Initial commit
This commit is contained in:
434
engines/sci/sci.h
Normal file
434
engines/sci/sci.h
Normal file
@@ -0,0 +1,434 @@
|
||||
/* 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/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#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)
|
||||
*
|
||||
* See detection.h for the full list of games.
|
||||
*/
|
||||
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
|
||||
|
||||
/** Engine debug levels */
|
||||
enum kDebugLevels {
|
||||
kDebugLevelError = 1,
|
||||
kDebugLevelNodes,
|
||||
kDebugLevelGraphics,
|
||||
kDebugLevelStrings,
|
||||
kDebugLevelMemory,
|
||||
kDebugLevelFuncCheck,
|
||||
kDebugLevelBresen,
|
||||
kDebugLevelSound,
|
||||
kDebugLevelBaseSetter,
|
||||
kDebugLevelParser,
|
||||
kDebugLevelSaid,
|
||||
kDebugLevelFile,
|
||||
kDebugLevelTime,
|
||||
kDebugLevelRoom,
|
||||
kDebugLevelAvoidPath,
|
||||
kDebugLevelDclImplode,
|
||||
kDebugLevelVM,
|
||||
kDebugLevelScripts,
|
||||
kDebugLevelGC,
|
||||
kDebugLevelResMan,
|
||||
kDebugLevelOnStartup,
|
||||
kDebugLevelDebugMode,
|
||||
kDebugLevelPatcher,
|
||||
kDebugLevelWorkarounds,
|
||||
kDebugLevelVideo,
|
||||
kDebugLevelGame,
|
||||
};
|
||||
|
||||
|
||||
/** 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(Common::U32String *msg = nullptr) override;
|
||||
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
|
||||
void syncSoundSettings() override; ///< from ScummVM to the game
|
||||
void updateSoundMixerVolumes();
|
||||
uint32 getTickCount();
|
||||
void setTickCount(const uint32 ticks);
|
||||
void errorString(const char *buf1, char *buf2, int size) override;
|
||||
|
||||
/**
|
||||
* 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;
|
||||
|
||||
/**
|
||||
* Returns true if the game's language direction is Right To Left.
|
||||
* RTL support did not exist in the original SCI engine.
|
||||
* This is a ScummVM feature to support modern fan translations.
|
||||
*/
|
||||
bool isLanguageRTL() const;
|
||||
|
||||
/** Returns the original platform of the game. */
|
||||
Common::Platform getPlatform() const;
|
||||
bool isDemo() const;
|
||||
bool isCD() const;
|
||||
bool useHiresGraphics() const;
|
||||
|
||||
/**
|
||||
* Returns true if the game's original platform is Macintosh or Amiga.
|
||||
* Note that this is not necessarily the endianness of the game's resources.
|
||||
*/
|
||||
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;
|
||||
|
||||
/** Returns 'TARGET-' prefix for filenames in the save directory. */
|
||||
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;
|
||||
|
||||
/** Returns the name of the game object. Currently used for identifying specific fan made games. */
|
||||
const char *getGameObjectName();
|
||||
|
||||
/**
|
||||
* Tests if we are in a QfG import screen, where special handling
|
||||
* of file-listings is performed.
|
||||
* @return 2 if in QFG2 import, 3 if in QFG3 import, 4 if in QFG4 import, else 0.
|
||||
*/
|
||||
int inQfGImportRoom() const;
|
||||
|
||||
/** Shows a ScummVM message box explaining how to import Qfg saved character files. */
|
||||
void showQfgImportMessageBox() const;
|
||||
|
||||
/**
|
||||
* Sleep for the given number of milliseconds, while polling for input to
|
||||
* keep the screen updated and responsive.
|
||||
*/
|
||||
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 splitLanguage The two-character language delimiter detected by strSplitLanguage.
|
||||
* If a delimiter is found, then it is written to this address
|
||||
* as a 16-bit integer. For example: %j becomes 0x6A25.
|
||||
* @param sep Optional separator to place between the main language and subtitle language.
|
||||
* If nullptr is passed then no subtitle will be added to the returned string.
|
||||
* @return The processed string.
|
||||
*/
|
||||
Common::String strSplitLanguage(const char *str, uint16 *splitLanguage, const char *sep);
|
||||
Common::String strSplit(const char *str, const char *sep) {
|
||||
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();
|
||||
|
||||
public:
|
||||
GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx
|
||||
GfxCache *_gfxCache;
|
||||
GfxCompare *_gfxCompare;
|
||||
GfxControls16 *_gfxControls16; // Controls for 16-bit gfx
|
||||
GfxCoordAdjuster16 *_gfxCoordAdjuster; // Coordinate adjuster for 16-bit gfx
|
||||
GfxCursor *_gfxCursor; // 16-bit cursor
|
||||
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; // Screen class for 16-bit
|
||||
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 is called once before runGame and then again by runGame
|
||||
* when re-initializing due to restarting via kRestartGame16.
|
||||
* Although it initializes many things, it depends on run having already
|
||||
* initialized others, and runGame having re-initialized a subset of that.
|
||||
* @return True on success, false if an error occurred.
|
||||
*/
|
||||
bool initGame();
|
||||
|
||||
/**
|
||||
* Runs an initialized SCI game.
|
||||
* This is called once by run when the engine is fully initialized.
|
||||
* It registers the game object's play method for execution and then calls
|
||||
* run_vm in a loop until the game exits. Restarting via kRestartGame16
|
||||
* or restoring a game re-initializes certain states and continues the loop.
|
||||
*/
|
||||
void runGame();
|
||||
|
||||
/**
|
||||
* Initializes the stack to call a method in the game object once the VM starts.
|
||||
* When starting a game or restarting via kRestartGame16, the play method is called.
|
||||
* When restoring, the replay method is called. This function does not directly
|
||||
* execute the method; that happens once the VM is run.
|
||||
*/
|
||||
void initStackBaseWithSelector(Selector selector);
|
||||
|
||||
/**
|
||||
* 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();
|
||||
|
||||
/**
|
||||
* Returns true if a known fan made patch file is in the game's directory.
|
||||
* We used to always display a message when these files were detected,
|
||||
* due to concerns about incompatibilities. Now we just log a warning.
|
||||
* We can now inspect patch contents with script decompilers. This reveals
|
||||
* that the patches don't change much. GOG includes patches with some games,
|
||||
* making them practically official versions. A few patches do have bugs, but
|
||||
* we handle those with our own script patches just like any other script.
|
||||
*/
|
||||
bool gameHasFanMadePatch();
|
||||
|
||||
/**
|
||||
* For multilingual games, this function sets the game object's printLang
|
||||
* and parseLang properties based on the ScummVM "language" config value.
|
||||
*/
|
||||
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 _useHiresGraphics; // user-option for GK1, KQ6, PQ4
|
||||
bool _inErrorString; /**< Set while `errorString` is executing */
|
||||
};
|
||||
|
||||
/**
|
||||
* 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;
|
||||
|
||||
} // End of namespace Sci
|
||||
|
||||
#endif // SCI_SCI_H
|
||||
Reference in New Issue
Block a user