mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 10:45:46 +00:00
95ae668da0
svn-id: r51032
538 lines
18 KiB
C++
538 lines
18 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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#include "common/system.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "engines/advancedDetector.h"
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#include "engines/util.h"
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#include "sci/sci.h"
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#include "sci/debug.h"
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#include "sci/console.h"
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#include "sci/event.h"
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#include "sci/engine/features.h"
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#include "sci/engine/message.h"
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#include "sci/engine/state.h"
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#include "sci/engine/kernel.h"
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#include "sci/engine/script.h" // for script_adjust_opcode_formats
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#include "sci/engine/selector.h" // for SELECTOR
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#include "sci/sound/audio.h"
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#include "sci/sound/soundcmd.h"
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#include "sci/graphics/animate.h"
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#include "sci/graphics/cache.h"
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#include "sci/graphics/compare.h"
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#include "sci/graphics/controls.h"
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#include "sci/graphics/coordadjuster.h"
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#include "sci/graphics/cursor.h"
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#include "sci/graphics/maciconbar.h"
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#include "sci/graphics/menu.h"
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#include "sci/graphics/paint16.h"
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#include "sci/graphics/paint32.h"
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#include "sci/graphics/ports.h"
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#include "sci/graphics/palette.h"
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#include "sci/graphics/screen.h"
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#include "sci/graphics/text16.h"
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#include "sci/graphics/transitions.h"
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#ifdef ENABLE_SCI32
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#include "sci/graphics/frameout.h"
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#endif
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namespace Sci {
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SciEngine *g_sci = 0;
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class GfxDriver;
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SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId)
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: Engine(syst), _gameDescription(desc), _gameId(gameId) {
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assert(g_sci == 0);
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g_sci = this;
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_gfxMacIconBar = 0;
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_audio = 0;
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_features = 0;
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_resMan = 0;
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_gamestate = 0;
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_kernel = 0;
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_vocabulary = 0;
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_vocabularyLanguage = 1; // we load english vocabulary on startup
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_eventMan = 0;
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_console = 0;
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// Set up the engine specific debug levels
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DebugMan.addDebugChannel(kDebugLevelError, "Error", "Script error debugging");
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DebugMan.addDebugChannel(kDebugLevelNodes, "Lists", "Lists and nodes debugging");
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DebugMan.addDebugChannel(kDebugLevelGraphics, "Graphics", "Graphics debugging");
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DebugMan.addDebugChannel(kDebugLevelStrings, "Strings", "Strings debugging");
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DebugMan.addDebugChannel(kDebugLevelMemory, "Memory", "Memory debugging");
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DebugMan.addDebugChannel(kDebugLevelFuncCheck, "Func", "Function parameter debugging");
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DebugMan.addDebugChannel(kDebugLevelBresen, "Bresenham", "Bresenham algorithms debugging");
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DebugMan.addDebugChannel(kDebugLevelSound, "Sound", "Sound debugging");
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DebugMan.addDebugChannel(kDebugLevelBaseSetter, "Base", "Base Setter debugging");
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DebugMan.addDebugChannel(kDebugLevelParser, "Parser", "Parser debugging");
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DebugMan.addDebugChannel(kDebugLevelSaid, "Said", "Said specs debugging");
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DebugMan.addDebugChannel(kDebugLevelFile, "File", "File I/O debugging");
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DebugMan.addDebugChannel(kDebugLevelTime, "Time", "Time debugging");
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DebugMan.addDebugChannel(kDebugLevelRoom, "Room", "Room number debugging");
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DebugMan.addDebugChannel(kDebugLevelAvoidPath, "Pathfinding", "Pathfinding debugging");
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DebugMan.addDebugChannel(kDebugLevelDclInflate, "DCL", "DCL inflate debugging");
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DebugMan.addDebugChannel(kDebugLevelVM, "VM", "VM debugging");
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DebugMan.addDebugChannel(kDebugLevelScripts, "Scripts", "Notifies when scripts are unloaded");
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DebugMan.addDebugChannel(kDebugLevelGC, "GC", "Garbage Collector debugging");
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DebugMan.addDebugChannel(kDebugLevelResMan, "ResMan", "Resource manager debugging");
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DebugMan.addDebugChannel(kDebugLevelOnStartup, "OnStartup", "Enter debugger at start of game");
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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SearchMan.addSubDirectoryMatching(gameDataDir, "actors"); // KQ6 hi-res portraits
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SearchMan.addSubDirectoryMatching(gameDataDir, "aud"); // resource.aud and audio files
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SearchMan.addSubDirectoryMatching(gameDataDir, "wav"); // speech files in WAV format
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SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); // music/sound files in WAV format
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SearchMan.addSubDirectoryMatching(gameDataDir, "avi"); // AVI movie files for Windows versions
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SearchMan.addSubDirectoryMatching(gameDataDir, "seq"); // SEQ movie files for DOS versions
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SearchMan.addSubDirectoryMatching(gameDataDir, "robot"); // robot movie files
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SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // vmd movie files
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SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // vmd movie files
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// Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD
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// is for the demo of Phantasmagoria, included in the disk
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if (_gameId != GID_KQ6)
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SearchMan.addSubDirectoryMatching(gameDataDir, "patches"); // resource patches
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}
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SciEngine::~SciEngine() {
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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#ifdef ENABLE_SCI32
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delete _gfxFrameout;
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#endif
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delete _gfxMenu;
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delete _gfxControls;
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delete _gfxText16;
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delete _gfxAnimate;
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delete _gfxPaint;
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delete _gfxTransitions;
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delete _gfxCompare;
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delete _gfxCoordAdjuster;
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delete _gfxPorts;
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delete _gfxCache;
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delete _gfxPalette;
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delete _gfxCursor;
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delete _gfxScreen;
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delete _audio;
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delete _soundCmd;
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delete _kernel;
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delete _vocabulary;
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delete _console;
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delete _features;
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delete _gfxMacIconBar;
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delete _eventMan;
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delete _gamestate->_segMan;
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delete _gamestate;
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delete _resMan; // should be deleted last
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g_sci = 0;
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}
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Common::Error SciEngine::run() {
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// Assign default values to the config manager, in case settings are missing
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ConfMan.registerDefault("undither", "true");
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ConfMan.registerDefault("enable_fb01", "false");
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_resMan = new ResourceManager();
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assert(_resMan);
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_resMan->addAppropriateSources();
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_resMan->init();
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// TODO: Add error handling. Check return values of addAppropriateSources
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// and init. We first have to *add* sensible return values, though ;).
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/*
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if (!_resMan) {
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warning("No resources found, aborting");
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return Common::kNoGameDataFoundError;
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}
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*/
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// Reset, so that error()s before SoundCommandParser is initialized wont cause a crash
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_soundCmd = NULL;
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// Add the after market GM patches for the specified game, if they exist
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_resMan->addNewGMPatch(_gameId);
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_gameObj = _resMan->findGameObject();
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SegManager *segMan = new SegManager(_resMan);
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// Initialize the game screen
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_gfxScreen = new GfxScreen(_resMan);
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_gfxScreen->debugUnditherSetState(ConfMan.getBool("undither"));
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// Create debugger console. It requires GFX to be initialized
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_console = new Console(this);
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_kernel = new Kernel(_resMan, segMan);
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_features = new GameFeatures(segMan, _kernel);
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// Only SCI0 and SCI01 games used a parser
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_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan, false) : NULL;
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_audio = new AudioPlayer(_resMan);
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_gamestate = new EngineState(segMan);
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_eventMan = new EventManager(_resMan->detectFontExtended());
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// The game needs to be initialized before the graphics system is initialized, as
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// the graphics code checks parts of the seg manager upon initialization (e.g. for
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// the presence of the fastCast object)
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if (!initGame()) { /* Initialize */
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warning("Game initialization failed: Aborting...");
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// TODO: Add an "init failed" error?
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return Common::kUnknownError;
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}
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script_adjust_opcode_formats();
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// Must be called after game_init(), as they use _features
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_kernel->loadKernelNames(_features);
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_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType());
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syncSoundSettings();
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// Initialize all graphics related subsystems
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initGraphics();
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debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion()));
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// Check whether loading a savestate was requested
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0) {
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reg_t restoreArgv[2] = { NULL_REG, make_reg(0, saveSlot) }; // special call (argv[0] is NULL)
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kRestoreGame(_gamestate, 2, restoreArgv);
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// Initialize the game menu, if there is one.
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// This is not done when loading, so we must do it manually.
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reg_t menuBarObj = _gamestate->_segMan->findObjectByName("MenuBar");
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if (menuBarObj.isNull())
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menuBarObj = _gamestate->_segMan->findObjectByName("TheMenuBar"); // LSL2
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if (menuBarObj.isNull())
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menuBarObj = _gamestate->_segMan->findObjectByName("menuBar"); // LSL6
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if (!menuBarObj.isNull()) {
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// Reset abortScriptProcessing before initializing the game menu, so that the
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// VM call performed by invokeSelector will actually run.
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_gamestate->abortScriptProcessing = kAbortNone;
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Object *menuBar = _gamestate->_segMan->getObject(menuBarObj);
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// Invoke the first method (init) of the menuBar object
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invokeSelector(_gamestate, menuBarObj, menuBar->getFuncSelector(0), 0, _gamestate->stack_base);
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_gamestate->abortScriptProcessing = kAbortLoadGame;
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}
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}
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runGame();
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ConfMan.flushToDisk();
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return Common::kNoError;
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}
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bool SciEngine::initGame() {
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// Script 0 needs to be allocated here before anything else!
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int script0Segment = _gamestate->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
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DataStack *stack = _gamestate->_segMan->allocateStack(VM_STACK_SIZE, NULL);
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_gamestate->_msgState = new MessageState(_gamestate->_segMan);
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_gamestate->gcCountDown = GC_INTERVAL - 1;
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// Script 0 should always be at segment 1
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if (script0Segment != 1) {
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debug(2, "Failed to instantiate script.000");
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return false;
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}
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_gamestate->initGlobals();
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if (_gamestate->abortScriptProcessing == kAbortRestartGame && _gfxMenu)
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_gfxMenu->reset();
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_gamestate->_segMan->initSysStrings();
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_gamestate->r_acc = _gamestate->r_prev = NULL_REG;
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_gamestate->_executionStack.clear(); // Start without any execution stack
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_gamestate->executionStackBase = -1; // No vm is running yet
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_gamestate->_executionStackPosChanged = false;
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_gamestate->abortScriptProcessing = kAbortNone;
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_gamestate->gameWasRestarted = false;
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_gamestate->stack_base = stack->_entries;
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_gamestate->stack_top = stack->_entries + stack->_capacity;
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if (!_gamestate->_segMan->instantiateScript(0)) {
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error("initGame(): Could not instantiate script 0");
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return false;
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}
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// Reset parser
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if (_vocabulary) {
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_vocabulary->reset();
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}
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_gamestate->gameStartTime = _gamestate->lastWaitTime = _gamestate->_screenUpdateTime = g_system->getMillis();
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srand(g_system->getMillis()); // Initialize random number generator
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// Load game language into printLang property of game object
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setSciLanguage();
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return true;
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}
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void SciEngine::initGraphics() {
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// Reset all graphics objects
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_gfxAnimate = 0;
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_gfxCache = 0;
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_gfxCompare = 0;
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_gfxControls = 0;
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_gfxCoordAdjuster = 0;
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_gfxCursor = 0;
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_gfxMacIconBar = 0;
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_gfxMenu = 0;
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_gfxPaint = 0;
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_gfxPaint16 = 0;
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_gfxPalette = 0;
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_gfxPorts = 0;
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_gfxText16 = 0;
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_gfxTransitions = 0;
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#ifdef ENABLE_SCI32
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_gfxFrameout = 0;
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_gfxPaint32 = 0;
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#endif
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if (_resMan->isSci11Mac() && getSciVersion() == SCI_VERSION_1_1)
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_gfxMacIconBar = new GfxMacIconBar();
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bool paletteMerging = true;
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if (getSciVersion() >= SCI_VERSION_1_1) {
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// there are some games that use inbetween SCI1.1 interpreter, so we have to detect if it's merging or copying
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if (getSciVersion() == SCI_VERSION_1_1)
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paletteMerging = _resMan->detectForPaletteMergingForSci11();
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else
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paletteMerging = false;
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}
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_gfxPalette = new GfxPalette(_resMan, _gfxScreen, paletteMerging);
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_gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette);
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_gfxCursor = new GfxCursor(_resMan, _gfxPalette, _gfxScreen);
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#ifdef ENABLE_SCI32
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if (getSciVersion() >= SCI_VERSION_2) {
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// SCI32 graphic objects creation
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_gfxCoordAdjuster = new GfxCoordAdjuster32(_gamestate->_segMan);
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_gfxCursor->init(_gfxCoordAdjuster, _eventMan);
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_gfxCompare = new GfxCompare(_gamestate->_segMan, g_sci->getKernel(), _gfxCache, _gfxScreen, _gfxCoordAdjuster);
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_gfxPaint32 = new GfxPaint32(g_sci->getResMan(), _gamestate->_segMan, g_sci->getKernel(), _gfxCoordAdjuster, _gfxCache, _gfxScreen, _gfxPalette);
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_gfxPaint = _gfxPaint32;
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_gfxFrameout = new GfxFrameout(_gamestate->_segMan, g_sci->getResMan(), _gfxCoordAdjuster, _gfxCache, _gfxScreen, _gfxPalette, _gfxPaint32);
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} else {
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#endif
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// SCI0-SCI1.1 graphic objects creation
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_gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen);
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_gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts);
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_gfxCursor->init(_gfxCoordAdjuster, g_sci->getEventManager());
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_gfxCompare = new GfxCompare(_gamestate->_segMan, g_sci->getKernel(), _gfxCache, _gfxScreen, _gfxCoordAdjuster);
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_gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette, g_sci->getResMan()->isVGA());
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_gfxPaint16 = new GfxPaint16(g_sci->getResMan(), _gamestate->_segMan, g_sci->getKernel(), _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette, _gfxTransitions, _audio);
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_gfxPaint = _gfxPaint16;
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_gfxAnimate = new GfxAnimate(_gamestate, _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette, _gfxCursor, _gfxTransitions);
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_gfxText16 = new GfxText16(g_sci->getResMan(), _gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen);
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_gfxControls = new GfxControls(_gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen);
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_gfxMenu = new GfxMenu(g_sci->getEventManager(), _gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor);
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_gfxMenu->reset();
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#ifdef ENABLE_SCI32
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}
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#endif
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if (_gfxPorts) {
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_gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16);
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_gfxPaint16->init(_gfxAnimate, _gfxText16);
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}
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// Set default (EGA, amiga or resource 999) palette
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_gfxPalette->setDefault();
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}
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void SciEngine::initStackBaseWithSelector(Selector selector) {
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_gamestate->stack_base[0] = make_reg(0, (uint16)selector);
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_gamestate->stack_base[1] = NULL_REG;
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// Register the first element on the execution stack
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if (!send_selector(_gamestate, _gameObj, _gameObj, _gamestate->stack_base, 2, _gamestate->stack_base)) {
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_console->printObject(_gameObj);
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error("initStackBaseWithSelector: error while registering the first selector in the call stack");
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}
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}
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void SciEngine::runGame() {
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initStackBaseWithSelector(SELECTOR(play)); // Call the play selector
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// Attach the debug console on game startup, if requested
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if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
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_console->attach();
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do {
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_gamestate->_executionStackPosChanged = false;
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run_vm(_gamestate, (_gamestate->abortScriptProcessing == kAbortLoadGame));
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exitGame();
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if (_gamestate->abortScriptProcessing == kAbortRestartGame) {
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_gamestate->_segMan->resetSegMan();
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initGame();
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initStackBaseWithSelector(SELECTOR(play));
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_gamestate->gameWasRestarted = true;
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} else if (_gamestate->abortScriptProcessing == kAbortLoadGame) {
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_gamestate->abortScriptProcessing = kAbortNone;
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initStackBaseWithSelector(SELECTOR(replay));
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} else {
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break; // exit loop
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}
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} while (true);
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}
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void SciEngine::exitGame() {
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if (_gamestate->abortScriptProcessing != kAbortLoadGame) {
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_gamestate->_executionStack.clear();
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_audio->stopAllAudio();
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g_sci->_soundCmd->clearPlayList();
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}
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// TODO Free parser segment here
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// TODO Free scripts here
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// Close all opened file handles
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_gamestate->_fileHandles.clear();
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_gamestate->_fileHandles.resize(5);
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}
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// Invoked by error() when a severe error occurs
|
|
GUI::Debugger *SciEngine::getDebugger() {
|
|
if (_gamestate) {
|
|
ExecStack *xs = &(_gamestate->_executionStack.back());
|
|
xs->addr.pc.offset = _debugState.old_pc_offset;
|
|
xs->sp = _debugState.old_sp;
|
|
}
|
|
|
|
_debugState.runningStep = 0; // Stop multiple execution
|
|
_debugState.seeking = kDebugSeekNothing; // Stop special seeks
|
|
|
|
return _console;
|
|
}
|
|
|
|
// Used to obtain the engine's console in order to print messages to it
|
|
Console *SciEngine::getSciDebugger() {
|
|
return _console;
|
|
}
|
|
|
|
const char *SciEngine::getGameIdStr() const {
|
|
return _gameDescription->gameid;
|
|
}
|
|
|
|
Common::Language SciEngine::getLanguage() const {
|
|
return _gameDescription->language;
|
|
}
|
|
|
|
Common::Platform SciEngine::getPlatform() const {
|
|
return _gameDescription->platform;
|
|
}
|
|
|
|
bool SciEngine::isDemo() const {
|
|
return _gameDescription->flags & ADGF_DEMO;
|
|
}
|
|
|
|
Common::String SciEngine::getSavegameName(int nr) const {
|
|
return _targetName + Common::String::printf(".%03d", nr);
|
|
}
|
|
|
|
Common::String SciEngine::getSavegamePattern() const {
|
|
return _targetName + ".???";
|
|
}
|
|
|
|
Common::String SciEngine::getFilePrefix() const {
|
|
if (_gameId == GID_QFG2) {
|
|
// Quest for Glory 2 wants to read files from Quest for Glory 1 (EGA/VGA) to import character data
|
|
if (_gamestate->currentRoomNumber() == 805)
|
|
return "qfg1";
|
|
// TODO: Include import-room for qfg1vga
|
|
} else if (_gameId == GID_QFG3) {
|
|
// Quest for Glory 3 wants to read files from Quest for Glory 2 to import character data
|
|
if (_gamestate->currentRoomNumber() == 54)
|
|
return "qfg2";
|
|
} else if (_gameId == GID_QFG4) {
|
|
// Quest for Glory 4 wants to read files from Quest for Glory 3 to import character data
|
|
if (_gamestate->currentRoomNumber() == 54)
|
|
return "qfg3";
|
|
}
|
|
return _targetName;
|
|
}
|
|
|
|
Common::String SciEngine::wrapFilename(const Common::String &name) const {
|
|
return getFilePrefix() + "-" + name;
|
|
}
|
|
|
|
Common::String SciEngine::unwrapFilename(const Common::String &name) const {
|
|
Common::String prefix = getFilePrefix() + "-";
|
|
if (name.hasPrefix(prefix.c_str()))
|
|
return Common::String(name.c_str() + prefix.size());
|
|
return name;
|
|
}
|
|
|
|
void SciEngine::pauseEngineIntern(bool pause) {
|
|
_mixer->pauseAll(pause);
|
|
}
|
|
|
|
void SciEngine::syncSoundSettings() {
|
|
Engine::syncSoundSettings();
|
|
|
|
bool mute = false;
|
|
if (ConfMan.hasKey("mute"))
|
|
mute = ConfMan.getBool("mute");
|
|
|
|
int soundVolumeMusic = (mute ? 0 : ConfMan.getInt("music_volume"));
|
|
|
|
if (_gamestate && g_sci->_soundCmd) {
|
|
int vol = (soundVolumeMusic + 1) * SoundCommandParser::kMaxSciVolume / Audio::Mixer::kMaxMixerVolume;
|
|
g_sci->_soundCmd->setMasterVolume(vol);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sci
|