mirror of
https://github.com/libretro/scummvm.git
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88913c0139
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
404 lines
11 KiB
C++
404 lines
11 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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*/
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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/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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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 RobotDecoder;
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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, // Not SCI
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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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/**
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* SCI versions
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* For more information, check here:
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* http://wiki.scummvm.org/index.php/Sierra_Game_Versions#SCI_Games
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*/
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enum SciVersion {
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SCI_VERSION_NONE,
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SCI_VERSION_0_EARLY, // KQ4 early, LSL2 early, XMAS card 1988
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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_ONLY, // SCI 1 EGA with parser (i.e. QFG2 only)
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SCI_VERSION_1_EARLY, // KQ5 floppy, SQ4 floppy, XMAS card 1990, Fairy tales, Jones floppy
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SCI_VERSION_1_MIDDLE, // LSL1, Jones CD
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SCI_VERSION_1_LATE, // Dr. Brain 1, EcoQuest 1, Longbow, PQ3, SQ1, LSL5, KQ5 CD
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SCI_VERSION_1_1, // Dr. Brain 2, EcoQuest 1 CD, EcoQuest 2, KQ6, QFG3, SQ4CD, XMAS 1992 and many more
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SCI_VERSION_2, // GK1, PQ4 floppy, QFG4 floppy
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SCI_VERSION_2_1, // GK2, KQ7, LSL6 hires, MUMG Deluxe, Phantasmagoria 1, PQ4CD, PQ:SWAT, QFG4CD, Shivers 1, SQ6, Torin
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SCI_VERSION_3 // LSL7, Lighthouse, RAMA, Phantasmagoria 2
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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 Common::String &desc);
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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void syncSoundSettings();
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void syncIngameAudioOptions();
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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 isCD() 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 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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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();
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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 Common::String &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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RobotDecoder *_robotDecoder;
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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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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 games
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*/
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void loadMacExecutable();
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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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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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};
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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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