scummvm/engines/sci/sci.h
Filippos Karapetis a5db890260 SCI: Sync in-game speech/subtitle options with the ones from the ScummVM GUI.
- Obtain speech/subtitle options from the ScummVM GUI and set them in CD games.
- Also, set simultaneous speech and subtitles in games that support them
(currently SQ4 CD and Freddy Pharkas CD). There is no GUI option for setting
simultaneous speech and subtitles in Freddy Pharkas CD, so this is the only
current way of achieving this (unless the text speed slider inside the Freddy
Pharkas options window is repurposed - but that will require extensive changes)

svn-id: r55005
2010-12-22 13:58:28 +00:00

390 lines
10 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.
*
* $URL$
* $Id$
*
*/
#ifndef SCI_H
#define SCI_H
#include "engines/engine.h"
#include "common/util.h"
#include "common/random.h"
#include "sci/engine/vm_types.h" // for Selector
#include "sci/debug.h" // for DebugState
struct ADGameDescription;
/**
* This is the namespace of the SCI engine.
*
* Status of this engine: ???
*
* 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 Console;
class AudioPlayer;
class SoundCommandParser;
class EventManager;
class SegManager;
class GfxAnimate;
class GfxCache;
class GfxCompare;
class GfxControls;
class GfxCoordAdjuster;
class GfxCursor;
class GfxMacIconBar;
class GfxMenu;
class GfxPaint;
class GfxPaint16;
class GfxPaint32;
class GfxPalette;
class GfxPorts;
class GfxScreen;
class GfxText16;
class GfxTransitions;
#ifdef ENABLE_SCI32
class SciGui32;
class GfxFrameout;
#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
};
enum SciGameId {
GID_ASTROCHICKEN,
GID_CAMELOT,
GID_CASTLEBRAIN,
GID_CHRISTMAS1988,
GID_CHRISTMAS1990,
GID_CHRISTMAS1992,
GID_CNICK_KQ,
GID_CNICK_LAURABOW,
GID_CNICK_LONGBOW,
GID_CNICK_LSL,
GID_CNICK_SQ,
GID_ECOQUEST,
GID_ECOQUEST2,
GID_FAIRYTALES,
GID_FREDDYPHARKAS,
GID_FUNSEEKER,
GID_GK1,
GID_GK2,
GID_HOYLE1,
GID_HOYLE2,
GID_HOYLE3,
GID_HOYLE4,
GID_ICEMAN,
GID_ISLANDBRAIN,
GID_JONES,
GID_KQ1,
GID_KQ4,
GID_KQ5,
GID_KQ6,
GID_KQ7,
GID_LAURABOW,
GID_LAURABOW2,
GID_LIGHTHOUSE,
GID_LONGBOW,
GID_LSL1,
GID_LSL2,
GID_LSL3,
GID_LSL5,
GID_LSL6,
GID_LSL6HIRES, // We have a separate ID for LSL6 SCI32, because it's actually a completely different game
GID_LSL7,
GID_MOTHERGOOSE, // this one is the SCI0 version
GID_MOTHERGOOSE256, // this one handles SCI1 and SCI1.1 variants, at least those 2 share a bit in common
GID_MOTHERGOOSEHIRES, // this one is the SCI2.1 hires version, completely different from the other ones
GID_MSASTROCHICKEN,
GID_PEPPER,
GID_PHANTASMAGORIA,
GID_PHANTASMAGORIA2,
GID_PQ1,
GID_PQ2,
GID_PQ3,
GID_PQ4,
GID_PQSWAT,
GID_QFG1,
GID_QFG1VGA,
GID_QFG2,
GID_QFG3,
GID_QFG4,
GID_RAMA,
GID_SHIVERS,
//GID_SHIVERS2, // Not SCI
GID_SLATER,
GID_SQ1,
GID_SQ3,
GID_SQ4,
GID_SQ5,
GID_SQ6,
GID_TORIN,
GID_FANMADE // FIXME: Do we really need/want this?
};
/** SCI versions */
enum SciVersion {
SCI_VERSION_NONE,
SCI_VERSION_0_EARLY, // Early KQ4, 1988 xmas card
SCI_VERSION_0_LATE, // KQ4, LSL2, LSL3, SQ3 etc
SCI_VERSION_01, // KQ1 and multilingual games (S.old.*)
SCI_VERSION_1_EGA, // EGA with parser, QFG2
SCI_VERSION_1_EARLY, // KQ5. (EGA/VGA)
SCI_VERSION_1_MIDDLE, // LSL1, JONESCD. (EGA?/VGA)
SCI_VERSION_1_LATE, // ECO1, LSL5. (EGA/VGA)
SCI_VERSION_1_1, // KQ6, ECO2
SCI_VERSION_2, // GK1, PQ4 (Floppy), QFG4 (Floppy)
SCI_VERSION_2_1, // GK2, KQ7, SQ6, Torin
SCI_VERSION_3 // LSL7, RAMA, Lighthouse
};
/** 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();
// Engine APIs
virtual Common::Error run();
bool hasFeature(EngineFeature f) const;
void pauseEngineIntern(bool pause);
virtual GUI::Debugger *getDebugger();
Console *getSciDebugger();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const char *desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
void syncSoundSettings();
void syncIngameAudioOptions();
const SciGameId &getGameId() const { return _gameId; }
const char *getGameIdStr() const;
int getResourceVersion() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
bool isDemo() const;
bool isCD() const;
bool hasMacIconBar() const;
inline ResourceManager *getResMan() const { return _resMan; }
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; }
inline reg_t getGameSuperClassAddress() const { return _gameSuperClassAddress; }
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;
/**
* Checks if we are in a QfG import screen, where special handling
* of file-listings is performed.
*/
int inQfGImportRoom() const;
void sleep(uint32 msecs);
void scriptDebug();
bool checkExportBreakpoint(uint16 script, uint16 pubfunct);
bool checkSelectorBreakpoint(BreakpointType breakpointType, reg_t send_obj, int selector);
void patchGameSaveRestore(SegManager *segMan);
public:
/**
* 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 seperator between main language and subtitle language,
* if NULL is passed no subtitle will be added to the returned string
* @return processed string
*/
Common::String strSplit(const char *str, const char *sep = "\r----------\r");
kLanguage getSciLanguage();
void setSciLanguage(kLanguage lang);
void setSciLanguage();
Common::String getSciLanguageString(const char *str, kLanguage lang, kLanguage *lang2 = NULL) 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();
public:
GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx
GfxCache *_gfxCache;
GfxCompare *_gfxCompare;
GfxControls *_gfxControls; // Controls for 16-bit gfx
GfxCoordAdjuster *_gfxCoordAdjuster;
GfxCursor *_gfxCursor;
GfxMenu *_gfxMenu; // Menu for 16-bit gfx
GfxPalette *_gfxPalette;
GfxPaint *_gfxPaint;
GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx
GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx
GfxPorts *_gfxPorts; // Port managment for 16-bit gfx
GfxScreen *_gfxScreen;
GfxText16 *_gfxText16;
GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx
GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager
#ifdef ENABLE_SCI32
GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx
#endif
AudioPlayer *_audio;
SoundCommandParser *_soundCmd;
GameFeatures *_features;
DebugState _debugState;
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();
void initStackBaseWithSelector(Selector selector);
bool gameHasFanMadePatch();
const ADGameDescription *_gameDescription;
const SciGameId _gameId;
ResourceManager *_resMan; /**< The resource manager */
EngineState *_gamestate;
Kernel *_kernel;
Vocabulary *_vocabulary;
int16 _vocabularyLanguage;
EventManager *_eventMan;
reg_t _gameObjectAddress; /**< Pointer to the game object */
reg_t _gameSuperClassAddress; // Address of the super class of the game object
Console *_console;
Common::RandomSource _rng;
};
/**
* 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();
/**
* Convenience function converting an SCI version into a human-readable string.
*/
const char *getSciVersionDesc(SciVersion version);
} // End of namespace Sci
#endif // SCI_H