;
_global->_useMouse = 1;
_global->_soundFlags = 0;
switch (Common::parseLanguage(ConfMan.get("language"))) {
case Common::FR_FRA:
_global->_language = 0;
break;
case Common::DE_DEU:
_global->_language = 1;
break;
case Common::ES_ESP:
_global->_language = 3;
break;
case Common::IT_ITA:
_global->_language = 4;
break;
default:
// Default to English
_global->_language = 2;
break;
}
// FIXME: This is the ugly way of reducing redraw overhead. It works
// well for 320x200 but it's unclear how well it will work for
// 640x480.
g_system->setFeatureState(OSystem::kFeatureAutoComputeDirtyRects, true);
return 0;
}
} // End of namespace Gob
using namespace Gob;
GameList Engine_GOB_gameIDList() {
GameList games;
const GameSettings *g = gob_list;
while (g->gameid) {
games.push_back(*g);
g++;
}
return games;
}
GameSettings Engine_GOB_findGameID(const char *gameid) {
const GameSettings *g = gob_list;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
break;
g++;
}
return *g;
}
DetectedGameList Engine_GOB_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const GobGameSettings *g;
FSList::const_iterator file;
// Iterate over all files in the given directory
for (file = fslist.begin(); file != fslist.end(); file++) {
if (file->isDirectory())
continue;
// All the supported games have an intro.stk file.
if (scumm_stricmp(file->displayName().c_str(), "intro.stk") == 0)
break;
}
if (file == fslist.end())
return detectedGames;
uint8 md5sum[16];
char md5str[32 + 1];
if (Common::md5_file(file->path().c_str(), md5sum, NULL, kMD5FileSizeLimit)) {
for (int i = 0; i < 16; i++) {
sprintf(md5str + i * 2, "%02x", (int)md5sum[i]);
}
for (g = gob_games; g->gameid; g++) {
if (strcmp(g->md5sum, (char *)md5str) == 0) {
detectedGames.push_back(g->toGameSettings());
}
}
if (detectedGames.isEmpty()) {
printf("Unknown MD5 (%s)! Please report the details (language, platform, etc.) of this game to the ScummVM team\n", md5str);
const GameSettings *g1 = gob_list;
while (g1->gameid) {
detectedGames.push_back(*g1);
g1++;
}
}
}
return detectedGames;
}
Engine *Engine_GOB_create(GameDetector * detector, OSystem *syst) {
// Detect game features based on MD5
uint8 md5sum[16];
char md5str[32 + 1];
if (Common::md5_file("intro.stk", md5sum, ConfMan.get("path").c_str(), kMD5FileSizeLimit)) {
for (int j = 0; j < 16; j++) {
sprintf(md5str + j*2, "%02x", (int)md5sum[j]);
}
} else {
error("Engine_GOB_create(): Cannot find intro.stk");
}
const GobGameSettings *g;
bool found = false;
// TODO
// Fallback. Maybe we will be able to determine game type from game
// data contents
Common::String realGame;
uint32 features;
if (ConfMan.hasKey("gameid"))
realGame = ConfMan.get("gameid");
else
realGame = detector->_targetName;
if (!scumm_stricmp(realGame.c_str(), "gob2"))
features = GF_GOB2;
else
features = GF_GOB1;
for (g = gob_games; g->gameid; g++) {
if (strcmp(g->md5sum, (char *)md5str) == 0) {
features = g->features;
if (g->description)
g_system->setWindowCaption(g->description);
found = true;
break;
}
}
if (!found) {
printf("Unknown MD5 (%s)! Please report the details (language, platform, etc.) of this game to the ScummVM team\n", md5str);
}
return new GobEngine(detector, syst, features);
}
REGISTER_PLUGIN(GOB, "Gob Engine")