/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef SCI_SCI_H #define SCI_SCI_H #include "engines/engine.h" #include "common/macresman.h" #include "common/util.h" #include "common/random.h" #include "sci/engine/vm_types.h" // for Selector #include "sci/debug.h" // for DebugState #include "sci/detection.h" // Shared code between detection and engine struct ADGameDescription; /** * This is the namespace of the SCI engine. * * Status of this engine: Awesome * * Games using this engine: * - Newer Sierra adventure games (based on FreeSCI) * * @todo give a concrete list of supported games. Could also * list future games, with status for each. */ namespace Sci { struct EngineState; class Vocabulary; class ResourceManager; class Kernel; class GameFeatures; class GuestAdditions; class Console; class AudioPlayer; class SoundCommandParser; class EventManager; class SegManager; class ScriptPatcher; class Sync; class GfxAnimate; class GfxCache; class GfxCompare; class GfxControls16; class GfxControls32; class GfxCoordAdjuster16; class GfxCursor; class GfxMacFontManager; class GfxMacIconBar; class GfxMenu; class GfxPaint16; class GfxPaint32; class GfxPalette; class GfxPalette32; class GfxRemap; class GfxRemap32; class GfxPorts; class GfxScreen; class GfxText16; class GfxText32; class GfxTransitions; class SciTTS; #ifdef ENABLE_SCI32 class GfxFrameout; class Audio32; class Video32; class GfxTransitions32; class GfxCursor32; #endif // our engine debug levels enum kDebugLevels { kDebugLevelError = 1 << 0, kDebugLevelNodes = 1 << 1, kDebugLevelGraphics = 1 << 2, kDebugLevelStrings = 1 << 3, kDebugLevelMemory = 1 << 4, kDebugLevelFuncCheck = 1 << 5, kDebugLevelBresen = 1 << 6, kDebugLevelSound = 1 << 7, kDebugLevelBaseSetter = 1 << 8, kDebugLevelParser = 1 << 9, kDebugLevelSaid = 1 << 10, kDebugLevelFile = 1 << 11, kDebugLevelTime = 1 << 12, kDebugLevelRoom = 1 << 13, kDebugLevelAvoidPath = 1 << 14, kDebugLevelDclInflate = 1 << 15, kDebugLevelVM = 1 << 16, kDebugLevelScripts = 1 << 17, kDebugLevelGC = 1 << 18, kDebugLevelResMan = 1 << 19, kDebugLevelOnStartup = 1 << 20, kDebugLevelDebugMode = 1 << 21, kDebugLevelPatcher = 1 << 22, kDebugLevelWorkarounds = 1 << 23, kDebugLevelVideo = 1 << 24, kDebugLevelGame = 1 << 25 }; /** Supported languages */ enum kLanguage { K_LANG_NONE = 0, K_LANG_ENGLISH = 1, K_LANG_FRENCH = 33, K_LANG_SPANISH = 34, K_LANG_ITALIAN = 39, K_LANG_GERMAN = 49, K_LANG_JAPANESE = 81, K_LANG_PORTUGUESE = 351 }; class SciEngine : public Engine { friend class Console; public: SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId); ~SciEngine() override; // Engine APIs Common::Error run() override; bool hasFeature(EngineFeature f) const override; void pauseEngineIntern(bool pause) override; void severeError(); Console *getSciDebugger(); Common::Error loadGameState(int slot) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; bool canLoadGameStateCurrently() override; bool canSaveGameStateCurrently() override; void syncSoundSettings() override; ///< from ScummVM to the game void updateSoundMixerVolumes(); uint32 getTickCount(); void setTickCount(const uint32 ticks); /** * Disable support for ScummVM autosaves. * * A lot of SCI games already have an autosaving mechanism. * Also, a lot of games have death screens when the player * does something wrong, and autosaves could kick in when the * death screen is shown, which makes them useless, since * the player can only restore or restart. * * Another place where autosaves could kick in is during * screens with internal loops, e.g. the inventory screen, * where the autosave created would be invalid, as the internal * loop isn't persisted in saved games. * * For now, we allow saving in places where the user has * control via GuestAdditions::userHasControl(), but as * mentioned above, these do not cover cases where the user * does have control, but saving would either be useless (e.g. * in death screens) or invalid saved would be created (e.g. * while the inventory screen is open). * * In the future, if we are able to detect all death screens, * all internal loops and generally all places where saving * shouldn't be allowed, we could re-enable this feature. */ int getAutosaveSlot() const override { return -1; } const SciGameId &getGameId() const { return _gameId; } const char *getGameIdStr() const; Common::Language getLanguage() const; bool isLanguageRTL() const; // true if language's direction is from Right To Left Common::Platform getPlatform() const; bool isDemo() const; bool isCD() const; bool forceHiresGraphics() const; /** Returns true if the game's original platform is big-endian. */ bool isBE() const; bool hasParser() const; /** Returns true if the game supports native Mac fonts and the fonts are available. */ bool hasMacFonts() const; /** Returns true if the game is a Mac version with an icon bar on the bottom. */ bool hasMacIconBar() const; /** * Returns true if the game is a Mac version that used native Mac file dialogs * for saving and restoring. These versions do not include resources for the * normal save and restore screens, so the ScummVM UI must always be used. */ bool hasMacSaveRestoreDialogs() const; inline ResourceManager *getResMan() const { return _resMan; } inline ScriptPatcher *getScriptPatcher() const { return _scriptPatcher; } inline Kernel *getKernel() const { return _kernel; } inline EngineState *getEngineState() const { return _gamestate; } inline Vocabulary *getVocabulary() const { return _vocabulary; } inline EventManager *getEventManager() const { return _eventMan; } inline reg_t getGameObject() const { return _gameObjectAddress; } // Gets the game object VM address Common::RandomSource &getRNG() { return _rng; } Common::String getSavegameName(int nr) const; Common::String getSavegamePattern() const; Common::String getFilePrefix() const; /** Prepend 'TARGET-' to the given filename. */ Common::String wrapFilename(const Common::String &name) const; /** Remove the 'TARGET-' prefix of the given filename, if present. */ Common::String unwrapFilename(const Common::String &name) const; const char *getGameObjectName(); // Gets the name of the game object (should only be used for identifying fanmade games) /** * Checks if we are in a QfG import screen, where special handling * of file-listings is performed. */ int inQfGImportRoom() const; /* Shows a ScummVM message box explaining how to import Qfg saved character files */ void showQfgImportMessageBox() const; void sleep(uint32 msecs); void scriptDebug(); bool checkExportBreakpoint(uint16 script, uint16 pubfunct); bool checkSelectorBreakpoint(BreakpointType breakpointType, reg_t send_obj, int selector); bool checkAddressBreakpoint(const reg_t &address); public: bool checkKernelBreakpoint(const Common::String &name); /** * Processes a multilanguage string based on the current language settings and * returns a string that is ready to be displayed. * @param str the multilanguage string * @param sep optional separator between main language and subtitle language, * if NULL is passed no subtitle will be added to the returned string * @return processed string */ Common::String strSplitLanguage(const char *str, uint16 *splitLanguage, const char *sep = "\r----------\r"); Common::String strSplit(const char *str, const char *sep = "\r----------\r") { return strSplitLanguage(str, NULL, sep); } kLanguage getSciLanguage(); void setSciLanguage(kLanguage lang); void setSciLanguage(); Common::String getSciLanguageString(const Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage = nullptr, uint16 *languageSplitter = nullptr) const; // Check if vocabulary needs to get switched (in multilingual parser games) void checkVocabularySwitch(); // Initializes ports and paint16 for non-sci32 games, also sets default palette void initGraphics(); // Suggest to download the GK2 subtitles patch // in the future, we might refactor it to something more generic, if needed void suggestDownloadGK2SubTitlesPatch(); public: GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx GfxCache *_gfxCache; GfxCompare *_gfxCompare; GfxControls16 *_gfxControls16; // Controls for 16-bit gfx GfxCoordAdjuster16 *_gfxCoordAdjuster; GfxCursor *_gfxCursor; GfxMenu *_gfxMenu; // Menu for 16-bit gfx GfxPalette *_gfxPalette16; GfxRemap *_gfxRemap16; // Remapping for the QFG4 demo GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx GfxPorts *_gfxPorts; // Port management for 16-bit gfx GfxScreen *_gfxScreen; GfxText16 *_gfxText16; GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager GfxMacFontManager *_gfxMacFontManager; // null when not applicable SciTTS *_tts; #ifdef ENABLE_SCI32 GfxControls32 *_gfxControls32; // Controls for 32-bit gfx GfxPalette32 *_gfxPalette32; // Palette for 32-bit gfx GfxRemap32 *_gfxRemap32; // Remapping for 32-bit gfx GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx GfxText32 *_gfxText32; Audio32 *_audio32; Video32 *_video32; GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx GfxTransitions32 *_gfxTransitions32; GfxCursor32 *_gfxCursor32; #endif AudioPlayer *_audio; Sync *_sync; SoundCommandParser *_soundCmd; GameFeatures *_features; GuestAdditions *_guestAdditions; opcode_format (*_opcode_formats)[4]; DebugState _debugState; uint32 _speedThrottleDelay; // kGameIsRestarting maximum delay Common::MacResManager *getMacExecutable() { return &_macExecutable; } private: /** * Initializes a SCI game * This function must be run before script_run() is executed. Graphics data * is initialized iff s->gfx_state != NULL. * @param[in] s The state to operate on * @return true on success, false if an error occurred. */ bool initGame(); /** * Runs a SCI game * This is the main function for SCI games. It takes a valid state, loads * script 0 to it, finds the game object, allocates a stack, and runs the * init method of the game object. In layman's terms, this runs a SCI game. * @param[in] s Pointer to the pointer of the state to operate on */ void runGame(); /** * Uninitializes an initialized SCI game * This function should be run after each script_run() call. * @param[in] s The state to operate on */ void exitGame(); /** * Loads the Mac executable for SCI1/1.1 games. * This function should only be called on Mac games. * If the executable isn't used, or is missing but optional, * then this function does nothing. */ void loadMacExecutable(); /** * Loads Mac native fonts for SCI1/1.1 games that support them. * This function should only be called on Mac games after loadMacExecutable() * has been called. Depending on the game, fonts are loaded from either the * executable or from classicmacfonts.dat. If fonts are not present, then a * warning is logged and SCI fonts are used instead. */ void loadMacFonts(); void initStackBaseWithSelector(Selector selector); bool gameHasFanMadePatch(); void setLauncherLanguage(); const ADGameDescription *_gameDescription; const SciGameId _gameId; ResourceManager *_resMan; /**< The resource manager */ ScriptPatcher *_scriptPatcher; /**< The script patcher */ EngineState *_gamestate; Kernel *_kernel; Vocabulary *_vocabulary; int16 _vocabularyLanguage; EventManager *_eventMan; reg_t _gameObjectAddress; /**< Pointer to the game object */ Console *_console; Common::RandomSource _rng; Common::MacResManager _macExecutable; bool _forceHiresGraphics; // user-option for GK1, KQ6, PQ4 }; /** * Global instance of the SciEngine class, similar to g_engine. * This is a hackish way to make all central components available * everywhere. Ideally, we would get rid of this again in the future, * but for now it's a pragmatic and simple way to achieve the goal. */ extern SciEngine *g_sci; /** * Convenience function to obtain the active SCI version. */ SciVersion getSciVersion(); /** * Same as above, but this version doesn't assert on unknown SCI versions. * Only used by the fallback detector */ SciVersion getSciVersionForDetection(); /** * Convenience function converting an SCI version into a human-readable string. */ const char *getSciVersionDesc(SciVersion version); } // End of namespace Sci #endif // SCI_SCI_H