Files
scummvm/engines/sci/sci.cpp
T
athrxx 3779f208ad SCI: (SQ4/CD/Windows) - make use of windows gfx drivers
SQ4/CD/Windows uses a simiar interpreter to the KQ6 one, minus the hires
graphics support. It has the same upscaling to 640x440 (or 320x220 for small
windows) and also support the same 16 colors mode.

Also removed some whitespace...

I have attached the SQ4 Windows variant to the gfx drivers I made for KQ6.
The 16 colors mode now requires the SCIWV.EXE executable, though. I had
hard coded the 512 bytes color pattern table for KQ6, since I thought it
would remain the only one necessary. But SQ4 has a different table. So I now
load them from the executable.

There might be more Windows games like that, I just currently don't know
about it (probably other SCI_VERSION_1_1 titles). Adding support would be
super easy. But it will not work right out of the box, since I explicitly check
the game IDs in customizeGuiOptions(), to avoid any nonsense to happen.
2024-12-21 18:33:13 +02:00

1142 lines
40 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "sci/sci.h"
#include "sci/debug.h"
#include "sci/console.h"
#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/message.h"
#include "sci/engine/object.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h" // for script_adjust_opcode_formats
#include "sci/engine/script_patches.h"
#include "sci/engine/selector.h" // for SELECTOR
#include "sci/engine/scriptdebug.h"
#include "sci/engine/tts.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#include "sci/sound/sync.h"
#include "sci/sound/soundcmd.h"
#include "sci/graphics/animate.h"
#include "sci/graphics/cache.h"
#include "sci/graphics/compare.h"
#include "sci/graphics/controls16.h"
#include "sci/graphics/coordadjuster.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/gfxdrivers.h"
#include "sci/graphics/macfont.h"
#include "sci/graphics/maciconbar.h"
#include "sci/graphics/menu.h"
#include "sci/graphics/paint16.h"
#include "sci/graphics/paint32.h"
#include "sci/graphics/picture.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/remap.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/text16.h"
#include "sci/graphics/transitions.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/controls32.h"
#include "sci/graphics/cursor32.h"
#include "sci/graphics/frameout.h"
#include "sci/graphics/maccursor32.h"
#include "sci/graphics/palette32.h"
#include "sci/graphics/remap32.h"
#include "sci/graphics/text32.h"
#include "sci/graphics/transitions32.h"
#include "sci/graphics/video32.h"
#include "sci/sound/audio32.h"
#endif
namespace Sci {
SciEngine *g_sci = nullptr;
SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId) :
Engine(syst),
_gfxAnimate(nullptr),
_gfxCache(nullptr),
_gfxCompare(nullptr),
_gfxControls16(nullptr),
_gfxCoordAdjuster(nullptr),
_gfxCursor(nullptr),
_gfxMenu(nullptr),
_gfxPalette16(nullptr),
_gfxRemap16(nullptr),
_gfxPaint16(nullptr),
_gfxPorts(nullptr),
_gfxScreen(nullptr),
_gfxText16(nullptr),
_gfxTransitions(nullptr),
_gfxMacFontManager(nullptr),
_gfxMacIconBar(nullptr),
#ifdef ENABLE_SCI32
_gfxControls32(nullptr),
_gfxPalette32(nullptr),
_gfxRemap32(nullptr),
_gfxPaint32(nullptr),
_gfxText32(nullptr),
_audio32(nullptr),
_video32(nullptr),
_gfxFrameout(nullptr),
_gfxTransitions32(nullptr),
_gfxCursor32(nullptr),
#endif
_audio(nullptr),
_sync(nullptr),
_soundCmd(nullptr),
_features(nullptr),
_guestAdditions(nullptr),
_opcode_formats(nullptr),
_debugState(),
_speedThrottleDelay(kSpeedThrottleDefaultDelay),
_gameDescription(desc),
_gameId(gameId),
_resMan(nullptr),
_scriptPatcher(nullptr),
_gamestate(nullptr),
_kernel(nullptr),
_vocabulary(nullptr),
_vocabularyLanguage(1), // we load english vocabulary on startup
_eventMan(nullptr),
_gameObjectAddress(),
_console(nullptr),
_tts(nullptr),
_rng("sci"),
_useHiresGraphics(false),
_inErrorString(false) {
assert(g_sci == nullptr);
g_sci = this;
const Common::FSNode gameDataDir(ConfMan.getPath("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "actors"); // KQ6 hi-res portraits
SearchMan.addSubDirectoryMatching(gameDataDir, "aud"); // resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "audio");// resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "audiosfx");// resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "wav"); // speech files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); // music/sound files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "avi"); // AVI movie files for Windows versions
SearchMan.addSubDirectoryMatching(gameDataDir, "seq"); // SEQ movie files for DOS versions
SearchMan.addSubDirectoryMatching(gameDataDir, "robot"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "robots"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movie"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "music"); // LSL7 music files (GOG version)
SearchMan.addSubDirectoryMatching(gameDataDir, "music/22s16"); // LSL7 music files
SearchMan.addSubDirectoryMatching(gameDataDir, "data"); // LSL7 Polish patch files (Trac #10066)
SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "duk"); // Duck movie files in Phantasmagoria 2
SearchMan.addSubDirectoryMatching(gameDataDir, "Robot Folder"); // Mac robot files
SearchMan.addSubDirectoryMatching(gameDataDir, "Sound Folder"); // Mac audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices Folder", 0, 2, true); // Mac audio36 files (recursive for Torin)
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices"); // Mac audio36 files
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices/AUD#"); // LSL6 Mac audio36 files
SearchMan.addSubDirectoryMatching(gameDataDir, "VMD Folder"); // Mac VMD files
// Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD
// (e.g. KQ Collection 1997) is for the demo of Phantasmagoria, included in the disk
if (_gameId != GID_KQ6) {
// Patch files in the root directory of Phantasmagoria 2 are higher
// priority than patch files in the patches directory (the SSCI
// installer copies these patches to HDD and gives the HDD directory
// top priority)
const int priority = _gameId == GID_PHANTASMAGORIA2 ? -1 : 0;
SearchMan.addSubDirectoryMatching(gameDataDir, "patches", priority); // resource patches
}
// Some releases (e.g. Pointsoft Torin) use a different patch directory name
SearchMan.addSubDirectoryMatching(gameDataDir, "patch"); // resource patches
// LSL5 uses the name "bonus" for the patch directory on disk 1.
// The installer would copy these patches to the root game directory.
if (_gameId == GID_LSL5) {
SearchMan.addSubDirectoryMatching(gameDataDir, "bonus"); // resource patches
}
switch (desc->language) {
case Common::DE_DEU:
SearchMan.addSubDirectoryMatching(gameDataDir, "german/msg");
break;
case Common::EN_ANY:
case Common::EN_GRB:
case Common::EN_USA:
SearchMan.addSubDirectoryMatching(gameDataDir, "english/msg");
break;
case Common::ES_ESP:
SearchMan.addSubDirectoryMatching(gameDataDir, "spanish/msg");
break;
case Common::FR_FRA:
SearchMan.addSubDirectoryMatching(gameDataDir, "french/msg");
break;
case Common::IT_ITA:
SearchMan.addSubDirectoryMatching(gameDataDir, "italian/msg");
break;
default:
break;
}
}
SciEngine::~SciEngine() {
#ifdef ENABLE_SCI32
delete _gfxControls32;
delete _gfxPaint32;
delete _gfxText32;
// GfxFrameout and GfxPalette32 must be deleted after Video32 since
// destruction of screen items in the Video32 destructor relies on these
// components
delete _video32;
delete _gfxCursor32;
delete _gfxPalette32;
delete _gfxTransitions32;
delete _gfxFrameout;
delete _gfxRemap32;
delete _audio32;
#endif
delete _gfxMenu;
delete _gfxControls16;
delete _gfxText16;
delete _gfxAnimate;
delete _gfxPaint16;
delete _gfxTransitions;
delete _gfxCompare;
delete _gfxCoordAdjuster;
delete _gfxPorts;
delete _gfxCache;
delete _gfxPalette16;
delete _gfxRemap16;
delete _gfxCursor;
delete _gfxScreen;
delete _audio;
delete _sync;
delete _soundCmd;
delete _kernel;
delete _vocabulary;
//_console deleted by Engine
delete _guestAdditions;
delete _features;
delete _gfxMacFontManager;
delete _gfxMacIconBar;
delete _eventMan;
delete _gamestate->_segMan;
delete _gamestate;
delete[] _opcode_formats;
delete _scriptPatcher;
delete _tts;
delete _resMan; // should be deleted last
g_sci = nullptr;
}
extern int showScummVMDialog(const Common::U32String &message, const Common::U32String &altButton = Common::U32String(), bool alignCenter = true);
Common::Error SciEngine::run() {
_tts = new SciTTS();
_resMan = new ResourceManager();
_resMan->addAppropriateSources();
_resMan->init();
// TODO: Add error handling. Check return values of addAppropriateSources
// and init. We first have to *add* sensible return values, though ;).
/*
if (!_resMan) {
warning("No resources found, aborting");
return Common::kNoGameDataFoundError;
}
*/
// Add the after market patches for the specified game, if they exist
_resMan->addNewGMPatch(_gameId);
_resMan->addNewD110Patch(_gameId);
_gameObjectAddress = _resMan->findGameObject(true);
_scriptPatcher = new ScriptPatcher();
SegManager *segMan = new SegManager(_resMan, _scriptPatcher);
// Load the Mac executable and fonts if available
if (getSciVersion() < SCI_VERSION_2 && getPlatform() == Common::kPlatformMacintosh) {
loadMacExecutable();
loadMacFonts();
}
// Read user option for forcing hires graphics
// Only show/selectable for:
// - King's Quest 6 CD
// - King's Quest 6 CD demo
// - Gabriel Knight 1 CD
// - Police Quest 4 CD
// - SCI1/1.1 Mac games with hires fonts
//
// Gabriel Knight 1 on Mac is hi-res only, so it should NOT get this option.
// Confirmed by [md5] and originally by clone2727.
if (Common::checkGameGUIOption(GAMEOPTION_HIGH_RESOLUTION_GRAPHICS, ConfMan.get("guioptions"))) {
// GAMEOPTION_HIGH_RESOLUTION_GRAPHICS is available for the currently detected game,
// so read the user option now.
// We need to do this, because the option's default is "true", but we don't want "true"
// for any game that does not have this option.
_useHiresGraphics = ConfMan.getBool("enable_high_resolution_graphics");
} else if (hasMacFonts()) {
// Default to using hires Mac fonts if GUI option isn't present, as it was added later.
_useHiresGraphics = true;
}
if (getSciVersion() < SCI_VERSION_2) {
Common::RenderMode renderMode = Common::kRenderDefault;
bool undither = ConfMan.getBool("disable_dithering");
if (ConfMan.hasKey("render_mode"))
renderMode = Common::parseRenderMode(ConfMan.get("render_mode"));
// Check if the selected render mode is available for the game. This is quite specific for each game.
// Sometime it is only EGA, sometimes only CGA b/w without CGA 4 colors, etc. Also set default mode if undithering is enabled.
Common::Platform p = getPlatform();
if ((renderMode == Common::kRenderEGA && (((getSciVersion() <= SCI_VERSION_0_LATE || getSciVersion() == SCI_VERSION_1_EGA_ONLY) && undither) ||
(getSciVersion() >= SCI_VERSION_1_EARLY && getSciVersion() <= SCI_VERSION_1_1 && !SCI1_EGADriver::validateMode(p)))) ||
(renderMode == Common::kRenderVGAGrey && !SCI1_VGAGreyScaleDriver::validateMode(p)) ||
(renderMode == Common::kRenderCGA && !SCI0_CGADriver::validateMode(p)) ||
(renderMode == Common::kRenderCGA_BW && !SCI0_CGABWDriver::validateMode(p)) ||
((renderMode == Common::kRenderHercA || renderMode == Common::kRenderHercG) && !SCI0_HerculesDriver::validateMode(p)) ||
(renderMode == Common::kRenderPC98_8c && ((getSciVersion() <= SCI_VERSION_01 && !SCI0_PC98Gfx8ColorsDriver::validateMode(p)) ||
(getSciVersion() > SCI_VERSION_01 && !SCI1_PC98Gfx8ColorsDriver::validateMode(p)))) ||
(renderMode == Common::kRenderWin16c && getSciVersion() >= SCI_VERSION_1_1 && !WindowsGfx16ColorsDriver::validateMode(p)) ||
(renderMode == Common::kRenderPC98_16c && undither) ||
(getLanguage() == Common::KO_KOR)) // No extra modes supported for the Korean fan-patched games
renderMode = Common::kRenderDefault;
// Disable undithering for CGA, Hercules and other unsuitable video modes
if (renderMode != Common::kRenderDefault)
undither = false;
// Initialize the game screen
_gfxScreen = new GfxScreen(_resMan, renderMode);
_gfxScreen->enableUndithering(undither);
}
_kernel = new Kernel(_resMan, segMan);
_features = new GameFeatures(segMan, _kernel);
_vocabulary = hasParser() ? new Vocabulary(_resMan, false) : nullptr;
_gamestate = new EngineState(segMan);
_guestAdditions = new GuestAdditions(_gamestate, _features, _kernel);
_eventMan = new EventManager(_resMan->detectFontExtended());
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_audio32 = new Audio32(_resMan);
} else
#endif
_audio = new AudioPlayer(_resMan);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_video32 = new Video32(segMan, _eventMan);
}
#endif
_sync = new Sync(_resMan, segMan);
// Create debugger console. It requires GFX and _gamestate to be initialized
_console = new Console(this);
setDebugger(_console);
// The game needs to be initialized before the graphics system is initialized, as
// the graphics code checks parts of the seg manager upon initialization (e.g. for
// the presence of the fastCast object)
if (!initGame()) { /* Initialize */
warning("Game initialization failed: Aborting...");
// TODO: Add an "init failed" error?
return Common::kUnknownError;
}
// we try to find the super class address of the game object, we can't do that earlier
const Object *gameObject = segMan->getObject(_gameObjectAddress);
if (!gameObject) {
warning("Could not get game object, aborting");
return Common::kUnknownError;
}
script_adjust_opcode_formats();
// Must be called after game_init(), as they use _features
_kernel->loadKernelNames(_features);
// Initialize all graphics related subsystems
initGraphics();
// Sound must be initialized after graphics because SysEx transfers at the
// start of the game must pump the event loop to avoid making the OS think
// that ScummVM is hanged, and pumping the event loop requires GfxCursor to
// be initialized
_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType());
syncSoundSettings();
_guestAdditions->syncAudioOptionsFromScummVM();
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
// Check whether loading a savestate was requested
int directSaveSlotLoading = ConfMan.getInt("save_slot");
if (directSaveSlotLoading >= 0) {
_gamestate->_delayedRestoreGameId = directSaveSlotLoading;
// Jones only initializes its menus when restarting/restoring, thus set
// the gameIsRestarting flag here before initializing. Fixes bug #6536.
if (getGameId() == GID_JONES)
_gamestate->gameIsRestarting = GAMEISRESTARTING_RESTORE;
}
// Show any special warnings for buggy scripts with severe game bugs,
// which have been patched by Sierra
if (getGameId() == GID_KQ7 && ConfMan.getBool("subtitles")) {
showScummVMDialog(_("Subtitles are enabled, but subtitling in King's"
" Quest 7 was unfinished and disabled in the release"
" version of the game. ScummVM allows the subtitles"
" to be re-enabled, but because they were removed from"
" the original game, they do not always render"
" properly or reflect the actual game speech."
" This is not a ScummVM bug -- it is a problem with"
" the game's assets."));
}
// Show a warning if the user has selected a General MIDI device, no GM patch exists
// (i.e. patch 4) and the game is one of the known 8 SCI1 games that Sierra has provided
// after market patches for in their "General MIDI Utility".
if (_soundCmd->getMusicType() == MT_GM && !ConfMan.getBool("native_mt32")) {
if (!_resMan->findResource(ResourceId(kResourceTypePatch, 4), 0)) {
switch (getGameId()) {
case GID_ECOQUEST:
case GID_HOYLE3:
case GID_LSL1:
case GID_LSL5:
case GID_LONGBOW:
case GID_SQ1:
case GID_SQ4:
case GID_FAIRYTALES:
showScummVMDialog(_("You have selected General MIDI as a sound device. Sierra "
"has provided after-market support for General MIDI for this "
"game in their \"General MIDI Utility\". Please, apply this "
"patch in order to enjoy MIDI music with this game. Once you "
"have obtained it, you can unpack all of the included *.PAT "
"files in your ScummVM extras folder and ScummVM will add the "
"appropriate patch automatically. Alternatively, you can follow "
"the instructions in the READ.ME file included in the patch and "
"rename the associated *.PAT file to 4.PAT and place it in the "
"game folder. Without this patch, General MIDI music for this "
"game will sound badly distorted."));
break;
default:
break;
}
}
}
if (gameHasFanMadePatch()) {
warning("Fan made script patch detected");
}
if (getGameId() == GID_GK2 && ConfMan.getBool("subtitles") && !_resMan->testResource(ResourceId(kResourceTypeSync, 10))) {
suggestDownloadGK2SubTitlesPatch();
}
runGame();
ConfMan.flushToDisk();
return Common::kNoError;
}
bool SciEngine::gameHasFanMadePatch() {
struct FanMadePatchInfo {
SciGameId gameID;
uint16 targetScript;
uint16 targetSize;
uint16 patchedByteOffset;
byte patchedByte;
};
const FanMadePatchInfo patchInfo[] = {
// game script size offset byte
// ** NRS Patches **************************
{ GID_HOYLE3, 994, 2580, 656, 0x78 },
{ GID_KQ1, 85, 5156, 631, 0x02 },
{ GID_LAURABOW2, 994, 4382, 0, 0x00 },
{ GID_LONGBOW, 994, 4950, 1455, 0x78 }, // English
{ GID_LONGBOW, 994, 5020, 1469, 0x78 }, // German
{ GID_LSL1, 803, 592, 342, 0x01 },
{ GID_LSL3, 380, 6148, 195, 0x35 },
{ GID_LSL5, 994, 4810, 1342, 0x78 }, // English
{ GID_LSL5, 994, 4942, 1392, 0x76 }, // German
// GOG includes PQ1 patches. Incompatibilities are resolved by our script patches
{ GID_PQ1, 994, 4332, 1473, 0x78 },
{ GID_PQ2, 200, 10614, 0, 0x00 },
// GOG includes PQ3 patches. Incompatibilities are resolved by our script patches
{ GID_PQ3, 994, 4686, 1291, 0x78 }, // English
{ GID_PQ3, 994, 4734, 1283, 0x78 }, // German
{ GID_QFG1VGA, 994, 4388, 0, 0x00 },
{ GID_QFG3, 994, 4714, 2, 0x48 },
// GOG includes QFG4 patches. Incompatibilities are resolved by our script patches
{ GID_QFG4, 710, 11433, 0, 0x00 },
{ GID_SQ1, 994, 4740, 0, 0x00 },
{ GID_SQ5, 994, 4142, 1496, 0x78 }, // English/German/French
//{ GID_SQ5, 994, 4148, 0, 0x00 }, // Italian - patched file is the same size as the original
{ GID_SQ6, 380, 16308, 15042, 0x0C }, // English
//{ GID_SQ6, 380, 11652, 0, 0x00 }, // German - patched file is the same size as the original
};
for (int i = 0; i < ARRAYSIZE(patchInfo); ++i) {
if (patchInfo[i].gameID == getGameId()) {
Resource *targetScript = _resMan->findResource(ResourceId(kResourceTypeScript, patchInfo[i].targetScript), 0);
if (targetScript && targetScript->size() + 2 == patchInfo[i].targetSize) {
if (patchInfo[i].patchedByteOffset == 0)
return true;
else if (targetScript->getUint8At(patchInfo[i].patchedByteOffset - 2) == patchInfo[i].patchedByte)
return true;
}
}
}
return false;
}
void SciEngine::suggestDownloadGK2SubTitlesPatch() {
Common::U32String altButton;
Common::U32String downloadMessage;
if (_system->hasFeature(OSystem::kFeatureOpenUrl)) {
altButton = _("Download patch");
downloadMessage = _("(or click 'Download patch' button. But note - it only downloads, you will have to continue from there)\n");
}
else {
altButton = "";
downloadMessage = "";
}
int result = showScummVMDialog(_("GK2 has fan made subtitles, available thanks to the good people at SierraHelp.\n\n"
"Installation:\n"
"- download http://www.sierrahelp.com/Files/Patches/GabrielKnight/GK2Subtitles.zip\n" +
downloadMessage +
"- extract zip file\n"
"- no need to run the .exe file\n"
"- extract the .exe file with a file archiver, like 7-zip\n"
"- create a PATCHES subdirectory inside your GK2 directory\n"
"- copy the content of GK2Subtitles\\SUBPATCH to the PATCHES subdirectory\n"
"- replace files with similar names\n"
"- restart the game\n"), altButton, false);
if (result) {
char url[] = "http://www.sierrahelp.com/Files/Patches/GabrielKnight/GK2Subtitles.zip";
_system->openUrl(url);
}
}
bool SciEngine::initGame() {
// Script 0 needs to be allocated here before anything else!
int script0Segment = _gamestate->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
DataStack *stack = _gamestate->_segMan->allocateStack(VM_STACK_SIZE);
_gamestate->initMessageState();
_gamestate->gcCountDown = GC_INTERVAL - 1;
// Script 0 should always be at segment 1
if (script0Segment != 1) {
debug(2, "Failed to instantiate script 0");
return false;
}
_gamestate->initGlobals();
_gamestate->_segMan->initSysStrings();
_gamestate->r_acc = _gamestate->r_prev = NULL_REG;
_gamestate->_executionStack.clear(); // Start without any execution stack
_gamestate->executionStackBase = -1; // No vm is running yet
_gamestate->_executionStackPosChanged = false;
_gamestate->abortScriptProcessing = kAbortNone;
_gamestate->gameIsRestarting = GAMEISRESTARTING_NONE;
_gamestate->stack_base = stack->_entries;
_gamestate->stack_top = stack->_entries + stack->_capacity;
if (!_gamestate->_segMan->instantiateScript(0)) {
error("initGame(): Could not instantiate script 0");
return false;
}
// Reset parser
if (_vocabulary)
_vocabulary->reset();
_gamestate->lastWaitTime = _gamestate->_screenUpdateTime = _system->getMillis();
// Load game language into printLang property of game object
setSciLanguage();
#ifdef ENABLE_SCI32
_guestAdditions->sciEngineInitGameHook();
#endif
return true;
}
void SciEngine::initGraphics() {
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_gfxPalette32 = new GfxPalette32(_resMan);
_gfxRemap32 = new GfxRemap32();
} else {
#endif
_gfxPalette16 = new GfxPalette(_resMan, _gfxScreen);
if (getGameId() == GID_QFG4DEMO || _resMan->testResource(ResourceId(kResourceTypeVocab, 184)))
_gfxRemap16 = new GfxRemap(_gfxPalette16);
#ifdef ENABLE_SCI32
}
#endif
_gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette16);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
// SCI32 graphic objects creation
if (getPlatform() == Common::kPlatformMacintosh && _resMan->hasResourceType(kResourceTypeCursor)) {
_gfxCursor32 = new GfxMacCursor32();
} else {
_gfxCursor32 = new GfxCursor32();
}
_gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, nullptr, _gfxCoordAdjuster);
_gfxPaint32 = new GfxPaint32(_gamestate->_segMan);
_gfxTransitions32 = new GfxTransitions32(_gamestate->_segMan);
_gfxFrameout = new GfxFrameout(_gamestate->_segMan, _gfxPalette32, _gfxTransitions32, _gfxCursor32);
_gfxCursor32->init(_gfxFrameout->getCurrentBuffer());
_gfxText32 = new GfxText32(_gamestate->_segMan, _gfxCache);
_gfxControls32 = new GfxControls32(_gamestate->_segMan, _gfxCache, _gfxText32);
_gfxFrameout->run();
} else {
#endif
// SCI0-SCI1.1 graphic objects creation
_gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen);
_gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts);
_gfxCursor = new GfxCursor(_resMan, _gfxPalette16, _gfxScreen, _gfxCoordAdjuster, _eventMan);
_gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, _gfxScreen, _gfxCoordAdjuster);
_gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette16);
_gfxPaint16 = new GfxPaint16(_resMan, _gamestate->_segMan, _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette16, _gfxTransitions, _audio);
_gfxAnimate = new GfxAnimate(_gamestate, _scriptPatcher, _gfxCache, _gfxCompare, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette16, _gfxCursor, _gfxTransitions);
_gfxText16 = new GfxText16(_gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxMacFontManager);
_gfxControls16 = new GfxControls16(_gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen);
_gfxMenu = new GfxMenu(_eventMan, _gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor);
_gfxMenu->reset();
_gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16);
_gfxPaint16->init(_gfxAnimate, _gfxText16);
if (hasMacIconBar()) {
_gfxMacIconBar = new GfxMacIconBar(_resMan, _eventMan, _gamestate->_segMan, _gfxScreen, _gfxPalette16);
}
#ifdef ENABLE_SCI32
}
#endif
if (getSciVersion() < SCI_VERSION_2) {
// Set default (EGA, amiga or resource 999) palette
_gfxPalette16->setDefault();
}
}
void SciEngine::initStackBaseWithSelector(Selector selector) {
_gamestate->stack_base[0] = make_reg(0, (uint16)selector);
_gamestate->stack_base[1] = NULL_REG;
// Register the first element on the execution stack
if (!send_selector(_gamestate, _gameObjectAddress, _gameObjectAddress, _gamestate->stack_base, 2, _gamestate->stack_base)) {
printObject(_gameObjectAddress);
error("initStackBaseWithSelector: error while registering the first selector in the call stack");
}
}
void SciEngine::runGame() {
setTotalPlayTime(17);
initStackBaseWithSelector(SELECTOR(play)); // Call the play selector
// Attach the debug console on game startup, if requested
if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
_console->attach();
_guestAdditions->reset();
do {
_gamestate->_executionStackPosChanged = false;
run_vm(_gamestate);
// Stop audio and sound components, unless loading a game.
// EngineState::saveLoadWithSerializer has already handled that.
if (_gamestate->abortScriptProcessing != kAbortLoadGame) {
if (_audio) { // SCI16
_audio->stopAllAudio();
}
_sync->stop();
_soundCmd->clearPlayList();
}
// Clear execution stack
_gamestate->_executionStack.clear();
_gamestate->xs = nullptr;
// Close all opened file handles
_gamestate->_fileHandles.clear();
_gamestate->_fileHandles.resize(5);
_guestAdditions->sciEngineRunGameHook();
if (_gamestate->abortScriptProcessing == kAbortRestartGame) {
// SCI16 game has been restarted with kRestartGame16.
// Reset engine state and prepare the VM to call the play method
// on the next iteration, but set the gameIsRestarting flag so
// that scripts can detect the restart with kGameIsRestarting.
_gamestate->_segMan->resetSegMan();
initGame();
initStackBaseWithSelector(SELECTOR(play));
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
_gamestate->gameIsRestarting = GAMEISRESTARTING_RESTART;
_gamestate->_throttleLastTime = 0;
if (_gfxMenu)
_gfxMenu->reset();
_gamestate->abortScriptProcessing = kAbortNone;
_guestAdditions->reset();
} else if (_gamestate->abortScriptProcessing == kAbortLoadGame) {
// Game has been restored from within the game or the launcher.
// Prepare the VM to call the replay method of the game object
// on the next iteration.
_gamestate->abortScriptProcessing = kAbortNone;
initStackBaseWithSelector(SELECTOR(replay));
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
_gamestate->shrinkStackToBase();
_gamestate->abortScriptProcessing = kAbortNone;
syncSoundSettings();
_guestAdditions->syncAudioOptionsFromScummVM();
} else {
break; // exit loop
}
} while (true);
}
// When `error` is called, this function adds additional SCI engine context to the message
// to help with bug reporting. It is critical that this function not crash, or else the
// original error message will be lost and the debugger will be unavailable. This function
// must not cause a second `error` call, or the original error message will also be unavailable,
// although we detect this to prevent infinite recursion and crashing with a stack overflow.
// This function must be cautious about the state it inspects, because it can be called at
// any time during the engine lifecycle.
void SciEngine::errorString(const char *buf_input, char *buf_output, int buf_output_size) {
// safeguard to prevent infinite recursion in case there's a code path that calls `error`.
if (_inErrorString) {
warning("error called during errorString");
Common::strlcpy(buf_output, buf_input, buf_output_size);
return;
}
_inErrorString = true;
// Detailed context can only be included if VM execution has begun.
EngineState *s = _gamestate;
if (s != nullptr && !s->_executionStack.empty() && _kernel != nullptr) {
// Determine the name of the current function and the pc
Common::String function;
// Query the top-most stack frame even if it's not committed yet within the VM cycle.
const ExecStack &call = s->_executionStack.back();
reg_t pc = call.addr.pc;
switch (call.type) {
case EXEC_STACK_TYPE_CALL: { // Script function
if (call.debugSelector != -1) {
const char *objectName = s->_segMan->getObjectName(call.sendp);
function = Common::String::format("%s::%s", objectName, _kernel->getSelectorName(call.debugSelector).c_str());
} else if (call.debugExportId != -1) {
function = Common::String::format("export %d", call.debugExportId);
} else if (call.debugLocalCallOffset != -1) {
function = Common::String::format("call %x", call.debugLocalCallOffset);
}
break;
}
case EXEC_STACK_TYPE_KERNEL: { // Kernel function
if (call.debugKernelSubFunction == -1) {
function = Common::String::format("k%s", _kernel->getKernelName(call.debugKernelFunction).c_str());
} else {
function = Common::String::format("k%s", _kernel->getKernelName(call.debugKernelFunction, call.debugKernelSubFunction).c_str());
}
// Kernel calls do not have a pc. walk the stack back to the most recent for script number.
Common::List<ExecStack>::const_iterator it;
for (it = s->_executionStack.reverse_begin(); it != s->_executionStack.end(); --it) {
if (it->type != EXEC_STACK_TYPE_KERNEL) {
pc = it->addr.pc;
break;
}
}
break;
}
default:
break;
}
// Get game version string from globals. Could also read from VERSION file
// as a fallback, but I/O seems risky for this error handler.
// Version global may not be set yet if the error occurs early in script init.
Common::String version = s->getGameVersionFromGlobal();
if (!version.empty()) {
version.insertChar('-', 0);
}
// There are two script numbers we care about: the current room and the
// the script that was executing when the error occurred. These are often
// the same, so to save space, only include both when they are different.
uint16 roomNumber = s->currentRoomNumber();
Common::String scriptStr = Common::String::format("%d", roomNumber);
Script *script = s->_segMan->getScriptIfLoaded(pc.getSegment());
if (script != nullptr) {
uint16 scriptNumber = script->getScriptNumber();
if (roomNumber != scriptNumber) {
scriptStr += Common::String::format("/%d", scriptNumber);
}
}
// The error string is a deliberately terse single-line header, because
// the goal is for bug reports to automatically include useful context
// even when users only provide the single error message.
// Target name is used because this identifies the game and includes
// useful information about variants such as language.
// Note that only the pc offset is included, because that's all that's
// needed to identify the current instruction when the script is known.
snprintf(buf_output, buf_output_size, "[%s%s %s %s @ %04x]: %s",
_targetName.c_str(), version.c_str(), scriptStr.c_str(),
function.c_str(), pc.getOffset(), buf_input);
} else {
// VM not initialized yet, so just copy over the target name and error message.
snprintf(buf_output, buf_output_size, "[%s]: %s", _targetName.c_str(), buf_input);
}
_inErrorString = false;
}
// Invoked by debugger when a severe error occurs
void SciEngine::severeError() {
if (_gamestate) {
if (!_gamestate->_executionStack.empty()) {
ExecStack &xs = _gamestate->_executionStack.back();
xs.addr.pc.setOffset(_debugState.old_pc_offset);
xs.sp = _debugState.old_sp;
}
}
_debugState.runningStep = 0; // Stop multiple execution
_debugState.seeking = kDebugSeekNothing; // Stop special seeks
}
Console *SciEngine::getSciDebugger() {
return _console;
}
const char *SciEngine::getGameIdStr() const {
return _gameDescription->gameId;
}
Common::Language SciEngine::getLanguage() const {
return _gameDescription->language;
}
bool SciEngine::isLanguageRTL() const {
return getLanguage() == Common::HE_ISR;
}
Common::Platform SciEngine::getPlatform() const {
return _gameDescription->platform;
}
bool SciEngine::isDemo() const {
return _gameDescription->flags & ADGF_DEMO;
}
bool SciEngine::isCD() const {
return _gameDescription->flags & ADGF_CD;
}
bool SciEngine::useHiresGraphics() const {
return _useHiresGraphics;
}
bool SciEngine::isBE() const{
switch(_gameDescription->platform) {
case Common::kPlatformAmiga:
case Common::kPlatformMacintosh:
return true;
default:
return false;
}
}
bool SciEngine::hasParser() const {
// Only SCI0, SCI01 and SCI1 EGA games used a parser, along with
// multilingual LSL3 and SQ3 Amiga which are SCI_VERSION_1_MIDDLE
return getSciVersion() <= SCI_VERSION_1_EGA_ONLY ||
getGameId() == GID_LSL3 || getGameId() == GID_SQ3;
}
bool SciEngine::hasMacFonts() const {
return _gfxMacFontManager != nullptr;
}
bool SciEngine::hasMacIconBar() const {
return _resMan->isSci11Mac() &&
(getGameId() == GID_KQ6 || getGameId() == GID_FREDDYPHARKAS);
}
bool SciEngine::hasMacSaveRestoreDialogs() const {
return _gameDescription->platform == Common::kPlatformMacintosh &&
(getSciVersion() <= SCI_VERSION_2_1_EARLY ||
getGameId() == GID_GK2 ||
getGameId() == GID_SQ6 ||
getGameId() == GID_LIGHTHOUSE);
}
Common::String SciEngine::getSavegameName(int nr) const {
return _targetName + Common::String::format(".%03d", nr);
}
Common::String SciEngine::getSavegamePattern() const {
return _targetName + ".###";
}
Common::String SciEngine::getFilePrefix() const {
return _targetName;
}
Common::String SciEngine::wrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return name;
else
return prefix + 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());
else
return name;
}
const char *SciEngine::getGameObjectName() {
return _gamestate->_segMan->getObjectName(_gameObjectAddress);
}
int SciEngine::inQfGImportRoom() const {
if (_gameId == GID_QFG2 && _gamestate->currentRoomNumber() == 805) {
// QFG2 character import screen
return 2;
} else if (_gameId == GID_QFG3 && _gamestate->currentRoomNumber() == 54) {
// QFG3 character import screen
return 3;
} else if (_gameId == GID_QFG4 && _gamestate->currentRoomNumber() == 54) {
return 4;
}
return 0;
}
void SciEngine::showQfgImportMessageBox() const {
showScummVMDialog(_("Characters saved inside ScummVM are shown "
"automatically. Character files saved in the original "
"interpreter need to be put inside ScummVM's saved games "
"directory and a prefix needs to be added depending on which "
"game it was saved in: 'qfg1-' for Quest for Glory 1, 'qfg2-' "
"for Quest for Glory 2. Example: 'qfg2-thief.sav'."));
}
void SciEngine::sleep(uint32 msecs) {
if (!msecs) {
return;
}
const uint32 wakeUpTime = _system->getMillis() + msecs;
for (;;) {
// let backend process events and update the screen
_eventMan->getSciEvent(kSciEventPeek);
// There is no point in waiting any more if we are just waiting to quit
if (shouldQuit()) {
return;
}
#ifdef ENABLE_SCI32
// If a game is in a wait loop, kFrameOut is not called, but mouse
// movement is still occurring and the screen needs to be updated to
// reflect it
if (getSciVersion() >= SCI_VERSION_2) {
_gfxFrameout->updateScreen();
}
#endif
uint32 time = _system->getMillis();
if (time + 10 < wakeUpTime) {
_system->delayMillis(10);
} else {
if (time < wakeUpTime)
_system->delayMillis(wakeUpTime - time);
break;
}
}
}
void SciEngine::setLauncherLanguage() {
if (_gameDescription->flags & ADGF_ADDENGLISH) {
// If game is multilingual
Common::Language chosenLanguage = Common::parseLanguage(ConfMan.get("language"));
uint16 languageToSet = 0;
switch (chosenLanguage) {
case Common::EN_ANY:
// and English was selected as language
languageToSet = K_LANG_ENGLISH;
break;
case Common::JA_JPN: {
// Set Japanese for FM-Towns games
// KQ5 on FM-Towns has no initial language set
if (getPlatform() == Common::kPlatformFMTowns) {
languageToSet = K_LANG_JAPANESE;
}
}
default:
break;
}
if (languageToSet) {
if (SELECTOR(printLang) != -1) // set text language
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), languageToSet);
if (SELECTOR(parseLang) != -1) // and set parser language as well
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang), languageToSet);
}
}
}
void SciEngine::pauseEngineIntern(bool pause) {
_mixer->pauseAll(pause);
if (_soundCmd)
_soundCmd->pauseAll(pause);
}
void SciEngine::syncSoundSettings() {
updateSoundMixerVolumes();
_guestAdditions->syncSoundSettingsFromScummVM();
}
void SciEngine::updateSoundMixerVolumes() {
Engine::syncSoundSettings();
// ScummVM adjusts the software mixer volume in Engine::syncSoundSettings,
// but MIDI either does not run through the ScummVM mixer (e.g. hardware
// synth) or it uses a kPlainSoundType channel type, so the master MIDI
// volume must be adjusted here for MIDI playback volume to be correct
if (_soundCmd) {
const int16 musicVolume = (ConfMan.getInt("music_volume") + 1) * MUSIC_MASTERVOLUME_MAX / Audio::Mixer::kMaxMixerVolume;
_soundCmd->setMasterVolume(ConfMan.getBool("mute") ? 0 : musicVolume);
}
}
void SciEngine::loadMacExecutable() {
Common::Path filename = _resMan->getMacExecutableName();
if (filename.empty())
return;
if (!_macExecutable.open(filename) || !_macExecutable.hasResFork()) {
// KQ6/Freddy require the executable to load their icon bar palettes
if (hasMacIconBar())
error("Could not load Mac resource fork '%s'", filename.toString().c_str());
}
}
void SciEngine::loadMacFonts() {
// Load Mac fonts from the appropriate place, depending on the game.
// If we're unable to load Mac fonts, then fall back to using SCI fonts.
// Mac font support was added after these games were supported, so it's
// important to not require that fonts be present.
switch (getGameId()) {
case GID_CASTLEBRAIN:
case GID_FREDDYPHARKAS:
// case GID_KQ5: // not supported yet
case GID_KQ6:
case GID_LSL1:
case GID_LSL5:
case GID_SQ1:
// These Mac games have fonts in the resource fork of their executable
// along with a SCI to Mac font mapping table.
if (_macExecutable.hasResFork()) {
_gfxMacFontManager = new GfxMacFontManager(&_macExecutable);
if (!_gfxMacFontManager->hasFonts()) {
delete _gfxMacFontManager;
_gfxMacFontManager = nullptr;
}
} else {
Common::Path filename = _resMan->getMacExecutableName();
warning("Macintosh executable \"%s\" not found, using SCI fonts", filename.toString().c_str());
}
break;
case GID_LSL6:
case GID_QFG1VGA:
// These Mac games have interpreters that are hard-coded to use Palatino.
// Attempt to load Palatino from classicmacfonts.dat.
_gfxMacFontManager = new GfxMacFontManager();
if (!_gfxMacFontManager->hasFonts()) {
warning("Classic Macintosh fonts not found, using SCI fonts");
delete _gfxMacFontManager;
_gfxMacFontManager = nullptr;
}
break;
default:
break;
}
}
uint32 SciEngine::getTickCount() {
return getTotalPlayTime() * 60 / 1000;
}
void SciEngine::setTickCount(const uint32 ticks) {
return setTotalPlayTime(ticks * 1000 / 60);
}
} // End of namespace Sci