scummvm/scumm/scummvm.cpp

1599 lines
35 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* wCopyright (C) 2001/2002 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "sound/mixer.h"
#include "sound/mididrv.h"
#include "scumm/sound.h"
#include "scumm/imuse.h"
#include "scumm/bundle.h"
#include "actor.h"
#include "debug.h"
#include "dialogs.h"
#include "gameDetector.h"
#include "gui/gui.h"
#include "gui/newgui.h"
#include "gui/message.h"
#include "object.h"
#include "resource.h"
#include "string.h"
#ifdef _WIN32_WCE
extern void GraphicsOff(void);
#endif
// Use g_scumm from error() ONLY
Scumm *g_scumm = 0;
extern NewGui *g_gui;
void autosave(void * engine)
{
g_scumm->_doAutosave = true;
}
void Scumm::initRandSeeds()
{
_randSeed1 = 0xA943DE33;
_randSeed2 = 0x37A9ED29;
}
uint Scumm::getRandomNumber(uint max)
{
/* TODO: my own random number generator */
_randSeed1 = 0xDEADBF03 * (_randSeed1 + 1);
_randSeed1 = (_randSeed1 >> 13) | (_randSeed1 << 19);
return _randSeed1 % (max + 1);
}
uint Scumm::getRandomNumberRng(uint min, uint max)
{
return getRandomNumber(max - min) + min;
}
Scumm::Scumm (GameDetector *detector, OSystem *syst)
: Engine(detector, syst), _pauseDialog(0), _optionsDialog(0), _saveLoadDialog(0)
{
OSystem::Property prop;
// Use g_scumm from error() ONLY
g_scumm = this;
_debugMode = detector->_debugMode;
_bootParam = detector->_bootParam;
_exe_name = (char*)detector->_gameFileName.c_str();
_gameId = detector->_gameId;
_gameText = detector->_gameText;
_features = detector->_features;
_soundCardType = detector->_soundCardType;
_noSubtitles = detector->_noSubtitles;
_defaultTalkDelay = detector->_talkSpeed;
_use_adlib = detector->_use_adlib;
if (_gameId == GID_ZAK256) { // FmTowns is 320x240
_realWidth = 320;
_realHeight = 240;
} else if (_gameId == GID_CMI) {
_realWidth = 640;
_realHeight = 480;
} else {
_realWidth = 320;
_realHeight = 200;
}
_gui = new Gui();
_gui->init(this);
_newgui = g_gui;
_bundle = new Bundle();
_sound = new Sound(this);
_timer = Engine::_timer;
_sound->_sound_volume_master = 0;
_sound->_sound_volume_sfx = detector->_sfx_volume;
_sound->_sound_volume_music = detector->_music_volume;
/* Initialize backend */
syst->init_size(_realWidth, _realHeight);
prop.cd_num = detector->_cdrom;
if (prop.cd_num >= 0 && (_features & GF_AUDIOTRACKS))
syst->property(OSystem::PROP_OPEN_CD, &prop);
/* Bind the mixer to the system => mixer will be invoked
* automatically when samples need to be generated */
if (!_mixer->bindToSystem(syst)) {
warning("Sound initialization failed");
if (detector->_use_adlib) {
_use_adlib = false;
detector->_use_adlib = false;
detector->_midi_driver = MD_NULL;
warning("Adlib music was selected, switching to midi null driver");
}
}
_mixer->setVolume(kDefaultSFXVolume);
_mixer->setMusicVolume(kDefaultMusicVolume);
// Init iMuse
if (_features & GF_AFTER_V7) {
_imuseDigital = new IMuseDigital(this);
_imuse = NULL;
} else {
if (detector->_use_adlib) {
_imuse = IMuse::create_adlib(syst, _mixer);
} else {
void *midiTemp = detector->createMidi();
if (!midiTemp) { // Fallback to adlib/midiemu
_imuse = IMuse::create_adlib(syst, _mixer);
} else {
_imuse = IMuse::create_midi(syst, detector->createMidi());
}
}
_imuseDigital = NULL;
if (detector->_gameTempo != 0)
_imuse->property(IMuse::PROP_TEMPO_BASE, detector->_gameTempo);
_imuse->set_music_volume(_sound->_sound_volume_music);
}
// Load game from specified slot, if any
if (detector->_save_slot != -1) {
_saveLoadSlot = detector->_save_slot;
_saveLoadFlag = 2;
_saveLoadCompatible = false;
}
loadLanguageBundle();
_audioNames = NULL;
}
Scumm::~Scumm ()
{
delete [] _actors;
if (_pauseDialog)
delete _pauseDialog;
if (_optionsDialog)
delete _optionsDialog;
if (_saveLoadDialog)
delete _saveLoadDialog;
delete _gui;
delete _bundle;
delete _sound;
if (_imuse)
delete _imuse;
if (_imuseDigital)
delete _imuseDigital;
if (_existLanguageFile)
delete _languageBuffer;
if (_audioNames)
delete _audioNames;
}
void Scumm::scummInit()
{
int i;
Actor *a;
tempMusic = 0;
debug(9, "scummInit");
if (_features & GF_OLD_BUNDLE)
_resourceHeaderSize = 2; // FIXME - to be rechecked
else if (_features & GF_SMALL_HEADER)
_resourceHeaderSize = 6;
else
_resourceHeaderSize = 8;
memset(_charsetData, 0, sizeof(_charsetData));
if (!(_features & GF_SMALL_NAMES))
loadCharset(1);
initScreens(0, 16, _realWidth, 144);
setShake(0);
setupCursor();
/* Allocate and initilise actors */
_actors = new Actor[MAX_ACTORS];
for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
a->number = i;
a->initActorClass(this);
a->initActor(1);
}
_vars[VAR_CHARINC] = 4;
_numNestedScripts = 0;
vm.cutSceneStackPointer = 0;
memset(vm.cutScenePtr, 0, sizeof(vm.cutScenePtr));
memset(vm.cutSceneData, 0, sizeof(vm.cutSceneData));
for (i = 0; i < _maxVerbs; i++) {
_verbs[i].verbid = 0;
_verbs[i].right = _realWidth - 1;
_verbs[i].oldleft = -1;
_verbs[i].type = 0;
_verbs[i].color = 2;
_verbs[i].hicolor = 0;
_verbs[i].charset_nr = 1;
_verbs[i].curmode = 0;
_verbs[i].saveid = 0;
_verbs[i].center = 0;
_verbs[i].key = 0;
}
if (!(_features & GF_AFTER_V7)) {
camera._leftTrigger = 10;
camera._rightTrigger = 30;
camera._mode = 0;
}
camera._follows = 0;
virtscr[0].xstart = 0;
if (!(_features & GF_AFTER_V7)) {
_vars[VAR_V5_DRAWFLAGS] = 11;
_vars[VAR_59] = 3;
// Setup light
_vars[VAR_CURRENT_LIGHTS] = LIGHTMODE_actor_base | LIGHTMODE_actor_color | LIGHTMODE_screen;
_flashlightXStrips = 7;
_flashlightYStrips = 7;
}
mouse.x = 104;
mouse.y = 56;
_ENCD_offs = 0;
_EXCD_offs = 0;
_currentScript = 0xFF;
_sentenceNum = 0;
_currentRoom = 0;
_numObjectsInRoom = 0;
_actorToPrintStrFor = 0;
charset._bufPos = 0;
_haveMsg = 0;
_varwatch = -1;
_screenStartStrip = 0;
_vars[VAR_TALK_ACTOR] = 0;
_talkDelay = 0;
_keepText = false;
gdi._currentCursor = 0;
_cursorState = 0;
_userPut = 0;
_newEffect = 129;
_fullRedraw = true;
clearDrawObjectQueue();
for (i = 0; i < 6; i++) {
if (_features & GF_OLD256) {
_string[i].t_xpos = 0;
_string[i].t_ypos = 0;
} else {
_string[i].t_xpos = 2;
_string[i].t_ypos = 5;
}
_string[i].t_right = _realWidth - 1;
_string[i].t_color = 0xF;
_string[i].t_center = 0;
_string[i].t_charset = 0;
}
_numInMsgStack = 0;
createResource(rtTemp, 6, 500);
initScummVars();
if (!(_features & GF_AFTER_V6))
_vars[VAR_V5_TALK_STRING_Y] = -0x50;
getGraphicsPerformance();
#ifdef COMPRESSED_SOUND_FILE
_sound->_current_cache = 0;
#endif
_timer->installProcedure(&autosave, 5 * 60 * 1000);
}
void Scumm::initScummVars()
{
if (!(_features & GF_AFTER_V7)) {
_vars[VAR_CURRENTDRIVE] = _currentDrive;
_vars[VAR_FIXEDDISK] = checkFixedDisk();
_vars[VAR_SOUNDCARD] = _soundCardType;
_vars[VAR_VIDEOMODE] = 0x13;
_vars[VAR_HEAPSPACE] = 630;
_vars[VAR_MOUSEPRESENT] = _mousePresent;
_vars[VAR_SOUNDPARAM] = _soundParam;
_vars[VAR_SOUNDPARAM2] = _soundParam2;
_vars[VAR_SOUNDPARAM3] = _soundParam3;
if (_features & GF_AFTER_V6)
_vars[VAR_V6_EMSSPACE] = 10000;
}
}
void Scumm::checkRange(int max, int min, int no, const char *str)
{
if (no < min || no > max) {
error("Value %d is out of bounds (%d,%d) int script(%d) msg %s", no, min,
max, vm.slot[_curExecScript].number, str);
}
}
int Scumm::scummLoop(int delta)
{
static int counter = 0;
#ifndef _WIN32_WCE
if (_debugger)
_debugger->on_frame();
#endif
// Randomize the PRNG by calling it at regular intervals. This ensures
// that it will be in a different state each time you run the program.
getRandomNumber(2);
_vars[VAR_TMR_1] += delta;
_vars[VAR_TMR_2] += delta;
_vars[VAR_TMR_3] += delta;
_vars[VAR_TMR_4] += delta;
if (delta > 15)
delta = 15;
decreaseScriptDelay(delta);
// If _talkDelay is -1, that means the text should never time out.
// This is used for drawing verb texts, e.g. the Full Throttle
// dialogue choices.
if (_talkDelay != -1) {
_talkDelay -= delta;
if (_talkDelay < 0)
_talkDelay = 0;
}
processKbd();
if (_features & GF_AFTER_V7) {
_vars[VAR_CAMERA_POS_X] = camera._cur.x;
_vars[VAR_CAMERA_POS_Y] = camera._cur.y;
} else {
_vars[VAR_CAMERA_POS_X] = camera._cur.x;
}
_vars[VAR_HAVE_MSG] = (_haveMsg == 0xFE) ? 0xFF : _haveMsg;
_vars[VAR_VIRT_MOUSE_X] = _virtual_mouse_x;
_vars[VAR_VIRT_MOUSE_Y] = _virtual_mouse_y;
_vars[VAR_MOUSE_X] = mouse.x;
_vars[VAR_MOUSE_Y] = mouse.y;
_vars[VAR_DEBUGMODE] = _debugMode;
if (_gameId == GID_MONKEY_VGA) {
// FIXME: Is all this really necessary now?
if (delta == 1)
_vars[VAR_MI1_TIMER]++;
else if (++counter != 2)
_vars[VAR_MI1_TIMER] += 5;
else {
counter = 0;
_vars[VAR_MI1_TIMER] += 6;
}
} else if (_features & GF_AUDIOTRACKS) {
_vars[VAR_MI1_TIMER] = _sound->readCDTimer();
} else if (_features & GF_OLD256) {
if(tempMusic == 3) {
tempMusic = 0;
_vars[VAR_MUSIC_FLAG]++;
} else {
tempMusic++;
}
}
if (_saveLoadFlag) {
if (_saveLoadFlag == 1) {
saveState(_saveLoadSlot, _saveLoadCompatible);
// Ender: Disabled for small_header games, as
// can overwrite game variables (eg, Zak256 cashcards)
if (_saveLoadCompatible && !(_features & GF_SMALL_HEADER))
_vars[VAR_GAME_LOADED] = 201;
} else {
loadState(_saveLoadSlot, _saveLoadCompatible);
// Ender: Disabled for small_header games, as
// can overwrite game variables (eg, Zak256 cashcards)
if (_saveLoadCompatible && !(_features & GF_SMALL_HEADER))
_vars[VAR_GAME_LOADED] = 203;
}
_saveLoadFlag = 0;
}
if (_doAutosave) {
_saveLoadSlot = 0;
sprintf(_saveLoadName, "Autosave %d", _saveLoadSlot);
_saveLoadFlag = 1;
_saveLoadCompatible = false;
_doAutosave = false;
}
if (_completeScreenRedraw) {
_completeScreenRedraw = false;
gdi.clearUpperMask();
charset._hasMask = false;
redrawVerbs();
_fullRedraw = true;
}
runAllScripts();
checkExecVerbs();
checkAndRunVar33();
if (_currentRoom == 0) {
gdi._cursorActive = 0;
CHARSET_1();
drawDirtyScreenParts();
_sound->processSoundQues();
camera._last = camera._cur;
} else {
walkActors();
moveCamera();
fixObjectFlags();
CHARSET_1();
if (camera._cur.x != camera._last.x || _BgNeedsRedraw || _fullRedraw
|| (_features & GF_AFTER_V7 && camera._cur.y != camera._last.y)) {
redrawBGAreas();
}
processDrawQue();
if (_verbRedraw)
redrawVerbs();
setActorRedrawFlags(true, true);
resetActorBgs();
if (!(_vars[VAR_CURRENT_LIGHTS] & LIGHTMODE_screen) &&
_vars[VAR_CURRENT_LIGHTS] & LIGHTMODE_flashlight) {
drawFlashlight();
setActorRedrawFlags(true, false);
}
processActors();
_fullRedraw = false;
cyclePalette();
palManipulate();
if (_doEffect) {
_doEffect = false;
fadeIn(_newEffect);
clearClickedStatus();
}
if (_cursorState > 0) {
verbMouseOver(checkMouseOver(mouse.x, mouse.y));
}
drawBlastObjects();
drawDirtyScreenParts();
removeBlastObjects();
if (!(_features & GF_AFTER_V6))
playActorSounds();
_sound->processSoundQues();
camera._last = camera._cur;
}
if (!(++_expire_counter)) {
increaseResourceCounter();
}
animateCursor();
/* show or hide mouse */
_system->show_mouse(_cursorState > 0);
_vars[VAR_TIMER] = 0;
return _vars[VAR_TIMER_NEXT];
}
void Scumm::startScene(int room, Actor * a, int objectNr)
{
int i, where;
Actor *at;
CHECK_HEAP debug(1, "Loading room %d", room);
clearMsgQueue();
fadeOut(_switchRoomEffect2);
_newEffect = _switchRoomEffect;
if (_currentScript != 0xFF) {
if (vm.slot[_currentScript].where == WIO_ROOM ||
vm.slot[_currentScript].where == WIO_FLOBJECT) {
if (vm.slot[_currentScript].cutsceneOverride != 0)
error("Object %d stopped with active cutscene/override in exit",
vm.slot[_currentScript].number);
_currentScript = 0xFF;
} else if (vm.slot[_currentScript].where == WIO_LOCAL) {
if (vm.slot[_currentScript].cutsceneOverride != 0)
error("Script %d stopped with active cutscene/override in exit",
vm.slot[_currentScript].number);
_currentScript = 0xFF;
}
}
if (!(_features & GF_SMALL_HEADER)) // Disable for SH games. Overwrites
_vars[VAR_NEW_ROOM] = room; // gamevars, eg Zak cashcards
runExitScript();
killScriptsAndResources();
clearEnqueue();
stopCycle(0);
for (i = 1, at = getFirstActor(); ++at, i < NUM_ACTORS; i++) {
at->hideActor();
}
if (!(_features & GF_AFTER_V7)) {
for (i = 0; i < 0x100; i++)
_shadowPalette[i] = i;
}
clearDrawObjectQueue();
_vars[VAR_ROOM] = room;
_fullRedraw = true;
increaseResourceCounter();
_currentRoom = room;
_vars[VAR_ROOM] = room;
if (room >= 0x80 && !(_features & GF_AFTER_V7))
_roomResource = _resourceMapper[room & 0x7F];
else
_roomResource = room;
_vars[VAR_ROOM_RESOURCE] = _roomResource;
if (room != 0)
ensureResourceLoaded(rtRoom, room);
if (_currentRoom == 0) {
_ENCD_offs = _EXCD_offs = 0;
_numObjectsInRoom = 0;
return;
}
initRoomSubBlocks();
if (_features & GF_SMALL_HEADER)
loadRoomObjectsSmall();
else
loadRoomObjects();
if (!(_features & GF_AFTER_V7)) {
camera._mode = CM_NORMAL;
camera._cur.x = camera._dest.x = _realWidth / 2;
camera._cur.y = camera._dest.y = _realHeight / 2;
}
if (_features & GF_AFTER_V6) {
_vars[VAR_V6_SCREEN_WIDTH] = _scrWidth;
_vars[VAR_V6_SCREEN_HEIGHT] = _scrHeight;
}
_vars[VAR_CAMERA_MIN_X] = _realWidth / 2;
_vars[VAR_CAMERA_MAX_X] = _scrWidth - (_realWidth / 2);
if (_features & GF_AFTER_V7) {
_vars[VAR_CAMERA_MIN_Y] = _realHeight / 2;
_vars[VAR_CAMERA_MAX_Y] = _scrHeight - (_realHeight / 2);
setCameraAt(_realWidth / 2, _realHeight / 2);
}
if (_roomResource == 0)
return;
memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
if (a) {
where = whereIsObject(objectNr);
if (where != WIO_ROOM && where != WIO_FLOBJECT)
error("startScene: Object %d is not in room %d", objectNr,
_currentRoom);
int x, y, dir;
getObjectXYPos(objectNr, x, y, dir);
a->putActor(x, y, _currentRoom);
a->setDirection(dir + 180);
a->moving = 0;
}
showActors();
_egoPositioned = false;
runEntryScript();
if (!(_features & GF_AFTER_V7)) {
if (a && !_egoPositioned) {
int x, y;
getObjectXYPos(objectNr, x, y);
a->putActor(x, y, _currentRoom);
a->moving = 0;
}
} else {
if (camera._follows) {
a = derefActorSafe(camera._follows, "startScene: follows");
setCameraAt(a->x, a->y);
}
}
_doEffect = true;
CHECK_HEAP;
}
void Scumm::initRoomSubBlocks()
{
int i, offs;
byte *ptr;
byte *roomptr, *searchptr;
RoomHeader *rmhd;
_ENCD_offs = 0;
_EXCD_offs = 0;
_CLUT_offs = 0;
_PALS_offs = 0;
nukeResource(rtMatrix, 1);
nukeResource(rtMatrix, 2);
for (i = 1; i < _maxScaleTable; i++)
nukeResource(rtScaleTable, i);
roomptr = getResourceAddress(rtRoom, _roomResource);
rmhd = (RoomHeader *)findResourceData(MKID('RMHD'), roomptr);
if (_features & GF_AFTER_V7) {
_scrWidth = READ_LE_UINT16(&(rmhd->v7.width));
_scrHeight = READ_LE_UINT16(&(rmhd->v7.height));
} else {
_scrWidth = READ_LE_UINT16(&(rmhd->old.width));
_scrHeight = READ_LE_UINT16(&(rmhd->old.height));
}
if (_features & GF_SMALL_HEADER)
_IM00_offs = findResourceData(MKID('IM00'), roomptr) - roomptr;
else
_IM00_offs =
findResource(MKID('IM00'),
findResource(MKID('RMIM'), roomptr)) - roomptr;
ptr = findResourceData(MKID('EXCD'), roomptr);
if (ptr) {
_EXCD_offs = ptr - roomptr;
#ifdef DUMP_SCRIPTS
dumpResource("exit-", _roomResource, ptr - 8);
#endif
}
ptr = findResourceData(MKID('ENCD'), roomptr);
if (ptr) {
_ENCD_offs = ptr - roomptr;
#ifdef DUMP_SCRIPTS
dumpResource("entry-", _roomResource, ptr - 8);
#endif
}
if (_features & GF_SMALL_HEADER) {
ptr = findResourceData(MKID('BOXD'), roomptr);
if (ptr) {
byte numOfBoxes = *(ptr);
int size;
if (_features & GF_OLD256)
size = numOfBoxes * (SIZEOF_BOX - 2) + 1;
else
size = numOfBoxes * SIZEOF_BOX + 1;
createResource(rtMatrix, 2, size);
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
ptr += size;
size = getResourceDataSize(ptr - size - 6) - size;
if (size >= 0) { // do this :)
createResource(rtMatrix, 1, size);
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
}
}
} else {
ptr = findResourceData(MKID('BOXD'), roomptr);
if (ptr) {
int size = getResourceDataSize(ptr);
createResource(rtMatrix, 2, size);
roomptr = getResourceAddress(rtRoom, _roomResource);
ptr = findResourceData(MKID('BOXD'), roomptr);
memcpy(getResourceAddress(rtMatrix, 2), ptr, size);
}
ptr = findResourceData(MKID('BOXM'), roomptr);
if (ptr) {
int size = getResourceDataSize(ptr);
createResource(rtMatrix, 1, size);
roomptr = getResourceAddress(rtRoom, _roomResource);
ptr = findResourceData(MKID('BOXM'), roomptr);
memcpy(getResourceAddress(rtMatrix, 1), ptr, size);
}
}
ptr = findResourceData(MKID('SCAL'), roomptr);
if (ptr) {
offs = ptr - roomptr;
for (i = 1; i < _maxScaleTable; i++, offs += 8) {
int a = READ_LE_UINT16(roomptr + offs);
int b = READ_LE_UINT16(roomptr + offs + 2);
int c = READ_LE_UINT16(roomptr + offs + 4);
int d = READ_LE_UINT16(roomptr + offs + 6);
if (a || b || c || d) {
setScaleItem(i, b, a, d, c);
roomptr = getResourceAddress(rtRoom, _roomResource);
}
}
}
memset(_localScriptList, 0, sizeof(_localScriptList));
searchptr = roomptr = getResourceAddress(rtRoom, _roomResource);
if (_features & GF_SMALL_HEADER) {
while ((ptr = findResourceSmall(MKID('LSCR'), searchptr)) != NULL) {
int id = 0;
ptr += _resourceHeaderSize; /* skip tag & size */
id = ptr[0];
#ifdef DUMP_SCRIPTS
do {
char buf[32];
sprintf(buf, "room-%d-", _roomResource);
dumpResource(buf, id, ptr - 6);
} while (0);
#endif
_localScriptList[id - _numGlobalScripts] = ptr + 1 - roomptr;
searchptr = NULL;
}
} else {
while ((ptr = findResource(MKID('LSCR'), searchptr)) != NULL) {
int id = 0;
ptr += _resourceHeaderSize; /* skip tag & size */
if (_features & GF_AFTER_V7) {
id = READ_LE_UINT16(ptr);
checkRange(NUM_LOCALSCRIPT + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d");
_localScriptList[id - _numGlobalScripts] = ptr + 2 - roomptr;
} else {
id = ptr[0];
_localScriptList[id - _numGlobalScripts] = ptr + 1 - roomptr;
}
#ifdef DUMP_SCRIPTS
do {
char buf[32];
sprintf(buf, "room-%d-", _roomResource);
dumpResource(buf, id, ptr - 8);
} while (0);
#endif
searchptr = NULL;
}
}
// FIXME - we could simply always call findResourceData here, it will
// do the right thing even if GF_SMALL_HEADER is set. But then, we have
// to change setPaletteFromPtr() (easy). The problematic bit is save game
// compatibility - _CLUT_offs is stored in the save game after all.
// Of course we could just decide to not use _CLUT_offs anymore, and change
// setPaletteFromRes() to invoke findResourceData() each time
// (and also getPalettePtr()).
if (_features & GF_SMALL_HEADER)
ptr = findResourceSmall(MKID('CLUT'), roomptr);
else
ptr = findResourceData(MKID('CLUT'), roomptr);
if (ptr) {
_CLUT_offs = ptr - roomptr;
setPaletteFromRes();
}
if (_features & GF_AFTER_V6) {
ptr = findResource(MKID('PALS'), roomptr);
if (ptr) {
_PALS_offs = ptr - roomptr;
setPalette(0);
}
}
ptr = findResourceData(MKID('CYCL'), roomptr);
if (ptr)
initCycl(ptr);
ptr = findResourceData(MKID('TRNS'), roomptr);
if (ptr)
gdi._transparency = ptr[0];
else
gdi._transparency = 255;
initBGBuffers(_scrHeight);
memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
}
void Scumm::setScaleItem(int slot, int a, int b, int c, int d)
{
byte *ptr;
int cur, amounttoadd, i, tmp;
ptr = createResource(rtScaleTable, slot, 200);
if (a == c)
return;
cur = (b - d) * a;
amounttoadd = d - b;
for (i = 200; i > 0; i--) {
tmp = cur / (c - a) + b;
if (tmp < 1)
tmp = 1;
if (tmp > 255)
tmp = 255;
*ptr++ = tmp;
cur += amounttoadd;
}
}
void Scumm::dumpResource(char *tag, int idx, byte *ptr)
{
char buf[256];
File out;
uint32 size;
if (_features & GF_SMALL_HEADER)
size = READ_LE_UINT32(ptr);
else
size = READ_BE_UINT32_UNALIGNED(ptr + 4);
#if defined(MACOS_CARBON)
sprintf(buf, ":dumps:%s%d.dmp", tag, idx);
#else
sprintf(buf, "dumps/%s%d.dmp", tag, idx);
#endif
out.open(buf, "", 1);
if (out.isOpen() == false) {
out.open(buf, "", 2);
if (out.isOpen() == false)
return;
out.write(ptr, size);
}
out.close();
}
void Scumm::clearClickedStatus()
{
checkKeyHit();
_mouseButStat = 0;
_leftBtnPressed = 0;
_rightBtnPressed = 0;
}
int Scumm::checkKeyHit()
{
int a = _keyPressed;
_keyPressed = 0;
return a;
}
void Scumm::pauseGame(bool user)
{
//_gui->pause();
pauseDialog();
}
void Scumm::setOptions()
{
_gui->options();
//_newgui->optionsDialog();
}
void Scumm::runDialog(Dialog *dialog)
{
// Pause sound put
bool old_soundsPaused = _sound->_soundsPaused;
_sound->pauseSounds(true);
// Open & run the dialog
dialog->runModal();
// Restore old cursor
updateCursor();
// Resume sound output
_sound->pauseSounds(old_soundsPaused);
}
void Scumm::pauseDialog()
{
if (!_pauseDialog) {
#if 0
// HACK HACK
const char *message = "This demonstrates MessageDialog's abilities.\n"
"For example it supports multi line text.\n"
"\n"
"Well, not much more right now, really :-)\n"
"And there are still some bugs in it, too\n";
// <- FIXME: This is needed due to a bug...
_pauseDialog = new MessageDialog(_newgui, message);
#else
_pauseDialog = new PauseDialog(_newgui, this);
#endif
}
runDialog(_pauseDialog);
}
void Scumm::saveloadDialog()
{
if (!_saveLoadDialog)
_saveLoadDialog = new SaveLoadDialog(_newgui, this);
runDialog(_saveLoadDialog);
}
void Scumm::optionsDialog()
{
if (!_optionsDialog)
_optionsDialog = new OptionsDialog(_newgui, this);
runDialog(_optionsDialog);
}
void Scumm::shutDown(int i)
{
/* TODO: implement this */
warning("shutDown: not implemented");
}
void Scumm::processKbd()
{
int saveloadkey;
getKeyInput(0);
if (_features & GF_OLD256) /* FIXME: Support ingame screen */
saveloadkey = 319;
else
saveloadkey = _vars[VAR_SAVELOADDIALOG_KEY];
_virtual_mouse_x = mouse.x + virtscr[0].xstart;
if(_features & GF_AFTER_V7)
_virtual_mouse_y = mouse.y + camera._cur.y - (_realHeight / 2);
else
_virtual_mouse_y = mouse.y;
if (!(_features & GF_OLD256))
_virtual_mouse_y += virtscr[0].topline;
else
_virtual_mouse_y -= 16;
if (_virtual_mouse_y < 0)
_virtual_mouse_y = -1;
if (_features & GF_OLD256) {
if (_virtual_mouse_y >= virtscr[0].height + virtscr[0].topline)
_virtual_mouse_y = -1;
} else {
if (_virtual_mouse_y >= virtscr[0].height)
_virtual_mouse_y = -1;
}
if (!_lastKeyHit)
return;
if (_lastKeyHit == KEY_SET_OPTIONS) {
setOptions();
return;
}
if (_lastKeyHit == _vars[VAR_RESTART_KEY]) {
warning("Restart not implemented");
// pauseGame(true);
return;
}
if (_lastKeyHit == _vars[VAR_PAUSE_KEY]) {
pauseGame(true);
/* pause */
return;
}
if (_lastKeyHit == _vars[VAR_CUTSCENEEXIT_KEY]) {
if (_insaneState) {
_videoFinished = true;
} else
exitCutscene();
} else if (_lastKeyHit == saveloadkey && _currentRoom != 0) {
if (_features & GF_AFTER_V7)
runScript(_vars[VAR_UNK_SCRIPT], 0, 0, 0);
//_gui->saveLoadDialog(); // FIXME: Old Gui
saveloadDialog(); // Display NewGui
if (_features & GF_AFTER_V7)
runScript(_vars[VAR_UNK_SCRIPT_2], 0, 0, 0);
} else if (_lastKeyHit == _vars[VAR_TALKSTOP_KEY]) {
_talkDelay = 0;
if (_sound->_sfxMode & 2)
stopTalk();
return;
} else if (_lastKeyHit == '[') { // [ volume down
_sound->_sound_volume_master-=5;
if (_sound->_sound_volume_master < 0)
_sound->_sound_volume_master = 0;
_imuse->set_master_volume(_sound->_sound_volume_master);
} else if (_lastKeyHit == ']') { // ] volume down
_sound->_sound_volume_master+=5;
if (_sound->_sound_volume_master > 128)
_sound->_sound_volume_master = 128;
_imuse->set_master_volume(_sound->_sound_volume_master);
} else if (_lastKeyHit == '-') { // - text speed down
_defaultTalkDelay+=5;
if (_defaultTalkDelay > 90)
_defaultTalkDelay = 90;
_vars[VAR_CHARINC] = _defaultTalkDelay / 20;
} else if (_lastKeyHit == '+') { // + text speed up
_defaultTalkDelay-=5;
if (_defaultTalkDelay < 5)
_defaultTalkDelay = 5;
_vars[VAR_CHARINC] = _defaultTalkDelay / 20;
}
// FIXME: Preparing to remove
// else if (_lastKeyHit == 321) { // F7, display new GUI
// saveloadDialog();
// }
_mouseButStat = _lastKeyHit;
}
int Scumm::getKeyInput(int a)
{
_mouseButStat = 0;
_lastKeyHit = checkKeyHit();
if (a == 0)
convertKeysToClicks();
if (mouse.x < 0)
mouse.x = 0;
if (mouse.x > _realWidth-1)
mouse.x = _realWidth-1;
if (mouse.y < 0)
mouse.y = 0;
if (mouse.y > _realHeight-1)
mouse.y = _realHeight-1;
if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked) {
_mouseButStat = 0;
_lastKeyHit = _vars[VAR_CUTSCENEEXIT_KEY];
} else if (_leftBtnPressed & msClicked) {
_mouseButStat = MBS_LEFT_CLICK;
} else if (_rightBtnPressed & msClicked) {
_mouseButStat = MBS_RIGHT_CLICK;
}
if (_features & GF_AFTER_V7) {
// _vars[VAR_LEFTBTN_DOWN] = (_leftBtnPressed&msClicked) != 0;
_vars[VAR_LEFTBTN_HOLD] = (_leftBtnPressed & msDown) != 0;
// _vars[VAR_RIGHTBTN_DOWN] = (_rightBtnPressed&msClicked) != 0;
_vars[VAR_RIGHTBTN_HOLD] = (_rightBtnPressed & msDown) != 0;
}
_leftBtnPressed &= ~msClicked;
_rightBtnPressed &= ~msClicked;
return _lastKeyHit;
}
void Scumm::convertKeysToClicks()
{
if (_lastKeyHit && _cursorState > 0) {
if (_lastKeyHit == 9) {
_mouseButStat = MBS_RIGHT_CLICK;
} else if (_lastKeyHit == 13) {
_mouseButStat = MBS_LEFT_CLICK;
} else
return;
_lastKeyHit = 0;
}
}
Actor *Scumm::derefActor(int id)
{
return &_actors[id];
}
Actor *Scumm::derefActorSafe(int id, const char *errmsg)
{
if (id < 1 || id >= NUM_ACTORS) {
if (_debugMode)
warning
("Invalid actor %d in %s (script %d, opcode 0x%x) - This is potentially a BIG problem.",
id, errmsg, vm.slot[_curExecScript].number, _opcode);
return NULL;
}
return derefActor(id);
}
void Scumm::setStringVars(int slot)
{
StringTab *st = &_string[slot];
st->xpos = st->t_xpos;
st->ypos = st->t_ypos;
st->center = st->t_center;
st->overhead = st->t_overhead;
st->no_talk_anim = st->t_no_talk_anim;
st->right = st->t_right;
st->color = st->t_color;
st->charset = st->t_charset;
}
void Scumm::unkMiscOp9()
{
warning("stub unkMiscOp9()");
}
void Scumm::startManiac()
{
warning("stub startManiac()");
}
void Scumm::destroy()
{
freeResources();
free(_objectStateTable);
free(_objectRoomTable);
free(_objectOwnerTable);
free(_inventory);
free(_arrays);
free(_verbs);
free(_objs);
free(_vars);
free(_bitVars);
free(_newNames);
free(_classData);
}
//
// Convert an old style direction to a new style one (angle),
//
int newDirToOldDir(int dir)
{
if (dir >= 71 && dir <= 109)
return 1;
if (dir >= 109 && dir <= 251)
return 2;
if (dir >= 251 && dir <= 289)
return 0;
return 3;
}
//
// Convert an new style (angle) direction to an old style one.
//
int oldDirToNewDir(int dir)
{
const int new_dir_table[4] = { 270, 90, 180, 0 };
return new_dir_table[dir];
}
//
// Convert an angle to a simple direction.
//
int toSimpleDir(int dirType, int dir)
{
const int16 many_direction_tab[16] = {
71, 109, 251, 289, -1, -1, -1, -1,
22, 72, 107, 157, 202, 252, 287, 337
};
int num = dirType ? 8 : 4;
const int16 *dirtab = &many_direction_tab[dirType * 8];
for (int i = 1; i < num; i++, dirtab++) {
if (dir >= dirtab[0] && dir <= dirtab[1])
return i;
}
return 0;
}
//
// Convert a simple direction to an angle
//
int fromSimpleDir(int dirType, int dir)
{
if (dirType)
return dir * 45;
else
return dir * 90;
}
//
// Normalize the given angle - that means, ensure it is positive, and
// change it to the closest multiple of 45 degree by abusing toSimpleDir.
//
int normalizeAngle(int angle)
{
int temp;
temp = (angle + 360) % 360;
return toSimpleDir(1, temp) * 45;
}
void NORETURN CDECL error(const char *s, ...)
{
char buf[1024];
#if defined( USE_WINDBG ) || defined ( _WIN32_WCE )
char buf2[1024];
#if defined( _WIN32_WCE )
TCHAR buf2w[2048];
#endif
#endif
va_list va;
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
if (g_scumm && g_scumm->_currentScript != 0xFF) {
ScriptSlot *ss = &g_scumm->vm.slot[g_scumm->_currentScript];
fprintf(stderr, "Error(%d:%d:0x%X): %s!\n",
g_scumm->_roomResource,
ss->number,
g_scumm->_scriptPointer - g_scumm->_scriptOrgPointer, buf);
#if defined( USE_WINDBG ) || defined( _WIN32_WCE )
sprintf(buf2, "Error(%d:%d:0x%X): %s!\n",
g_scumm->_roomResource,
ss->number,
g_scumm->_scriptPointer - g_scumm->_scriptOrgPointer,
buf);
#if defined ( _WIN32_WCE )
/*
MultiByteToWideChar(CP_ACP, 0, buf2, strlen(buf2) + 1, buf2w, sizeof(buf2w));
GraphicsOff();
MessageBox(NULL, buf2w, TEXT("ScummVM error"), MB_OK);
*/
#else
OutputDebugString(buf2);
#endif
#endif
} else {
fprintf(stderr, "Error: %s!\n", buf);
#if defined( USE_WINDBG ) || defined( _WIN32_WCE )
sprintf(&buf[strlen(buf)], "\n");
#if defined ( _WIN32_WCE )
/*
MultiByteToWideChar(CP_ACP, 0, buf, strlen(buf) + 1, buf2w, sizeof(buf2w));
GraphicsOff();
MessageBox(NULL, buf2w, TEXT("ScummVM error"), MB_OK);
*/
#else
OutputDebugString(buf);
#endif
#endif
}
// Finally exit. quit() will terminate the program if g_system iss present
if (g_system)
g_system->quit();
exit(1);
}
ScummDebugger g_debugger;
void Scumm::waitForTimer(int msec_delay) {
OSystem::Event event;
uint32 start_time;
if (_fastMode&2)
msec_delay = 0;
else if (_fastMode&1)
msec_delay = 10;
start_time = _system->get_msecs();
for(;;) {
while (_system->poll_event(&event)) {
switch(event.event_code) {
case OSystem::EVENT_KEYDOWN:
if (event.kbd.keycode >= '0' && event.kbd.keycode<='9'
&& (event.kbd.flags == OSystem::KBD_SHIFT ||
event.kbd.flags == OSystem::KBD_CTRL)) {
_saveLoadSlot = event.kbd.keycode - '0';
sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
_saveLoadFlag = (event.kbd.flags == OSystem::KBD_SHIFT) ? 1 : 2;
_saveLoadCompatible = false;
} else if (event.kbd.flags==OSystem::KBD_CTRL) {
if (event.kbd.keycode=='f')
_fastMode ^= 1;
else if (event.kbd.keycode=='g')
_fastMode ^= 2;
else if ((event.kbd.keycode=='d') && (!_system->property(OSystem::PROP_GET_FULLSCREEN, 0)))
g_debugger.attach(this);
else if (event.kbd.keycode=='s')
resourceStats();
} else
_keyPressed = event.kbd.ascii; // Normal key press, pass on to the game.
break;
case OSystem::EVENT_MOUSEMOVE:
mouse.x = event.mouse.x;
mouse.y = event.mouse.y;
_system->set_mouse_pos(event.mouse.x, event.mouse.y);
_system->update_screen();
break;
case OSystem::EVENT_LBUTTONDOWN:
_leftBtnPressed |= msClicked|msDown;
#ifdef _WIN32_WCE
mouse.x = event.mouse.x;
mouse.y = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
_rightBtnPressed |= msClicked|msDown;
#ifdef _WIN32_WCE
mouse.x = event.mouse.x;
mouse.y = event.mouse.y;
#endif
break;
case OSystem::EVENT_LBUTTONUP:
_leftBtnPressed &= ~msDown;
break;
case OSystem::EVENT_RBUTTONUP:
_rightBtnPressed &= ~msDown;
break;
}
}
_sound->updateCD(); // Loop CD Audio if needed
if (_system->get_msecs() >= start_time + msec_delay)
break;
_system->delay_msecs(10);
}
}
void Scumm::updatePalette() {
if (_palDirtyMax == -1)
return;
bool noir_mode = (_gameId == GID_SAMNMAX && readVar(0x8000));
int first = _palDirtyMin;
int num = _palDirtyMax - first + 1;
int i;
byte palette_colors[1024],*p = palette_colors;
for (i = _palDirtyMin; i <= _palDirtyMax; i++) {
byte *data;
if (_features & GF_SMALL_HEADER)
data = _currentPalette + _shadowPalette[i] * 3;
else
data = _currentPalette + i * 3;
// Sam & Max film noir mode. Convert the colours to grayscale
// before uploading them to the backend.
if (noir_mode) {
double r, g, b;
double brightness;
r = (double) data[0];
g = (double) data[1];
b = (double) data[2];
brightness = (0.299 * r + 0.587 * g + 0.114 * b) + 0.5;
*p++ = (byte) brightness;
*p++ = (byte) brightness;
*p++ = (byte) brightness;
*p++ = 0;
} else {
*p++ = data[0];
*p++ = data[1];
*p++ = data[2];
*p++ = 0;
}
}
_system->set_palette(palette_colors, first, num);
_palDirtyMax = -1;
_palDirtyMin = 256;
}
void Scumm::mainRun()
{
int delta = 0;
int last_time = _system->get_msecs();
int new_time;
for(;;) {
updatePalette();
_system->update_screen();
new_time = _system->get_msecs();
waitForTimer(delta * 15 + last_time - new_time);
last_time = _system->get_msecs();
if (_gui->isActive()) {
_gui->loop();
delta = 5;
} else {
delta = scummLoop(delta);
if (delta < 1) // Ensure we don't get into a loop
delta = 1; // by not decreasing sleepers.
}
}
}
void Scumm::launch()
{
charset._vm = this;
gdi._vm = this;
_maxHeapThreshold = 450000;
_minHeapThreshold = 400000;
_verbRedraw = false;
// Create a primary virtual screen
_videoBuffer = (byte *)calloc((_realWidth + 8) * _realHeight, 1);
allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0);
initVirtScreen(0, 0, 0, _realWidth, _realHeight, false, false);
if (_features & GF_AFTER_V7)
setupScummVarsNew();
else
setupScummVarsOld();
if ((_features & GF_AFTER_V7) || (_gameId == GID_SAMNMAX))
NUM_ACTORS = 30;
else
NUM_ACTORS = 13;
if (_features & GF_AFTER_V7)
OF_OWNER_ROOM = 0xFF;
else
OF_OWNER_ROOM = 0x0F;
// if (_gameId==GID_MONKEY2 && _bootParam == 0)
// _bootParam = 10001;
if (_gameId == GID_INDY4 && _bootParam == 0) {
_bootParam = -7873;
}
readIndexFile();
initRandSeeds();
if (_features & GF_NEW_OPCODES)
setupOpcodes2();
else
setupOpcodes();
scummInit();
if (!(_features & GF_AFTER_V7))
_vars[VAR_VERSION] = 21;
_vars[VAR_DEBUGMODE] = _debugMode;
if (_gameId == GID_MONKEY)
_vars[74] = 1225;
_sound->setupSound();
runScript(1, 0, 0, &_bootParam);
}
void Scumm::go() {
launch();
setupGUIColors();
mainRun();
}
byte Scumm::getDefaultGUIColor(int color)
{
/* FIXME: strange IF line? */
if ((_features & GF_AFTER_V7) || (_features & GF_SMALL_HEADER))
return 0;
if (_features & GF_AFTER_V6) {
if (color == 8)
color = 1;
return readArray(110, 0, color);
} else {
return getStringAddress(21)[color];
}
}
void Scumm::setupGUIColors() {
/* FIXME: strange IF line? */
if (_gameId && !(_features & GF_SMALL_HEADER) && !(_features & GF_AFTER_V7)) {
_gui->_bgcolor = getDefaultGUIColor(0);
_gui->_color = getDefaultGUIColor(1);
_gui->_textcolor = getDefaultGUIColor(2);
_gui->_textcolorhi = getDefaultGUIColor(6);
_gui->_shadowcolor = getDefaultGUIColor(8);
}
}
bool Scumm::checkFixedDisk() {
return true;
}