mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
1efdb1cb6c
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
420 lines
13 KiB
C++
420 lines
13 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCI_SCI_H
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#define SCI_SCI_H
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#include "engines/engine.h"
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#include "common/macresman.h"
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#include "common/util.h"
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#include "common/random.h"
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#include "sci/engine/vm_types.h" // for Selector
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#include "sci/debug.h" // for DebugState
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#include "sci/detection.h" // Shared code between detection and engine
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struct ADGameDescription;
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/**
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* This is the namespace of the SCI engine.
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*
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* Status of this engine: Awesome
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*
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* Games using this engine:
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* - Newer Sierra adventure games (based on FreeSCI)
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*
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* @todo give a concrete list of supported games. Could also
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* list future games, with status for each.
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*/
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namespace Sci {
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struct EngineState;
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class Vocabulary;
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class ResourceManager;
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class Kernel;
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class GameFeatures;
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class GuestAdditions;
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class Console;
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class AudioPlayer;
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class SoundCommandParser;
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class EventManager;
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class SegManager;
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class ScriptPatcher;
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class Sync;
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class GfxAnimate;
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class GfxCache;
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class GfxCompare;
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class GfxControls16;
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class GfxControls32;
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class GfxCoordAdjuster16;
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class GfxCursor;
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class GfxMacFontManager;
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class GfxMacIconBar;
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class GfxMenu;
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class GfxPaint16;
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class GfxPaint32;
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class GfxPalette;
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class GfxPalette32;
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class GfxRemap;
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class GfxRemap32;
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class GfxPorts;
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class GfxScreen;
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class GfxText16;
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class GfxText32;
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class GfxTransitions;
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class SciTTS;
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#ifdef ENABLE_SCI32
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class GfxFrameout;
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class Audio32;
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class Video32;
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class GfxTransitions32;
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class GfxCursor32;
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#endif
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// our engine debug levels
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enum kDebugLevels {
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kDebugLevelError = 1 << 0,
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kDebugLevelNodes = 1 << 1,
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kDebugLevelGraphics = 1 << 2,
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kDebugLevelStrings = 1 << 3,
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kDebugLevelMemory = 1 << 4,
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kDebugLevelFuncCheck = 1 << 5,
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kDebugLevelBresen = 1 << 6,
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kDebugLevelSound = 1 << 7,
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kDebugLevelBaseSetter = 1 << 8,
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kDebugLevelParser = 1 << 9,
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kDebugLevelSaid = 1 << 10,
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kDebugLevelFile = 1 << 11,
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kDebugLevelTime = 1 << 12,
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kDebugLevelRoom = 1 << 13,
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kDebugLevelAvoidPath = 1 << 14,
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kDebugLevelDclInflate = 1 << 15,
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kDebugLevelVM = 1 << 16,
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kDebugLevelScripts = 1 << 17,
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kDebugLevelGC = 1 << 18,
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kDebugLevelResMan = 1 << 19,
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kDebugLevelOnStartup = 1 << 20,
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kDebugLevelDebugMode = 1 << 21,
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kDebugLevelPatcher = 1 << 22,
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kDebugLevelWorkarounds = 1 << 23,
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kDebugLevelVideo = 1 << 24,
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kDebugLevelGame = 1 << 25
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};
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/** Supported languages */
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enum kLanguage {
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K_LANG_NONE = 0,
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K_LANG_ENGLISH = 1,
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K_LANG_FRENCH = 33,
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K_LANG_SPANISH = 34,
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K_LANG_ITALIAN = 39,
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K_LANG_GERMAN = 49,
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K_LANG_JAPANESE = 81,
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K_LANG_PORTUGUESE = 351
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};
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class SciEngine : public Engine {
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friend class Console;
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public:
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SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId);
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~SciEngine() override;
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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void pauseEngineIntern(bool pause) override;
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void severeError();
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Console *getSciDebugger();
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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bool canLoadGameStateCurrently() override;
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bool canSaveGameStateCurrently() override;
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void syncSoundSettings() override; ///< from ScummVM to the game
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void updateSoundMixerVolumes();
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uint32 getTickCount();
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void setTickCount(const uint32 ticks);
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/**
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* Disable support for ScummVM autosaves.
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*
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* A lot of SCI games already have an autosaving mechanism.
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* Also, a lot of games have death screens when the player
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* does something wrong, and autosaves could kick in when the
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* death screen is shown, which makes them useless, since
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* the player can only restore or restart.
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*
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* Another place where autosaves could kick in is during
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* screens with internal loops, e.g. the inventory screen,
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* where the autosave created would be invalid, as the internal
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* loop isn't persisted in saved games.
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*
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* For now, we allow saving in places where the user has
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* control via GuestAdditions::userHasControl(), but as
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* mentioned above, these do not cover cases where the user
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* does have control, but saving would either be useless (e.g.
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* in death screens) or invalid saved would be created (e.g.
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* while the inventory screen is open).
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*
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* In the future, if we are able to detect all death screens,
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* all internal loops and generally all places where saving
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* shouldn't be allowed, we could re-enable this feature.
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*/
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int getAutosaveSlot() const override { return -1; }
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const SciGameId &getGameId() const { return _gameId; }
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const char *getGameIdStr() const;
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Common::Language getLanguage() const;
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bool isLanguageRTL() const; // true if language's direction is from Right To Left
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Common::Platform getPlatform() const;
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bool isDemo() const;
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bool isCD() const;
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bool forceHiresGraphics() const;
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/** Returns true if the game's original platform is big-endian. */
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bool isBE() const;
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bool hasParser() const;
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/** Returns true if the game supports native Mac fonts and the fonts are available. */
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bool hasMacFonts() const;
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/** Returns true if the game is a Mac version with an icon bar on the bottom. */
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bool hasMacIconBar() const;
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/**
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* Returns true if the game is a Mac version that used native Mac file dialogs
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* for saving and restoring. These versions do not include resources for the
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* normal save and restore screens, so the ScummVM UI must always be used.
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*/
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bool hasMacSaveRestoreDialogs() const;
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inline ResourceManager *getResMan() const { return _resMan; }
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inline ScriptPatcher *getScriptPatcher() const { return _scriptPatcher; }
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inline Kernel *getKernel() const { return _kernel; }
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inline EngineState *getEngineState() const { return _gamestate; }
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inline Vocabulary *getVocabulary() const { return _vocabulary; }
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inline EventManager *getEventManager() const { return _eventMan; }
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inline reg_t getGameObject() const { return _gameObjectAddress; } // Gets the game object VM address
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Common::RandomSource &getRNG() { return _rng; }
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Common::String getSavegameName(int nr) const;
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Common::String getSavegamePattern() const;
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Common::String getFilePrefix() const;
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/** Prepend 'TARGET-' to the given filename. */
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Common::String wrapFilename(const Common::String &name) const;
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/** Remove the 'TARGET-' prefix of the given filename, if present. */
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Common::String unwrapFilename(const Common::String &name) const;
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const char *getGameObjectName(); // Gets the name of the game object (should only be used for identifying fanmade games)
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/**
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* Checks if we are in a QfG import screen, where special handling
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* of file-listings is performed.
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*/
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int inQfGImportRoom() const;
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/* Shows a ScummVM message box explaining how to import Qfg saved character files */
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void showQfgImportMessageBox() const;
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void sleep(uint32 msecs);
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void scriptDebug();
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bool checkExportBreakpoint(uint16 script, uint16 pubfunct);
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bool checkSelectorBreakpoint(BreakpointType breakpointType, reg_t send_obj, int selector);
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bool checkAddressBreakpoint(const reg_t &address);
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public:
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bool checkKernelBreakpoint(const Common::String &name);
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/**
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* Processes a multilanguage string based on the current language settings and
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* returns a string that is ready to be displayed.
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* @param str the multilanguage string
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* @param sep optional separator between main language and subtitle language,
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* if NULL is passed no subtitle will be added to the returned string
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* @return processed string
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*/
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Common::String strSplitLanguage(const char *str, uint16 *splitLanguage, const char *sep = "\r----------\r");
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Common::String strSplit(const char *str, const char *sep = "\r----------\r") {
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return strSplitLanguage(str, NULL, sep);
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}
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kLanguage getSciLanguage();
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void setSciLanguage(kLanguage lang);
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void setSciLanguage();
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Common::String getSciLanguageString(const Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage = nullptr, uint16 *languageSplitter = nullptr) const;
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// Check if vocabulary needs to get switched (in multilingual parser games)
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void checkVocabularySwitch();
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// Initializes ports and paint16 for non-sci32 games, also sets default palette
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void initGraphics();
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// Suggest to download the GK2 subtitles patch
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// in the future, we might refactor it to something more generic, if needed
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void suggestDownloadGK2SubTitlesPatch();
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public:
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GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx
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GfxCache *_gfxCache;
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GfxCompare *_gfxCompare;
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GfxControls16 *_gfxControls16; // Controls for 16-bit gfx
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GfxCoordAdjuster16 *_gfxCoordAdjuster;
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GfxCursor *_gfxCursor;
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GfxMenu *_gfxMenu; // Menu for 16-bit gfx
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GfxPalette *_gfxPalette16;
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GfxRemap *_gfxRemap16; // Remapping for the QFG4 demo
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GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx
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GfxPorts *_gfxPorts; // Port management for 16-bit gfx
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GfxScreen *_gfxScreen;
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GfxText16 *_gfxText16;
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GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx
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GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager
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GfxMacFontManager *_gfxMacFontManager; // null when not applicable
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SciTTS *_tts;
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#ifdef ENABLE_SCI32
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GfxControls32 *_gfxControls32; // Controls for 32-bit gfx
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GfxPalette32 *_gfxPalette32; // Palette for 32-bit gfx
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GfxRemap32 *_gfxRemap32; // Remapping for 32-bit gfx
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GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx
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GfxText32 *_gfxText32;
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Audio32 *_audio32;
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Video32 *_video32;
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GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx
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GfxTransitions32 *_gfxTransitions32;
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GfxCursor32 *_gfxCursor32;
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#endif
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AudioPlayer *_audio;
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Sync *_sync;
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SoundCommandParser *_soundCmd;
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GameFeatures *_features;
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GuestAdditions *_guestAdditions;
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opcode_format (*_opcode_formats)[4];
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DebugState _debugState;
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uint32 _speedThrottleDelay; // kGameIsRestarting maximum delay
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Common::MacResManager *getMacExecutable() { return &_macExecutable; }
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private:
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/**
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* Initializes a SCI game
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* This function must be run before script_run() is executed. Graphics data
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* is initialized iff s->gfx_state != NULL.
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* @param[in] s The state to operate on
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* @return true on success, false if an error occurred.
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*/
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bool initGame();
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/**
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* Runs a SCI game
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* This is the main function for SCI games. It takes a valid state, loads
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* script 0 to it, finds the game object, allocates a stack, and runs the
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* init method of the game object. In layman's terms, this runs a SCI game.
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* @param[in] s Pointer to the pointer of the state to operate on
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*/
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void runGame();
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/**
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* Uninitializes an initialized SCI game
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* This function should be run after each script_run() call.
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* @param[in] s The state to operate on
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*/
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void exitGame();
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/**
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* Loads the Mac executable for SCI1/1.1 games.
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* This function should only be called on Mac games.
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* If the executable isn't used, or is missing but optional,
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* then this function does nothing.
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*/
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void loadMacExecutable();
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/**
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* Loads Mac native fonts for SCI1/1.1 games that support them.
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* This function should only be called on Mac games after loadMacExecutable()
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* has been called. Depending on the game, fonts are loaded from either the
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* executable or from classicmacfonts.dat. If fonts are not present, then a
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* warning is logged and SCI fonts are used instead.
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*/
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void loadMacFonts();
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void initStackBaseWithSelector(Selector selector);
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bool gameHasFanMadePatch();
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void setLauncherLanguage();
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const ADGameDescription *_gameDescription;
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const SciGameId _gameId;
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ResourceManager *_resMan; /**< The resource manager */
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ScriptPatcher *_scriptPatcher; /**< The script patcher */
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EngineState *_gamestate;
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Kernel *_kernel;
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Vocabulary *_vocabulary;
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int16 _vocabularyLanguage;
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EventManager *_eventMan;
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reg_t _gameObjectAddress; /**< Pointer to the game object */
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Console *_console;
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Common::RandomSource _rng;
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Common::MacResManager _macExecutable;
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bool _forceHiresGraphics; // user-option for GK1, KQ6, PQ4
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};
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/**
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* Global instance of the SciEngine class, similar to g_engine.
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* This is a hackish way to make all central components available
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* everywhere. Ideally, we would get rid of this again in the future,
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* but for now it's a pragmatic and simple way to achieve the goal.
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*/
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extern SciEngine *g_sci;
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/**
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* Convenience function to obtain the active SCI version.
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*/
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SciVersion getSciVersion();
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/**
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* Same as above, but this version doesn't assert on unknown SCI versions.
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* Only used by the fallback detector
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*/
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SciVersion getSciVersionForDetection();
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/**
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* Convenience function converting an SCI version into a human-readable string.
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*/
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const char *getSciVersionDesc(SciVersion version);
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} // End of namespace Sci
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#endif // SCI_SCI_H
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