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https://github.com/libretro/scummvm.git
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5cfb461b5b
When such a script patch is found, a dialog pops up at the beginning of the game, asking the user to remove it. The issues that these script patches fix have already been fixed in ScummVM, thus these patches aren't necessary, plus they can lead to crashes, freezes, buggy behavior and/or unexpected errors, thus it is better if they aren't used at all, if possible svn-id: r53920
389 lines
10 KiB
C++
389 lines
10 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef SCI_H
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#define SCI_H
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#include "engines/engine.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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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: ???
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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 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 GfxAnimate;
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class GfxCache;
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class GfxCompare;
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class GfxControls;
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class GfxCoordAdjuster;
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class GfxCursor;
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class GfxMacIconBar;
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class GfxMenu;
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class GfxPaint;
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class GfxPaint16;
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class GfxPaint32;
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class GfxPalette;
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class GfxPorts;
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class GfxScreen;
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class GfxText16;
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class GfxTransitions;
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#ifdef ENABLE_SCI32
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class SciGui32;
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class GfxFrameout;
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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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};
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enum SciGameId {
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GID_ASTROCHICKEN,
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GID_CAMELOT,
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GID_CASTLEBRAIN,
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GID_CHRISTMAS1988,
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GID_CHRISTMAS1990,
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GID_CHRISTMAS1992,
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GID_CNICK_KQ,
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GID_CNICK_LAURABOW,
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GID_CNICK_LONGBOW,
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GID_CNICK_LSL,
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GID_CNICK_SQ,
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GID_ECOQUEST,
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GID_ECOQUEST2,
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GID_FAIRYTALES,
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GID_FREDDYPHARKAS,
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GID_FUNSEEKER,
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GID_GK1,
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GID_GK2,
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GID_HOYLE1,
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GID_HOYLE2,
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GID_HOYLE3,
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GID_HOYLE4,
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GID_ICEMAN,
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GID_ISLANDBRAIN,
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GID_JONES,
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GID_KQ1,
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GID_KQ4,
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GID_KQ5,
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GID_KQ6,
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GID_KQ7,
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GID_LAURABOW,
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GID_LAURABOW2,
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GID_LIGHTHOUSE,
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GID_LONGBOW,
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GID_LSL1,
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GID_LSL2,
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GID_LSL3,
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GID_LSL5,
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GID_LSL6,
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GID_LSL6HIRES, // We have a separate ID for LSL6 SCI32, because it's actually a completely different game
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GID_LSL7,
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GID_MOTHERGOOSE, // this one is the SCI0 version
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GID_MOTHERGOOSE256, // this one handles SCI1 and SCI1.1 variants, at least those 2 share a bit in common
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GID_MOTHERGOOSEHIRES, // this one is the SCI2.1 hires version, completely different from the other ones
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GID_MSASTROCHICKEN,
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GID_PEPPER,
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GID_PHANTASMAGORIA,
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GID_PHANTASMAGORIA2,
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GID_PQ1,
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GID_PQ2,
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GID_PQ3,
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GID_PQ4,
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GID_PQSWAT,
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GID_QFG1,
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GID_QFG1VGA,
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GID_QFG2,
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GID_QFG3,
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GID_QFG4,
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GID_RAMA,
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GID_SHIVERS,
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GID_SHIVERS2,
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GID_SLATER,
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GID_SQ1,
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GID_SQ3,
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GID_SQ4,
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GID_SQ5,
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GID_SQ6,
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GID_TORIN,
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GID_FANMADE // FIXME: Do we really need/want this?
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};
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/** SCI versions */
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enum SciVersion {
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SCI_VERSION_NONE,
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SCI_VERSION_0_EARLY, // Early KQ4, 1988 xmas card
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SCI_VERSION_0_LATE, // KQ4, LSL2, LSL3, SQ3 etc
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SCI_VERSION_01, // KQ1 and multilingual games (S.old.*)
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SCI_VERSION_1_EGA, // EGA with parser, QFG2
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SCI_VERSION_1_EARLY, // KQ5. (EGA/VGA)
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SCI_VERSION_1_MIDDLE, // LSL1, JONESCD. (EGA?/VGA)
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SCI_VERSION_1_LATE, // ECO1, LSL5. (EGA/VGA)
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SCI_VERSION_1_1, // KQ6, ECO2
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SCI_VERSION_2, // GK1, PQ4 (Floppy), QFG4 (Floppy)
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SCI_VERSION_2_1, // GK2, KQ7, SQ6, Torin
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SCI_VERSION_3 // LSL7, RAMA, Lighthouse
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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();
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// Engine APIs
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virtual Common::Error run();
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bool hasFeature(EngineFeature f) const;
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void pauseEngineIntern(bool pause);
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virtual GUI::Debugger *getDebugger();
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Console *getSciDebugger();
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Common::Error loadGameState(int slot);
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Common::Error saveGameState(int slot, const char *desc);
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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void syncSoundSettings();
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const SciGameId &getGameId() const { return _gameId; }
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const char *getGameIdStr() const;
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int getResourceVersion() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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bool isDemo() const;
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bool hasMacIconBar() const;
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inline ResourceManager *getResMan() const { return _resMan; }
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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; }
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inline reg_t getGameSuperClassAddress() const { return _gameSuperClassAddress; }
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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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/**
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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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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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void patchGameSaveRestore(SegManager *segMan);
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public:
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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 seperator 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 strSplit(const char *str, const char *sep = "\r----------\r");
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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 char *str, kLanguage lang, kLanguage *lang2 = NULL) 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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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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GfxControls *_gfxControls; // Controls for 16-bit gfx
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GfxCoordAdjuster *_gfxCoordAdjuster;
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GfxCursor *_gfxCursor;
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GfxMenu *_gfxMenu; // Menu for 16-bit gfx
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GfxPalette *_gfxPalette;
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GfxPaint *_gfxPaint;
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GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx
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GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx
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GfxPorts *_gfxPorts; // Port managment 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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#ifdef ENABLE_SCI32
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GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx
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#endif
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AudioPlayer *_audio;
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SoundCommandParser *_soundCmd;
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GameFeatures *_features;
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DebugState _debugState;
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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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void initStackBaseWithSelector(Selector selector);
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bool gameHasFanMadePatch();
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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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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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reg_t _gameSuperClassAddress; // Address of the super class of the game object
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Console *_console;
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Common::RandomSource _rng;
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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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* 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_H
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