scummvm/engines/sci/sci.h
sluicebox 1efdb1cb6c SCI: Add support for Macintosh fonts
High-resolution native Macintosh fonts are now supported in the
following games when the game's executable is present:

- Castle of Dr. Brain
- Freddy Pharkas
- King's Quest 6
- Leisure Suit Larry 1
- Leisure Suit Larry 5
- Space Quest 1

And in these games when classicmacfonts.dat is present:

- Leisure Suit Larry 6 (floppy)
- Quest for Glory 1
2022-11-06 23:05:20 -08:00

420 lines
13 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SCI_SCI_H
#define SCI_SCI_H
#include "engines/engine.h"
#include "common/macresman.h"
#include "common/util.h"
#include "common/random.h"
#include "sci/engine/vm_types.h" // for Selector
#include "sci/debug.h" // for DebugState
#include "sci/detection.h" // Shared code between detection and engine
struct ADGameDescription;
/**
* This is the namespace of the SCI engine.
*
* Status of this engine: Awesome
*
* Games using this engine:
* - Newer Sierra adventure games (based on FreeSCI)
*
* @todo give a concrete list of supported games. Could also
* list future games, with status for each.
*/
namespace Sci {
struct EngineState;
class Vocabulary;
class ResourceManager;
class Kernel;
class GameFeatures;
class GuestAdditions;
class Console;
class AudioPlayer;
class SoundCommandParser;
class EventManager;
class SegManager;
class ScriptPatcher;
class Sync;
class GfxAnimate;
class GfxCache;
class GfxCompare;
class GfxControls16;
class GfxControls32;
class GfxCoordAdjuster16;
class GfxCursor;
class GfxMacFontManager;
class GfxMacIconBar;
class GfxMenu;
class GfxPaint16;
class GfxPaint32;
class GfxPalette;
class GfxPalette32;
class GfxRemap;
class GfxRemap32;
class GfxPorts;
class GfxScreen;
class GfxText16;
class GfxText32;
class GfxTransitions;
class SciTTS;
#ifdef ENABLE_SCI32
class GfxFrameout;
class Audio32;
class Video32;
class GfxTransitions32;
class GfxCursor32;
#endif
// our engine debug levels
enum kDebugLevels {
kDebugLevelError = 1 << 0,
kDebugLevelNodes = 1 << 1,
kDebugLevelGraphics = 1 << 2,
kDebugLevelStrings = 1 << 3,
kDebugLevelMemory = 1 << 4,
kDebugLevelFuncCheck = 1 << 5,
kDebugLevelBresen = 1 << 6,
kDebugLevelSound = 1 << 7,
kDebugLevelBaseSetter = 1 << 8,
kDebugLevelParser = 1 << 9,
kDebugLevelSaid = 1 << 10,
kDebugLevelFile = 1 << 11,
kDebugLevelTime = 1 << 12,
kDebugLevelRoom = 1 << 13,
kDebugLevelAvoidPath = 1 << 14,
kDebugLevelDclInflate = 1 << 15,
kDebugLevelVM = 1 << 16,
kDebugLevelScripts = 1 << 17,
kDebugLevelGC = 1 << 18,
kDebugLevelResMan = 1 << 19,
kDebugLevelOnStartup = 1 << 20,
kDebugLevelDebugMode = 1 << 21,
kDebugLevelPatcher = 1 << 22,
kDebugLevelWorkarounds = 1 << 23,
kDebugLevelVideo = 1 << 24,
kDebugLevelGame = 1 << 25
};
/** Supported languages */
enum kLanguage {
K_LANG_NONE = 0,
K_LANG_ENGLISH = 1,
K_LANG_FRENCH = 33,
K_LANG_SPANISH = 34,
K_LANG_ITALIAN = 39,
K_LANG_GERMAN = 49,
K_LANG_JAPANESE = 81,
K_LANG_PORTUGUESE = 351
};
class SciEngine : public Engine {
friend class Console;
public:
SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId);
~SciEngine() override;
// Engine APIs
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
void pauseEngineIntern(bool pause) override;
void severeError();
Console *getSciDebugger();
Common::Error loadGameState(int slot) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
bool canLoadGameStateCurrently() override;
bool canSaveGameStateCurrently() override;
void syncSoundSettings() override; ///< from ScummVM to the game
void updateSoundMixerVolumes();
uint32 getTickCount();
void setTickCount(const uint32 ticks);
/**
* Disable support for ScummVM autosaves.
*
* A lot of SCI games already have an autosaving mechanism.
* Also, a lot of games have death screens when the player
* does something wrong, and autosaves could kick in when the
* death screen is shown, which makes them useless, since
* the player can only restore or restart.
*
* Another place where autosaves could kick in is during
* screens with internal loops, e.g. the inventory screen,
* where the autosave created would be invalid, as the internal
* loop isn't persisted in saved games.
*
* For now, we allow saving in places where the user has
* control via GuestAdditions::userHasControl(), but as
* mentioned above, these do not cover cases where the user
* does have control, but saving would either be useless (e.g.
* in death screens) or invalid saved would be created (e.g.
* while the inventory screen is open).
*
* In the future, if we are able to detect all death screens,
* all internal loops and generally all places where saving
* shouldn't be allowed, we could re-enable this feature.
*/
int getAutosaveSlot() const override { return -1; }
const SciGameId &getGameId() const { return _gameId; }
const char *getGameIdStr() const;
Common::Language getLanguage() const;
bool isLanguageRTL() const; // true if language's direction is from Right To Left
Common::Platform getPlatform() const;
bool isDemo() const;
bool isCD() const;
bool forceHiresGraphics() const;
/** Returns true if the game's original platform is big-endian. */
bool isBE() const;
bool hasParser() const;
/** Returns true if the game supports native Mac fonts and the fonts are available. */
bool hasMacFonts() const;
/** Returns true if the game is a Mac version with an icon bar on the bottom. */
bool hasMacIconBar() const;
/**
* Returns true if the game is a Mac version that used native Mac file dialogs
* for saving and restoring. These versions do not include resources for the
* normal save and restore screens, so the ScummVM UI must always be used.
*/
bool hasMacSaveRestoreDialogs() const;
inline ResourceManager *getResMan() const { return _resMan; }
inline ScriptPatcher *getScriptPatcher() const { return _scriptPatcher; }
inline Kernel *getKernel() const { return _kernel; }
inline EngineState *getEngineState() const { return _gamestate; }
inline Vocabulary *getVocabulary() const { return _vocabulary; }
inline EventManager *getEventManager() const { return _eventMan; }
inline reg_t getGameObject() const { return _gameObjectAddress; } // Gets the game object VM address
Common::RandomSource &getRNG() { return _rng; }
Common::String getSavegameName(int nr) const;
Common::String getSavegamePattern() const;
Common::String getFilePrefix() const;
/** Prepend 'TARGET-' to the given filename. */
Common::String wrapFilename(const Common::String &name) const;
/** Remove the 'TARGET-' prefix of the given filename, if present. */
Common::String unwrapFilename(const Common::String &name) const;
const char *getGameObjectName(); // Gets the name of the game object (should only be used for identifying fanmade games)
/**
* Checks if we are in a QfG import screen, where special handling
* of file-listings is performed.
*/
int inQfGImportRoom() const;
/* Shows a ScummVM message box explaining how to import Qfg saved character files */
void showQfgImportMessageBox() const;
void sleep(uint32 msecs);
void scriptDebug();
bool checkExportBreakpoint(uint16 script, uint16 pubfunct);
bool checkSelectorBreakpoint(BreakpointType breakpointType, reg_t send_obj, int selector);
bool checkAddressBreakpoint(const reg_t &address);
public:
bool checkKernelBreakpoint(const Common::String &name);
/**
* Processes a multilanguage string based on the current language settings and
* returns a string that is ready to be displayed.
* @param str the multilanguage string
* @param sep optional separator between main language and subtitle language,
* if NULL is passed no subtitle will be added to the returned string
* @return processed string
*/
Common::String strSplitLanguage(const char *str, uint16 *splitLanguage, const char *sep = "\r----------\r");
Common::String strSplit(const char *str, const char *sep = "\r----------\r") {
return strSplitLanguage(str, NULL, sep);
}
kLanguage getSciLanguage();
void setSciLanguage(kLanguage lang);
void setSciLanguage();
Common::String getSciLanguageString(const Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage = nullptr, uint16 *languageSplitter = nullptr) const;
// Check if vocabulary needs to get switched (in multilingual parser games)
void checkVocabularySwitch();
// Initializes ports and paint16 for non-sci32 games, also sets default palette
void initGraphics();
// Suggest to download the GK2 subtitles patch
// in the future, we might refactor it to something more generic, if needed
void suggestDownloadGK2SubTitlesPatch();
public:
GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx
GfxCache *_gfxCache;
GfxCompare *_gfxCompare;
GfxControls16 *_gfxControls16; // Controls for 16-bit gfx
GfxCoordAdjuster16 *_gfxCoordAdjuster;
GfxCursor *_gfxCursor;
GfxMenu *_gfxMenu; // Menu for 16-bit gfx
GfxPalette *_gfxPalette16;
GfxRemap *_gfxRemap16; // Remapping for the QFG4 demo
GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx
GfxPorts *_gfxPorts; // Port management for 16-bit gfx
GfxScreen *_gfxScreen;
GfxText16 *_gfxText16;
GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx
GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager
GfxMacFontManager *_gfxMacFontManager; // null when not applicable
SciTTS *_tts;
#ifdef ENABLE_SCI32
GfxControls32 *_gfxControls32; // Controls for 32-bit gfx
GfxPalette32 *_gfxPalette32; // Palette for 32-bit gfx
GfxRemap32 *_gfxRemap32; // Remapping for 32-bit gfx
GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx
GfxText32 *_gfxText32;
Audio32 *_audio32;
Video32 *_video32;
GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx
GfxTransitions32 *_gfxTransitions32;
GfxCursor32 *_gfxCursor32;
#endif
AudioPlayer *_audio;
Sync *_sync;
SoundCommandParser *_soundCmd;
GameFeatures *_features;
GuestAdditions *_guestAdditions;
opcode_format (*_opcode_formats)[4];
DebugState _debugState;
uint32 _speedThrottleDelay; // kGameIsRestarting maximum delay
Common::MacResManager *getMacExecutable() { return &_macExecutable; }
private:
/**
* Initializes a SCI game
* This function must be run before script_run() is executed. Graphics data
* is initialized iff s->gfx_state != NULL.
* @param[in] s The state to operate on
* @return true on success, false if an error occurred.
*/
bool initGame();
/**
* Runs a SCI game
* This is the main function for SCI games. It takes a valid state, loads
* script 0 to it, finds the game object, allocates a stack, and runs the
* init method of the game object. In layman's terms, this runs a SCI game.
* @param[in] s Pointer to the pointer of the state to operate on
*/
void runGame();
/**
* Uninitializes an initialized SCI game
* This function should be run after each script_run() call.
* @param[in] s The state to operate on
*/
void exitGame();
/**
* Loads the Mac executable for SCI1/1.1 games.
* This function should only be called on Mac games.
* If the executable isn't used, or is missing but optional,
* then this function does nothing.
*/
void loadMacExecutable();
/**
* Loads Mac native fonts for SCI1/1.1 games that support them.
* This function should only be called on Mac games after loadMacExecutable()
* has been called. Depending on the game, fonts are loaded from either the
* executable or from classicmacfonts.dat. If fonts are not present, then a
* warning is logged and SCI fonts are used instead.
*/
void loadMacFonts();
void initStackBaseWithSelector(Selector selector);
bool gameHasFanMadePatch();
void setLauncherLanguage();
const ADGameDescription *_gameDescription;
const SciGameId _gameId;
ResourceManager *_resMan; /**< The resource manager */
ScriptPatcher *_scriptPatcher; /**< The script patcher */
EngineState *_gamestate;
Kernel *_kernel;
Vocabulary *_vocabulary;
int16 _vocabularyLanguage;
EventManager *_eventMan;
reg_t _gameObjectAddress; /**< Pointer to the game object */
Console *_console;
Common::RandomSource _rng;
Common::MacResManager _macExecutable;
bool _forceHiresGraphics; // user-option for GK1, KQ6, PQ4
};
/**
* Global instance of the SciEngine class, similar to g_engine.
* This is a hackish way to make all central components available
* everywhere. Ideally, we would get rid of this again in the future,
* but for now it's a pragmatic and simple way to achieve the goal.
*/
extern SciEngine *g_sci;
/**
* Convenience function to obtain the active SCI version.
*/
SciVersion getSciVersion();
/**
* Same as above, but this version doesn't assert on unknown SCI versions.
* Only used by the fallback detector
*/
SciVersion getSciVersionForDetection();
/**
* Convenience function converting an SCI version into a human-readable string.
*/
const char *getSciVersionDesc(SciVersion version);
} // End of namespace Sci
#endif // SCI_SCI_H